The BEAMBLOG

Showing posts with label team. Show all posts
Showing posts with label team. Show all posts

Thursday, January 17, 2019

Beamdog Livestreams Update


In November, 2017 we started a series of weekly livestreams. It’s been a great pleasure to talk to all of you on a weekly basis, to answer community questions, and to share developer insights! We have the best fans we could dream of!

We’ve made the decision to end the weekly Beamdog livestreams for the time being to focus our efforts on new and existing projects, and to ensure we craft compelling game experiences that delight our fans, wherever they choose to play. We will still host livestreams for special events and announcements, however.

Our aim is to continue developing direct communication between Beamdog and our followers, to keep the community informed on studio news, sales, updates, and upcoming events.

Find us on Twitter, Facebook, and the Beamdog forum, where we will be glad to reply to any question you have.

Wednesday, September 19, 2018

Beamdog's Beamtastic Beambooth at Edmonton Expo 2018


Beamdog is headed to the Edmonton Expo September 21 - 23! Of all the exciting celebrities, panels, and exhibits, here’s why you’ll want to hit up the Beambooth this year: 

Hands-On Playtesting



We’re offering first playtests of the Neverwinter Nights: Enhanced Edition on Android at Edmonton Expo! 

Try the game on tablet, then fill out a short survey for a chance to win a Siege of Dragonspear: Collector’s Edition!

Minsc & Boo Sightings



Head to the Expo on Saturday to catch a glimpse of the elusive Minsc and Boo! Trent will be in full cosplay, wandering the floor and hanging out at the Beamdog booth between 11am - 3pm - Come say hi and get a photo!

Awesome Deals



Folks on the expo floor can grab some major discounts on Beamdog Steam Keys, and the Siege of Dragonspear: Collector’s Edition. Catch these deals - only at the Beamdog booth!

Win Prizes* (*Luck Required)



Sign up to our newsletter at the booth for a d20 chance to win a Neverwinter Nights: Enhanced Edition T-Shirt! Take the playtest survey for an extra roll!

Meet the Team



We love meeting folks in the community, so we hope you’ll stop by and say hello to the fantastic Beamdog Team! 

Catch you this weekend at the Edmonton Expo!


          Grab your tickets here!

Thursday, September 6, 2018

PAX West Panel and August 31 Livestream Recap

Trent, Alyssa, John and Sarah were joined by Holly Conrad and Jared Knabenbauer for our PAX West panel!
During a special announcement panel at PAX West on September, 1 Beamdog CEO Trent Oster, Art Director Alyssa Duguay, Community Manager Sarah Dawson and Wizards of the Coast, Senior Producer, Digital Licensing John Feil talked about the history of Beamdog and Neverwinter Nights, and showed footage of NWN:EE on mobile. Special guests Holly Conrad and Jared Knabenbauer announced the Dice, Camera, Action! Portrait & Voice pack DLC for the Beamdog Enhanced Edition Family of games.

A day earlier, Beamdog Producer Luke Rideout and QA lead on Infinity Engine games Kristin Warren shared the latest gaming updates and plans for the Enhanced Editions.

Missed the streams? Check out the Twitch video from our Panel (starts at 03:03:10)! Watch the August 31 Livestream here (sorry about the sound quality, we’ll make sure to fix audio-related issues this week)! Below is a quick summary of the highlights:

