![]() It was at exactly that time that Colin McComb, whom I'd worked with on Planescape: Torment, asked me if I wanted to work on a spiritual successor to that game. But by 2011, our expenses had slowly outstripped our income. My wife and I live in Thailand, and our primary work is taking in children with nowhere to go. How did this opportunity come about for you and what was it like stepping into a Design Lead role for this production? You worked as the Design Lead for Torment: Tides of Numenera later in your career. But the connections I made on that project were strong enough (apparently) to pull me back in several years later for Torment's spiritual successor and several gigs after that. Much as I loved the team and the project, I left the game industry shortly after Torment's release to focus on my personal life. I gained a reputation as a kind of troubleshooter, but really, I was just trying to make the game as good as I could make it. I frequently discovered that what the designers wanted to do wasn't supported by the engine, and I had to figure out clever workarounds or alternatives all the time. It sounds like it might not be very creative, but I loved it.Īnd it was creative. My job was mostly taking designers' outlines for different areas and implementing them in the game-cutscenes, boss battles, cranium rats, immortal tomb puzzles, brothel NPC pathing and barks. It was also my first project, which made it even more of a dream-a culmination of a dream, really. I couldn't get enough of this strange, compelling world and the mystery of who the Nameless One really was. I read every design doc I could find on the company server. We only knew that we loved what we were making. None of us knew at the time, of course, that it would become a classic (and it didn't sell terribly well upon release either-its "classic" status came much later). What was it like working on this classic computer role-playing game? One of your first game credits is as a scripter for Planescape: Torment. Continued abuse of our services will cause your IP address to be blocked indefinitely.Digimancy Entertainment have posted an interview with renowned game writer Adam Heine. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior. Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Your IP address has been temporarily blocked due to a large number of HTTP requests.
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