When I first heard of the possibility to work on Torment, it was difficult to mask my excitement. Having played the original growing up, I was looking forward to contributing to its next iteration. Coupled with the opportunity to work with the folks at inXile on a daily basis, I was like a kid in a candy store.
Torment was one of the first titles that dotBunny negotiated credit options on, spearheading an initiative to publicly expose our work.
I was able to touch almost every engineering aspect on Torment.