
Obsidian's Josh Sawyer's Thoughts on Creating Engaging RPGs
Nov 17, 2025
In this engaging discussion, Josh Sawyer, Studio Design Director at Obsidian Entertainment and veteran RPG designer, shares insights from his illustrious career. He delves into the art of adapting Dungeons & Dragons to video games, emphasizing the importance of understanding player expectations. Sawyer highlights his favorite project, Pentiment, for its creative freedom. He also addresses the balance between player feedback and maintaining a unique creative vision, while dissecting the mechanics of RPG writing and the complexities of romance systems.
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From Webmaster To Lead Designer
- Josh Sawyer landed at Black Isle as a webmaster by teaching himself Flash and web design in college.
- That role led to junior design work and a long career moving from web to game design and directing projects.
Pentiment As A Personal Favorite
- Josh names Pentiment his favorite because it shipped close to his original vision with a small, focused team.
- He values the creative control and tight collaboration that the 13-person production allowed.
Match Design To Engine Strengths
- When using unfamiliar engines, focus on content rather than reworking core tech.
- Changing fundamental engine behavior often creates more problems than it's worth.
