Meet Marian Arnold
We reached another milestone yesterday, as we were able to make it past 2,000 backers. I think you all can appreciate what this means to us, as we keep marching towards our final goal. We’re getting closer to unlocking the next goal, The Fourth Ending for the game’s plot, so make sure to continue spreading the word as best as you can.
Last Call for Early Birds
We are also beginning to run very low on EARLY BIRD EDITIONS, so if you’re reading this and haven’t pledged yet, you may want to take this last opportunity to jump in at the low $20 level before they are all gone.
Many of you seem to really appreciate the additional rewards we added earlier this week, as we noticed that quite a number of you have upgraded their pledges. It is nice to see that kind of commitment and to find affirmation that we made the right decision by adding Colin McComb’s Oathbreaker books to the mix.
Naturally, we are trying to arrange for some more rewards that we can offer you, and while I can’t announce anything new on that front just yet, I am hopeful that we can make a pretty cool announcement shortly. Stay tuned!
It's great to see some of the hard work of the past days finally come to fruition, as we have seen quite a bit of press coverage in the past days. It appears as if some of the interviews I've been giving also seem to finally make their appearance. These interviews are always a great way to talk about a variety of subjects surrounding the game.
Case in point, yesterday’s interview that appeared on “Rock, Paper, Shotgun.” If you take a minute to check it out you will see that it offers some interesting insight into the mindset we are applying in the creation of this game. Naturally, feel free to share it and let others know about it.
I have also participated in a new “Spiele Veteranen” Podcast yesterday, which brings together the contributors of the German PowerPlay Magazine. I am not certain when it will be released on their website but I will keep you informed once it is available. On Friday, I have an appearance scheduled on “Matt Chat,” Matt Barton’s YouTube channel.
At this point I also want to point out to everyone that we have added “Deathfire: Ruins of Nethermore” to Steam's Greenlight section. We have changed it from an Early Concept to a full Greenlight submission, so please make sure to stop over there and vote for it.
Team Q&A: Marian Arnold
Who are you and what is your job on the Project team?
My name is Marian Arnold and I‘m the Lead Character Artist on this Project, which is quite funny because when Guido named me Lead Artist at first, I was the ONLY artist on this project. So I was basically leading myself - oh, the wonders of corporate titles. Well, it is a bit different now, as we have more artists working on the project. But in a small team such as ours, a title doesn’t mean all that much anyway. Everyone helps everyone, and we’re all pulling together. Sure, I created most of the monsters, but I‘ve also worked a lot on dungeons and dungeon props, created icons, scribbles and lots of other graphic elements. Whatever is needed at any given moment.
What are you working on this week?
Thousands of Kickstarter support tasks, and in the small amount of time between them, I prepare new 3d models so that we won’t run out of updates anytime soon.
What other projects have you worked on?
I was introduced to the world of 3D graphics by working for an architectural visualization company for some time. Pretty boring stuff, really. But being a Role Playing Addict all my life, I always wanted to make these kinds of games.
So when I decided to enter the games industry, my first choice to apply at was the company which had created my beloved “Das Schwarze Auge” game series, which are better known in the US as the “Realms of Arkania“ games. I was hired on the spot, really. That was in 1997, and I started as an artist at Attic Entertainment Software, where I met Guido the first time, shortly before he relocated to the United States. We worked together on a strategy game called “Herrscher der Meere,” or “Souvereign of the Seas“ as it was called outside of Germany.
Shortly after, Attic sent the entire development team to Belgium to co-develop “Das Schwarze Auge 4: The Lady, the Mage and the Knight,“ created by a fresh, and then-quite unknown game company named Larian Studios. Attic went out of business and I stayed on with Larian to turn our experience into the completion of “Divine Divinity,“ a game many of you may be familiar with.
I stayed with Larian until the release of “Beyond Divinity“ in 2004, where I was also involved in a number of smaller productions for casino games and Belgian Television.
When I returned to Germany, I worked as a freelance artist for Virgin Lands, a German Art Studio that also emerged from the Attic Entertainment playground. Here, I did work on the first “Spellforce” game.
I returned to Larian for their next project, “Divinity 2: Ego Draconis“ but left the company by the time my daughter was born. It was the perfect opportunity for me to take a long-needed break, while working on small projects on the side.
That was when Guido approached me and told me about his vision for this new game. He explained that we had to work for quite some time without payment in order to create a prototype, and he wanted me to think about it. I didn’t need to think, I said Yes at once.
Some EA manager once told me, that game developers are so easy to exploit because this whole industry is driven by idealism. Well, that just about nails me.
What do you like to do when you aren't working on “Deathfire?”
Playing games of course. A lot of people can’t understand that after even the longest of working days at the computer I can just sit sit there and play on and totally relax. I remember a project for this visualization company, where everyone took a nap after going for 32 hours straight. I fired up “Mortal Kombat,” instead, beat the crap out of Goro and was ready for eight more hours of work.
Besides that I’m into martial arts and so far I made it to the third Dan in ninjutsu. I always found the anatomical knowledge and the feeling how a body moves and can be moved helps tremendously when you animate images.
And where do you draw your inspiration from?
Mostly movies and games. Working in the industry for so long, it still amuses me every time an arguments erupts over which game stole a feature from another game. But tracing that game back, you will always find another source where they took it from as well. These days it is pretty hard to come up with real innovation, because almost everything has already been done in a thousand different ways. The true inspiration is to connect all those influences in new and exiting ways.
Shout-out to our friends
It may not be a computer game, but it is still exciting as hell. “Shadows of Brimstone” is a cooperative dungeon crawl board game. How cool is that? It looks absolutely sweet, too, and is one of those things that is almost too irresistible to pass on for any board gamer. Check it out, folks, and then tell me, this is not doing it for you.
What the Press has to say
Our press list is a bit short today, but we still receive coverage for the project. Sadly, American blogs and websites still seem reluctant to cover our project. Perhaps, if readers questioned them, why that is, they would perk up? So, why not write a few lines to your favorite RPG editor and ask how he could have overlooked/ignored such an exciting project? Just an idea…
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