  • The Dice, Camera, Action! voice and portrait pack DLC is coming to the Beamdog Enhanced Edition Family of games later this year! Waffle Crew cast members Holly Conrad, Jared Knabenbauer, Anna Prosser Robinson, and Nathan Sharp are recording player character voice-over for Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, Icewind Dale: Enhanced Edition and Neverwinter Nights: Enhanced Edition. Portraits and voices of Strix, Diath Woodrow, Paultin Seppa, Evelyn Marthain, and a special portrait for DM Chris Perkins will be available as DLC on Steam, Beamdog, GOG, Google Play, and App Store.
  • If you’re local to Edmonton, we’ll see you at Edmonton Expo (September, 21 - 23)!
  • We’re hiring! If you’re a programmer, technical artist, web developer, or human resources generalist - apply!
  • We’ve seen requests to update Baldur’s Gate II: Enhanced Edition to the 2.5.17 build (to make the version in line with other games), and are working on it.
  • The 2.5 builds for Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, and Icewind Dale: Enhanced Edition for the Mac App Store are with QA.
  • A colossal amount of work has been put into the 2.5 patches, but we’re interested in making continued improvements for our Infinity Engine games. If you run into bugs, please use the public bug tracker - we have people checking them on a daily basis.
  • We’re sorting out last steps on Rich Presence support for the Neverwinter Nights: Enhanced Edition GOG build. It’ll let players click and join friends, render your friends list in the in-game view, and get information about what server they’re playing on. We also need to make a change to our builds to deploy multi-language on GOG, since they support custom per-language installers.
  • We’re working on a variety of visual improvements for Neverwinter Nights: Enhanced Edition. We’re cautious about how we’ll be implementing new models into the game, considering old machines and mobile devices.
  • During our PAX West panel we showed footage of Neverwinter Nights: Enhanced Edition on Android (it’s still Work in Progress). A lot of work is being put into UI and supporting different aspect ratios.
  • We’re actively looking into improving the maximum number of bones per skinmesh. Some progress has been made, but we don’t have any specific ETA for this feature.
  • If you’re interested in seeing scripting functions that add DoMeleeAttack / DoRangedAttack functions, share your suggestions about how you want them implemented on our forums.
  • We’ll be bringing people from the community to talk to during our livestreams. Stay tuned!

Excited for what’s next? Have questions about the Dice, Camera, Action! voice and portrait pack DLC and NWN:EE on mobile? Come and join the next livestream this Friday!

Friday, February 9, 2018

Farewell to Dave!

A portrait of the artist at work.
Today, Beamdog bids farewell to our Creative Director, David Gaider.

Dave came to Beamdog during interesting times. Since then, he has been teacher, mentor, and friend to many on the team. We’ve seen Dave conjure new worlds we’d love to play in, and spin stories in places already close to our hearts. Someday we will share the fruits of his labour!

Most lasting, Dave has built a creative team that will shape the stories Beamdog tells in the years to come. He has freely shared his incredible wealth of storytelling and narrative design experience with the developers, designers, and artists around him. We’ve all learned a lot from Dave and we hope he picked up a trick or two from us as well.

As fans of Dragon Age, KoTOR, Baldur’s Gate, and many of the other incredible worlds Dave has helped create, we’re excited to find out what’s next (come on, give us a clue Dave!) be it a new game, novel, or whatever else it is you choose to create.

We’ll certainly miss your lunchtime stories. Best of luck Dave!

Wednesday, October 18, 2017

Ins and Outs of the Planescape: Torment: Enhanced Edition UI

Our Art Team discusses what it took to recreate the original Planescape: Torment UI feel in 4K for Planescape: Torment: Enhanced Edition.


While Beamdog QA team is busy with patching the Enhanced Editions, we sat down with the Art Team for an exclusive interview about developing the UI for Planescape: Torment: Enhanced Edition.

How did you come up with the PST:EE UI?


At the heart of it, we wanted PST:EE to have the spirit of the UI Planescape: Torment fans remember, only without nearly as many warts and blemishes.

Since we didn’t have the source assets for the original UI screens and the existing PST UI simply could not support being scaled up to fit current generation monitors, we decided the best option available for a widescreen release of PST was to rebuild it from scratch using similar texturing and sculpting techniques used at the time of the original game, and then re-render those images.


What were the key areas to change from the original PST UI?

When going from 640x480 to 3840x2160, there’s significantly more resolution on every screen, so many of the UI details we’ve recreated are crisper, more defined, and easier to “read” while playing.

With more options exposed to the player, we had to reconcept the Options menus to fit all sorts of tweakables and modes. Popups have been rotated, so they’re less cramped. Icons were cleaned up or redone completely to be sharper. The world map framing is entirely new with some nice ease-of-use tweaks.

At the centre of all our changes the main quickbar has replaced the right click modal menu, that makes accessing combat and conversation options much simpler and cleaner.


What were the guiding points in creating an UI for PST:EE considering the existing UIs of BG:EE, SoD, IWD:EE and original PST?

