Adam Heine's Blog

May 18, 2015

Alessandro Gambino has two questions today:
a couple of questions that arose directly from my playthrough of Pillars of Eternity.

First question:  As far I remember, in Torment we will have separate inventory screens for each character, won't we? And if so, any hope you guys are reconsidering this part of the GUI?

I'm not sure where I might have mentioned separate inventory screens. If I did, it was either very early in design or else a mistake. Our inventory design is based on Pillars of...
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Published on May 18, 2015 06:57 • 5 views

May 8, 2015

Trevor asks:
What's your favorite part of the writing process?

My favorite part is the part where I make money, followed closely by the part where people tell me how awesome my writing is.

Is that... is that not what you meant?

So, in terms of actually creating the story, I prefer planning, by far. I'm a notorious, obsessive, ridiculously detailed planner (which is perhaps why I make a decent game design lead). I like to outline my stories down to each chapter's beats and cliffhangers, if I can....
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Published on May 08, 2015 06:33 • 3 views

May 5, 2015

Trevor asks a very pertinent question:
How do you have time for everything? 
Seriously, I see that you have 10 kids, work remotely on an anticipated game, and write, among other daily challenges I'm sure. Was there ever a point when you wanted to let go of any of these passions? Do you ever worry that you can't devote enough time to each of them?
Do I ever worry I can't devote enough time to everything? Constantly. How do I make sure that doesn't happen?

I have no idea.

Well, that's not stri...
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Published on May 05, 2015 15:32 • 7 views

March 31, 2015

Mark asks:
Is Torment going to be / has Torment been developed with Unity 5 in mind?

It turns out this was a more complicated question than one would think. We're planning to move to Unity 5, but we weren't sure about that for a long time (and even now, there's still a fair amount of work to do before the move is official).

Further details from our illustrious wizard/programmer, Steve Dobos:

We started work on Torment before Unity 5’s full feature set was announced.  By the time Unity 5 beca...
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Published on March 31, 2015 05:33 • 6 views

March 21, 2015

Haran asks:
About writing credits in games - in most big games, you can't know which part of dialogue\text was written by whom, just that there is a "lead writer" and other writers. Is there a secret way industry people like you guys use to know this? And for Torment, will you list somewhere who wrote what?

The "secret way" is we ask people what they were responsible for. The answer we get back is rarely simple.

The thing is that most big games are a team effort. Although one person might initia...
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Published on March 21, 2015 06:36 • 9 views

March 19, 2015

Gunther Winters is looking for a writing position in the gaming industry. He says:
...all those ads [that interest me] require the submission of "samples" of one's own work, and I suspect that those that don't clearly require it just take it for understood. ...what is adequate for "submitting"? How many "pieces"? How long? Of what  kind? Most ads mention no details whatsoever...

Any other advice for an aspirant "writer" who is trying to approach the gaming industry?

I can't tell you specifi...
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Published on March 19, 2015 06:28 • 9 views

March 2, 2015

Alessandro from Torment's Italian fan blog says:
You've talked extensively about Effort in many occasions by now, but there's still a piece of the puzzle missing, at least to me. How do you intend to limit rest in the Torment?

I mean, managing Effort is an interesting gameplay mechanic. but only because Effort is a limited resource. If players are able to rest whenever they want, the whole thing explodes.

Now, I know that during Cryses time is a factor, so resting will be either limited or impos...
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Published on March 02, 2015 05:38 • 10 views

February 24, 2015

In case you missed it, I got my first for-real fan art the other day for the Torment novella. From Michael Malkin, this is "Ama, seeker of the Golden Tide."

I like the golden light shining in from the left. That's a nice touch. Thanks, Michael!
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Published on February 24, 2015 05:44 • 8 views

February 4, 2015

My Pathfinder story, "The Patch Man," has now been published in its entirety. If you're like me, and you don't like reading something that you can't finish, well you can finish it now: chapter one, chapter two, chapter three, and chapter four.

(And if you're better than me, and read things the moment you can read any part of it, know that today you can be complete.)

And oh my gosh, I just realized I never told you how this came to be!

It probably never occurred to you. I mean, I'm the Design Lea...
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Published on February 04, 2015 15:45 • 8 views

January 28, 2015

It's still January. I'm not late.

Well, except for the part where these are games I played in 2014, as opposed to games that may have come out in 2014. Whatever.

I've talked about this one. It looks pretty. It sounds lovely. It asks me to make hard choices and then question them, and for some reason I love it all the more because of this. I'm thinking of playing through it again on Hard.

I will probably fail. I don't actually care.

Adventure games are kind of my thi...
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Published on January 28, 2015 05:31 • 7 views