Obsidian Entertainment Developer Profile
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The team also had a firm grasp of Knights of the Old Republic and was glad to get the opportunity to develop a sequel. "It was a game we understood and a game we knew how to make with an engine that was already done," says Feargus. "I hate to say that we didn't think about it; we knew that it was going to be a challenge and we knew it was going to be hard work, particularly in the short time that we had."
According to Feargus it was simply a matter of making the pieces fit. "Chris Avalon writes incredible dialogue and incredible design, so we weren't worried there. Our lead artist Aaron Meyers had worked on Planescape: Torment and Icewind Dale and had just gotten off the ill-fated Baldur's Gate 3, so he had a lot of experience building RPGs. Chris Jones was the lead programmer and he had been the chief architect on the Fallout engine and at Troika the Arcanum engine and what would have been the engine for Baldur's Gate 3. You roll all that together and it seemed like we had all the parts that we needed. The arrogant thing was to agree to do it in the time that LucasArts wanted it done in."