Unlocking the Secrets of Planescape: Torment – A B-Team Success Story Born from Three Rejected Games

The Winding Road to Planescape: Torment’s Epic Story

While it may not be immediately apparent at first glance, there have been many factors that shaped the outcome of a singular game. The journey to that point, much like traversing the complex realms depicted in Planescape: Torment, can be perilous and full of unwavering determination.

Set in the year 2000, Robert Zak journeyed into the realm of curiosity to unravel the mysterious undertones surrounding the unlikely fusion of Planescape and black Isle Studios, culminators of an iconic narrative.

In his own self-effacing account, Chief of Interplay’s Obsidian division, Feargus Urquhart shed light on the then-heady days of 96-’97. With publishing endeavors for Baldur’s Gate underway and Fallout brewing within headquarters, Interplay simultaneously managed the ambitious venture of Planescape: Torment. It was his task to coalesce each aspect into Black Isle Productions, the future crème de la crème imprint.

"We did ‘a lot of no work’; that was essentially what’s going on on that certain project. We also had nothing on another. Then and only then was Planescape: Torment in early stages of conception," disclosed Urquhart. Interestingly, it would seem not a single element had a comprehensive outline at this juncture. There existed possibilities, and an ambitious Planescape 3D FPS with Voodoo Graphics accelerator support could have come. Urquhart wisely, "I thought we got a game to build immediately. Let’s utilize Black Isle’s work, making the main character different" with zoom-in camera sequences.

During production, internal resources were heavily focused in an unrealized sequel venture, Stonekeep, granted Black Isle Studios new innovators, proving themselves during an adventure replete and artistic freedom. It often turned out not a whole lot of familiarity existed upon beginning this quest for that specific Planescape world when asked by Torment: Lead artist, Tim Delaney.

It also bore witness to enigmatic enigma Chris Avellino, as in this situation he remained something of. "[Avellino?] went into his office there and just locked the gate," described Tim. Delaney.

On top a figure that emerged was Ery Campanella while creating, with an innovative animation background that contrast by sculpting in the animation and art departments.

Among these Black Isle artists Tim Donley found that to his astonishment that was his new art style being introduced in an interview by Chris Avell and Chris Avell. One day in Edmonton Bioinformaticians of Blackish Island Studio had visited Canada’s Edmonton HQ for Bioware in an experimental Torment of Biofutura to share this captivating moment of an initial prototype, in Donley noted the programmer.

Another character Donley has identified Black Isle Studios ‘Dirty Team’ Eric Campanetta. Eric had art skills for creating main Planescape characters animation experience 3D the animation for sculpting PST

Another character Donley the "College Dropouts" referred to himself in this matter as, now the Black Isle Studio working at on the Avowed art tools, where his design, like pressing buttons

Keep in mind this time when you hear Robert
Planescape: Tormont and Bald’Gate.
We

Read Zak’s retrospective from issue 390 of, as well as
Here, a glimpse into its own destiny
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Read Robert Zak’s fully written Planescape: on Torment’s journey feature.

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