DiscoverDevoted SpeakeasyThe Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35
The Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35

The Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35

Update: 2025-07-18
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In this episode of Devoted Speakeasy, Ninel hangs out with Dimitri Berman, Lead Character Artist at Obsidian Entertainment, to talk about the chaos, creativity, and caffeine that went into building the cast of Avowed.TIMECODES:0:00 Intro

1:34 What Avowed Is Really About

4:03 Why RPG Character Pipelines Are So Complicated

15:29 Step-by-Step: Creating a Character

21:59 What It’s Like to Design 900 Characters with 3 Artists

30:17 Creature Design vs Outfit Design in Game Dev

38:03 What It Really Takes to Be a Character Artist

41:45 What’s Next for Character Development

43:24 Fail Stories

46:35 Blitz Questions

49:14 Ending

We get into:

  • What it actually takes to build characters for a huge RPG

  • Why they switched engines mid-production (spoiler: lighting was a nightmare)

  • What it’s like designing mushroom-infected people and ogres with six-packs

  • How much players really care about fashion… even in first-person

  • And why creature artists are a little weird (in the best way)

If you’ve ever tried making a character, shipped an RPG, or just love hearing the behind-the-scenes of game dev, this one’s worth sticking around for.

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#ObsidianEntertainment #Avowed #GameDev #CharacterArt #DevotedSpeakeasy #RPGDesign #DevotedStudios #Metahuman

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The Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35

The Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35

Devoted Studios