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    Great Hall

    “When we limit our exposure to information, or when information itself is scarce, our picture of reality suffers. We become oblivious to both opportunities and hazards. Trends become invisible. History disappears.”

    ~John Salka

    Before You Explore:

    The Great Hall contains links and timestamps for every gameplay stream, development stream, developer roundtable, newsletter, interview, press release, and more that Visionary Realms has released since 2015. (All information prior to 2015 is located in The Kickstarter Era.) If you haven't already, we highly suggest opening the Search Guide in a separate tab to help you find what you're looking for:


    The Great Hall is organized in reverse chronological order, so the most recent info will always appear first in searches from top to bottom. Click on a year below to jump to that section:


    Through the Years: 20222021 • 202020192018201720162015


     

    To view references by category and get additional info about that category, click on any label in angle brackets next to the headings (Ex: <<Gameplay Stream>>, <<Dev Roundtable>>, etc.) or click on this button:


     

       = "Curator's Choice": a reference that the Library of Pantheon curators have deemed particularly important or informative.
    Click on the badge to see the full list in the Curator Collection.

    2022

    2022-June 24: Dungeon Design <<Dev Roundtable>>

    Dungeon size and complexity compared to Halnir Cave
    Amount of dungeon zones planned for launch
    Dungeon NPC encounter density
    Rare NPC spawns and loot in dungeons
    Designing dungeons for certain player populations
    Changing dungeons to fit player populations during Alpha 1 testing
    Points of no return in dungeons
    Dungeons with multiple entrances and exits
    Dungeons leading to other dungeons [Seven Locked Door]
    Manglerock dungeon design
    Interconnected dungeons spanning multiple zones or continents
    Underwater dungeons
    Underwater movement and combat [free mounting, sprinting]
    Safe spots in dungeons
    The differences between underground and overland dungeons
    Options if a group member leaves while deep in a dungeon
    Dungeons below level 10 [onboarding]
    Designing dungeons for certain player populations (cont'd)
    Designed NPC camps
    Incentivizing players to return to dungeons at higher levels [fractures]
    Dungeons with unique gameplay mechanics [fractures]
    Day/night cycle affecting access to certain areas within dungeons
    Platforming and jump puzzles in dungeons
    Joining a group that's deep in a dungeon at a safe spot [Call of the Hero teleport]
    Evacuation abilities
    Limited playtime and 2-hour session design for dungeons
    Designing dungeons to make players want to explore them [fractures, faction, perception]
    Roguelike elements inspire how lore is uncovered by killing the same NPC multiple times [raid]
    Gated content in dungeons
    Endless modes and high score content in Tower of the Reckless Magician dungeon
    Shortcut mechanics in dungeons
    Is Halnir Cave too linear of a dungeon?
    Dungeon crawl vs. camping

    2022-Jun 16: June 2022 Newsletter <<Newsletter>>

    Producer's Letter [Alpha 1, environment artist, team growth, network implementation, ViNL, seamless, pathing, weather, world building, assets, character models, development, Pre-Alpha test]
    Last Month in Review
    The Pantheon Dungeon Experience [design, instances, travel, open world, exploration, wide level ranges, climates, fractures, encounters, bosses, NPC spawns, rare loot, gated content, lore, perception, camping]
    The Community Lorekeeper (Community Spotlight)

    2022-Jun 9: Pantheon: Rise of the Fallen - Monk Combat Updates and Gameplay <<Video News>>