While recreating screens, the art and design teams reviewed documentation provided by the original team on what they had planned to do, tried to do, and wished they’d done. We held these ideas at the center of any changes we felt were needed. Our beta testers brought up a number of features we added to the Enhanced Editions (Quickloot, adjustable combat logs, etc...) that felt absent during play, and late into development we made an extra push to add that functionality in.

We feel the new UI creates a much smoother, user accessible version of Planescape: Torment without changing the core gameplay or story found in the original.


Take us through the work on the PST:EE UI? Where did you start? What were the biggest challenges you encountered?

Our biggest challenge was to rebuild the original UI elements and insert them into the much larger frame of UHD with the same look and feel as the originals. Each new piece of UI started with an image of the screen being redone, which was used as a template. 3D elements were laid overtop, building details up until all the pieces were in place.

In the case of screens like the Inventory or Character Record, we didn’t just blow things up larger and stop there, we also repositioned and created elements extending further width-wise than they previously did. If a pipe or wire hit the edge of a frame, for example, we’d have to extend it further and create elements that fit together, as if we were seeing more of what was already in the original.


How did the design change during the development of the game?

Developing Planescape: Torment: Enhanced Edition was as much about preserving as much of the original as possible as it was about making necessary improvements. Issues arose when we started texturing and applying colour with a modern perspective on design. PST is a unique setting, and respecting choices that were made for the original was essential to preserving the same feel and mood with the UI.

This was also sometimes true with buttons, sliders, and widgets. We tried as much as possible to stick to the original intent and since launch we’ve had a lot of, fans tell us they appreciate that effort.


Was the tablet interface for PST:EE developed at the same time as the PC interface, or did development of the tablet interface start later?

We started with desktop version and there was a lot back and forth between the two as we iterated, especially when it came to adding some Enhanced Edition functionality late in development. We felt that the lower bar should be a similar solution regardless of platform, and that having the tablet interface option on desktop was welcomed by our testers.

Modders! Here's a link for the archive with all the UI wireframes. Have fun!

We thank the Art Team for the interview and already can’t wait to see what ideas the modding community will come up with using the UI wireframes uploaded above!

Thursday, January 26, 2017

Beamdog at Global Game Jam 2017



Give the team a hand!

What do game developers do with their free time? Make more games!

Ten people from the office, nearly half the team at Beamdog HQ, participated in Global Game Jam 2017. The event, running from the evening of January 20th through to the end of the 22nd, had over 36,000 participants in 702 sites across 95 countries. All these teams created more 7,000 games! We’re proud to have had Beamdog represent!

Look at that face! LOOK AT IT!

This year’s theme, "Waves," was interpreted in hundreds of different ways. Here are two completely new, utterly bizarre games we're excited to share with you. For the full effect, make sure to have sound turned on for both titles.



Because You’re A Water Wizard
A bull in a china shop has nothing on a wizard. Use water powers to knock items to the floor while running from an angry security bot. Scatter 100 items across the floor to win!

Get it here.


The Queen’s Wave
All the citizenry has come out to witness the majestic parade of Her Royal Majesty. Wave to gain the approval of your subjects and, most importantly, corgis. Snub someone and they’ll voice their ire.

Get it here.

Not pictured: 100 more coffee cups.

According to Alexei, the mastermind behind Beamdog’s game jam participation, time was the most difficult factor. “Getting from an idea to a working game in just two days is tough. It's also difficult to stay in scope, you get excited about an idea and think of great features but you have to be realistic and cut it down to the core gameplay.”




In Water Wizard, the team wanted to have fires that could put out and the ability to knock down the security guard with water, but both had to be cut. In The Queen's Wave they ended up removing a 'super saiyan' Queen mode where “if you played perfectly it would go technicolor,” but even though voice lines were done, the feature had to be cut for time.


For most participating, this was an exciting chance to try out new roles and tools. Devs more comfortable with coding took on the GGJ challenge in the Unreal Engine. QA team members scaled new mountains as level designers. And the Beamdog office manager absolutely rocked as an audio designer and voice actor. Yes, just about EVERYTHING you hear in those games came from one person. 


The team practicing a proper "Queen's wave."

Congratulations to everyone who participated for making two fun games in such a short amount of time!



If you’d like to learn more about Global Game Jam and try more games made by small teams around the world, visit the official website, Globalgamejam.org.