Updated Our Journal #45: George Ziets, Josh Jertberg and Jeremy Kopman Talk on Live Stream

kickstarter2015-07-10 19:20:59

TL;DR: live streaming Torment talk; Asylum art; progress on physical map

Thomas here. 

Our creative lead Colin McComb was in the office again in the flesh (he is always with us in spirit, of course). You may have seen this amusing photo from a Sagus Cliffs story session or his cameo at the end of the Bard’s Tale IV infomercial. But fist-bumps aside, it was a very productive visit as we continue to make great progress on our number one focus, the opening areas of the game.

This evening we’re doing an all studio party to celebrate our recent successes in crowdfunding and production as Torment is making great progress, Bard’s Tale IV achieved its funding goal, and the Wasteland 2 Director’s Cut is in a good state to hit its late summer release. We’ll be streaming this party live from 4pm to 6pm Pacific on the Twitch channel of famous streamer Quill. As part of the stream we wanted to present our fans with more on our ongoing projects Wasteland 2: Director’s Cut and Torment: Tides of Numenera. The Director’s Cut will be live-streamed for the first time!

As for Torment, Lead Area Designer George Ziets, our Lead Animator Josh Jertberg (both also in the fist-bump photo above) and our Crisis Design Lead Jeremy Kopman will each talk during this live stream. We won’t be showing the game in action but George will share some about Sagus Cliffs (minor spoilers), Josh will talk about our root motion animation, and Jeremy will talk systems design. So be sure to tune in about three hours from now!

Asylum by Chang Yuan
Asylum by Chang Yuan

Physical Progress

While the game is being crafted, we are of course also working on the creation and delivery processes for physical goods. One of the things we really hope to knock out of the park was the cloth map, taking lessons from recent cloth maps from other games. We had Numenera mapmaker Christopher West draw out the map based on our design, and we are scouting for materials and printing processes that would get the best results. Here is a glimpse of the world map, work-in-progress:

In the News

And finally, we have one interview to share: Kevin Saunders and Adam Heine talked to Red Bull Games, discussing a wide variety of topics including the setting, Tides, Crises, skill system and more.

Thank you,
Thomas Beekers
Associate Producer