    Race Class Combinations Updates: Druid
    Race Class Combinations Updates: Shaman
    Race Class Combinations Updates: Warrior
    Race Class Combinations Updates: Dire Lord
    Race Class Combinations Updates: Cleric
    Race Class Combinations Updates: Paladin
    Race Class Combinations Updates: Ranger
    Race Class Combinations Updates: Summoner
    Downtime
    Meditation resource regeneration [downtime]
    Food resource regeneration [consumables]
    Monk Bo Staff animations demo [abilities, techniques, combat]
    Sprinting demo [free mounting]
    More abilities to use in combat at level 1 [pacing, progression, Limited Ability Set, techniques, resources]
    Development of other classes' abilities [techniques, resources]
    Abilities for all classes except Bard and Necromancer have been designed through level 50 [implementation]
    How implementation of the new network stack affects development speed
    Plans for melee animation impact
    At what level should players be expected to group up
    Combat meditation
    Meditation resource regeneration (cont'd) [downtime]
    Rock and mountain environment art asset development [world building]
    Druid healing forte
    Floating combat text [user interface]
    Abilities labeled as silenceable or interruptible in the casting bar [user interface]

    2022-May 27: Combat and Adventuring <<Dev Roundtable>>

    Perception design and implementation
    Content that requires a Keeper for exploration [perception]
    Keepers may get unique, combat-oriented abilities
    Resurrection abilities between healer classes
    Gear durability loss on death
    Gear attributes are not affected by durability
    Designing for balance between encounters and zones
    Combat and resource development
    Abilities affected by the surrounding environment
    Perception affecting combat abilities
    Corpse recovery in underwater content
    Class identity with Limited Ability Sets [combat]
    Puzzle difficulty in perception storylines
    Repairing gear
    Classes balanced for different weapon types
    Monopolization of boss encounters by solo players
    Different playstyles of the healer classes
    Abilities with long cooldowns
    Cleric melee combat and soloing
    Caster melee techniques
    Caster weapon skill caps and melee combat
    Experience from exploration [perception, progression]
    How race choice affects the classes
    How race affects perception

    2022-May 19: May 2022 Newsletter <<Newsletter>>

    Producer's Letter [team growth, artists, world building, Visionary Realms, development, ViNL network implementation, crafting and harvesting implementation, programming, Alpha 1]
    Last Month in Review
    The Early Monk Experience [abilities, combat, pulling, off-tanking, progression, techniques, design, soloing, DPS, endgame, conditions, Chakra, Limited Ability Set]
    Verified Human (Community Spotlight)

    2022-May 12: Pantheon: Rise of the Fallen - Answers, Lore, Updates, & More <<Video News>>

    ViNL implementation status [network]
    Banking implementation status
    NDA for Alpha 1
    In-game holidays
    Techniques that use off-hand items like shields
    Death penalty
    Sea travel
    Differences between pet classes
    Bound on equip items
    Team growth [artists, world building, developers, Visionary Realms]
    Thronefast and Gadai lore
    Sorhiryth world building and gliders

    2022-Apr 29: Crafting and Gathering <<Dev Roundtable>>

    Goals of the crafting and harvesting systems
    Schematics
    Why schematics have limited uses
    Crafting specializations
    Powerful crafting ingredients won't only be raid loot
    Regional schematics and crafting recipes
    Crafting profession interdependence
    Will crafters be able to spend more time crafting than adventuring
    Rarity of max level specialization in a crafting profession
    Risk vs. Reward in crafting and harvesting
    Harvesting skills and methods
    Crafting minigames
    Customizing crafting recipes with different ingredients
    Crafting profession limits per character
    Crafting profession interdependence (cont'd)
    Crafting profession progression
    Harvesting ingredients shown in concept art
    Harvesting node locations and the free mounting system
    Crafted items affecting the free mounting system
    Crafting journal
    Crafting related to lore
    Trading between continents [auction, economy]
    NPCs in the world that teach you more about crafting and harvesting
    Global currency and coin weight [economy]
    Server-wide world crafting events
    Brewing as a provisioner and poisonmaking as an alchemist
    Racial crafting professions
    What determines the quality of a crafted item
    RNG in crafting and harvesting
    Item deconstruction [salvaging]
    Harvesting skill progression
    Crafting and harvesting gear and tools
    Crafting user interface
    Classes not being pressured to be a certain crafting profession
    Will crafted consumables spoil over time?

    2022-Apr 21: April 2022 Newsletter <<Newsletter>>

    Producer's Letter [programming, network, crafting, Quality Assurance, class design, world building, artist team, Alpha 1]
    Last Month in Review
    Videogame Startups from a CEO Perspective [Chris Rowan, NFTs, development, funding, investors, team, publisher, Visionary Realms]
    Combat Improvements: An Introduction to Techniques [resource, classes, abilities, animations, weapons, Limited Ability Set, skill progression]
    Embracing the Silly (Community Spotlight)

    2022-Apr 20: Pantheon: Rise of the Fallen Lead Dev Interview - Chris Perkins - Countdown to Classic Podcast <<Dev Interview>>

    How development feels from the perspective of the community vs. the team
    Team size
    Chris Perkins' gaming background and inspiration for Pantheon
    Making a compelling classically-spirited MMORPG in the modern age [exploration, horizontal progression, limited playtime] 
    Chris Perkins despises daily quests and flying mounts
    PvP
    Inspiration for the Disposition system

    2022-Apr 14: Pantheon: Rise of the Fallen - State of the Game Update <<Video News>>

    Network stack and snow weather implementation [programming]
    Weapon and armor asset development and animations [artists]
    Quality Assurance testing for HDRP, abilities, and terrain
    Crafting, loot tables, combat, and class implementation [design]
    Artist job postings [team]
    The Daedrym Ascent in Wild's End [reveal]
    Sorhiryth reveal

    Curator Choice 2022-Apr 7: Parting the Veil - E2 - Soloing in Pantheon: Rise of the Fallen <<Miscellaneous>>

    Solo vs. group content
    How design evolves over time
    Designing matchmaking tools
    How changes to combat affect soloing
    Soloing and different levels of progression
    Some classes being better at soloing than others
    Learning to play a class before endgame
    Content monopolization from solo players and the world opening up as you level [itemization, progression]
    Preventing soloing from becoming easier than grouping
    Players can level up by soloing, but grouping allows players to experience everything Pantheon has to offer

    2022-Mar 25: Writing and Art <<Dev Roundtable>>

    Who are "the Fallen?" [lore]
    Lore that doesn't fit in Terminus
    Unannounced deities and what the Skar smell and sound like
    Holly LeMay's impact on biomes and underwater environments [artist, concept art]
    Innovation in lore and artistry
    Lore for expansions
    Color palettes in concept art
    Making cities and starting areas feel alive
    Aligning lore and concept art
    Perception storylines that involve signature character lore stories
    Lore that directly inspired concept art
    Replacing placeholder art assets
    Development of the lore of Reignfall
    Writing lore for immersion and gameplay
    Concept art for immersion
    How lore affects the concept art style
    Replicating the existing concept art style
    Highbrace lore

    2022-Mar 17: Pantheon: Rise of the Fallen - HDRP 1440p Ultra High Def Montage <<Teasers & Trailers>>

    2022-Mar 17: March 2022 Newsletter <<Newsletter>>

    Producer's Letter [HDRP, network stack (ViNL) implementation, day/night, Alpha 1, quality assurance, testing, weather, development, art assets, user interface, onboarding, class and pet implementation]
    Last Month in Review
    HD Rendering Pipeline Gallery [HDRP]
    Community Engagement... and Boats! (Community Spotlight)

    Curator Choice 2022-Mar 10: Pantheon: Rise of the Fallen - HDRP Part II <<Video News>>

    Biome generation with Gaia
    Adaptability of Gaia and how it speeds up world building
    Water system
    Day/night cycle
    Weather system
    Snow
    Climbing mountains
    Internal quality assurance for performance with the weather system
    Most art assets shown are finalized
    In-game day/night cycle does not correlate to real world day/night
    In-game seasons in addition to day/night
    How weather will behave now that the world is seamless
    Vendors opening and closing with the day/night cycle
    NPC populations in Thronefast

    2022-Feb 25: HR <<Dev Roundtable>>

    Is team size or internal communication more important?
    Visionary Realms' current team focus
    Can Visionary Realms accept volunteer work?
    Team building activities
    Onboarding new developers [team, Visionary Realms]
    Tools the team uses for managing developer tasks
    Why Jeanna Ruschell and Lynn Ashworth applied to start up Visionary Realms’ HR department
    Upcoming team growth
    How HR responsibilities extend into the game world
    Outsourcing
    How much of the current Visionary Realms team is full-time vs. part-time
    Team growth for unlisted positions and hiring from the community
    Team diversity
    Plans for a central Visionary Realms office
    Interning at Visionary Realms
    Visionary Realms' current team focus (cont'd)
    Preparing for future team growth

    2022-Feb 17: February 2022 Newsletter <<Newsletter>>

    Producer's Letter [HDRP, network stack, Alpha 1, water system implementation, development, day/night cycle, art assets]
    Last Month in Review
    The Early Wizard Experience [endgame, combat, abilities, progression, soloing, DPS]
    The Ghaldassii Ruins [lore]
    Enchanting Pantheon Discovery (Community Spotlight)

    2022-Feb 10: Pantheon: Rise of the Fallen - The Giants of Terminus <<Video News>>

    Giants concept art
    Giants lore
    Elvonnen Giant Ruins concept art
    Giants environmental concept art
    Ghaldassii Ruins grayboxed
    Ghaldassii Ruins art assets and terrain screenshots reveal
    Ghaldassii Ruins and Wild's End vista
    Patch Notes

    2022-Jan 28: Programming <<Dev Roundtable>>

    Pre-Alpha tests and pet implementation after the new network stack is implemented
    How Unity engine's new Data-Oriented Technology Stack affects Pantheon's network stack
    New network stack implementation status
    Test-driven development
    Vegetation system status
    More Pre-Alpha tests after day/night cycle and water system implementation
    Meshed servers
    ViNL network library overview
    How ViNL compares to other Unity engine network libraries
    Licensing ViNL to other studios [network]
    Network ping speed goals
    Programming boss design tools and weather system after network stack implementation
    Will Pantheon be a cloud game?
    Trivial loot code
    Raid boss encounter scaling [zerging]
    How NPC AI and dispositions affect chase range [leashing]
    What ViNL stands for [network]
    Benefits of multi-threaded networking
    Network I/O explanation
    Client vs. network server processes
    Dwarf beards
    Changes to player movement controller
    How Kyle got interested in networking
    How Kyle learned networking
    How familiar Chris Perkins is with programming as Creative & Programming Producer
    Secure client connections
    Custom development tools still in use
    Characters tied to specific servers

    2022-Jan 20: January 2022 Newsletter <<Newsletter>>

    Producer's Letter [HDRP, team growth, artist, communication, streamers, Alpha 1, Visionary Realms, pledge system]
    Last Month in Review
    Q&A with Quality Assurance Lead Kim Morrison [testing, HDRP, Visionary Realms, development, team]
    From Behind the Curtain, Into the Spotlight (Community Spotlight)

    2022-Jan 13: Pantheon: Rise of the Fallen - Alpha Roadmap Progress Live Stream <<Video News>>

    New plan for shorter stream releases [communication]
    What makes an Alpha 1 to-do list goal "Complete"
    HDRP and foliage development
    Clarification that "instancing" is also a rendering term
    Class development & combat changes
    Cleric and Paladin implementation
    New network stack demo
    The importance of networking
    New network stack implementation has begun
    Lore and world info added to the website
    Item materials library [crafting/harvesting]
    How much info to release about NPC AI, encounter placement, and combat development
    Pets system dependent on the new network stack
    Outsourcing Art & Animations
    User Interface development

    Back to top

    2021

    2021-Dec 23: December 2021 Newsletter <<Newsletter>>

    Producer's Letter [year-in-review, alpha 1, pledges, HDRP, network stack, reveals, Pre-Alpha, communication]
    Monthly Recap
    A Lantern in the Dark (Community Spotlight)

    2021-Dec 19: Creating An Immersive MMO Experience - Pantheon: Rise of the Fallen <<Dev Interview>>

    Why most modern MMORPGs lack immersion
    Designing for immersion by not making players the protagonist [lore, perception]
    Social spaces and emergent gameplay
    Meaningful crafting in endgame progression
    Avoiding a rush to endgame by designing progression to be meaningful [travel, itemization]
    Avoiding scope creep [design, development]
    Death penalty balance
    Racial lore [Khazas, Khadassa]

    2021-Dec 17: The Art of Combat <<Dev Roundtable>>

    Combat with different NPC types [dispositions, traits]
    Using terrain and interactable objects to your advantage in combat
    Combat user Interface, ability effects, and telegraphs
    Dispositions causing NPCs to adapt
    Pet auto attacks and ability user interface
    Support role
    Balancing support classes
    Perception in combat
    Status of the colored mana system
    NPC animations for reacting to ability effects in combat
    Damage calculation
    Power of summoner pets
    Trivialization of encounters - emergent gameplay vs. exploits
    Limited Ability Sets and combat
    Item durability loss on death
    Raid vs. group difficulty
    Clicky items
    Physical damage mitigation based on weapon type
    Infamy and raid monopolization
    Enchanter crowd control power
    Enchanter charmed NPC power
    Player abilities backfiring
    Enchanter charm range in a seamless world
    Melee combat animations
    Why dwarves are immune to disarm
    Mitigation and avoidance tanks
    Epic quests and epic weapons
    Monk weapons
    AoE ability damage limitations
    NPCs with limited ability sets and the same class abilities as players
    Caster combat NPC AI
    New sprint skill and removal of spell critical hit chance

    2021-Dec 9: Pantheon: Rise of the Fallen - Forging Terminus Developer Live Stream <<Video News>>

    Unity engine and HDRP assets
    Halfling Male Model Asset Before and After HDRP
    Halfling Female Model Asset Before and After HDRP
    Elf Male Model Asset Before and After HDRP
    Ogre Male Model Asset Before and After HDRP
    Orc Male Model Asset Before and After HDRP
    New character artist Phillip Keidge [team growth]
    Warhammer Concept Art
    Warhammer in-game asset appearance
    Great hammer in-game asset appearance
    Mace concept art
    Mace in-game asset appearance
    Great mace in-game asset appearance
    Importance of weapon materials
    Dagger concept art
    Dagger in-game asset appearance
    Spear concept art
    Short Spear vs Long Spear
    Short Spear in-game asset appearance
    Long Spear in-game asset appearance
    Halberd concept art
    Halberd in-game asset appearance
    Weapon type and skill is meaningful for all classes at all levels
    Weapon types and weapon skills affect more than chance to hit
    Shield concept art
    Shield in-game asset appearance
    Wild’s End world building
    Re-usability of art assets in world building
    Amberfaet dungeon overview
    Black Rose Keep dungeon overview
    Halnir Cave dungeon overview
    Hanggore dungeon overview
    Isle of Infinite Storm raid zone overview and other unseen dungeons [Manglerock]
    The Gate flyover
    The Gate lore
    The Gate concept art
    Designing for players to have freedom over how they achieve a goal
    The Gate Grand Atrium concept art
    The Gate water puzzle room concept art
    The Gate screenshots
    2021 to 2022 development outlook
    Whip weapon type
    What's on the other side of The Gate
    The speed of implementation with HDRP
    Unique item appearances for each race
    Will caster weapons effect spells?
    Climates in The Gate
    Skill progression outside of combat
    Unique weapon type animations

    2021-Nov 26: Lore and Writing <<Dev Roundtable>>

    What ideal companion writer JN Gerhart would choose to work with
    Keeping real world technology out of Pantheon lore to preserve immersion
    Ossari's Battle with a War Wizard [lore]
    Lore releases
    How iconic armor is named
    How lore affects zone development
    Halflings and the Six Wards of Hiryth [lore]
    Potential Barbarian race
    Using real world history books as inspiration for Pantheon's lore
    Monk roleplaying
    Lore of starting areas and onboarding
    The Gate
    How players will consume lore other than quests and perception
    Skar universally hated by other races [faction]
    Keeping ideas for future lore
    Removed lore
    The Black Moon King lore
    The Silent Plains inhabitants and lore
    Additional playable races
    Mad Run lore
    Unique racial languages

    Curator Choice 2021-Nov 25: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 2 <<Miscellaneous>>

    Death penalties don't have to be alienating by design [target audience]
    Why people still think Pantheon is an EverQuest "clone" [design, target audience]
    Avoiding feature creep [design, implementation, development]
    Improving accessibility without decreasing challenge [community, limited playtime, onboarding]

    Curator Choice 2021-Nov 18: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 1 <<Miscellaneous>>

    Pantheon is not being designed as a Niche game [target audience]
    Creating tension with Death Penalties
    Designing for a “niche market”  limits creativity [target audience]
    Pantheon's target audience [Pantheon overview]
    Free mounting system [mounts, travel]
    Designing with fun in mind
    Balancing death penalties with ways to recover

    2021-Nov 18: November Newsletter Extra - More AMA Questions Answered! <<Dev Interview>> [teleports, fast travel, porting, tank info releases, soft launch, crowd control, lore releases, name reservation pledge perk, starting areas, team, development, Visionary Realms, website, surname, map, content releases, quests, perception, ability VFX progression]

    2021-Nov 18: November 2021 Newsletter <<Newsletter>>

    Producer's Letter [HDRP, network stack implementation, combat, abilities, attributes, itemization, gear progression, class identity, level progression, difficulty, Alpha 1]
    Last Month in Review
    Parting the Veil, Ep. 1
    From Gamer to Creator (Community Spotlight)

    2021-Nov 12: Pantheon: Rise of the Fallen - Live Developer AMA <<Video News>>

    Combat DPS balance
    Monk combat passive and active abilities
    Druid Hirode pet and indirect healing
    Making leveling fun vs. racing to endgame
    World building and density of content
    Speed of world building development
    Team growth and funding
    Unique racial starting attributes and racial actives
    Next Pre-Alpha test session before the end of 2021
    New networking stack implementation
    Length of text in a perception ping
    GM events
    All race models implemented before Alpha 1
    Are pledge with Pre-Alpha test access still worth it?
    Unity store art assets vs. custom in-house art assets [placeholder]
    Grayboxing in Alpha 1
    Terrain streaming chunks and loading
    Zones in 'The Bait' lore story appearing in-game
    Migrating art assets to new HDRP project
    When loading screens will be necessary in a seamless world

    2021-Oct 29: Testing, Community, and Customer Service <<Dev Roundtable>>

    Best tool for customer service
    How customer service prepares for focus test sessions
    Discord pledge perk for Champions
    How often customer service interacts with players during test sessions
    What customer service looks for during focus test sessions
    How focus testing helps development
    Discord pledge perk for Champions (cont'd) [community council]
    Who is involved in focus testing
    The next focus testing session
    The ideal feedback loop between developers and testers
    Guide system
    Post-launch test server
    Focus testing vs. playing to have fun
    Pre-Alpha test sessions vs. focus test sessions
    Pros and cons of test sessions
    Learning from other MMORPG launches
    First Alpha 1 session vs. launch day
    Server events
    Customer service vs. quality assurance
    How the programming team works with customer service
    Customer service in Alpha 1, Beta, and post-launch
    Response time for in-game customer service
    Will guild issues have dedicated customer service?
    Server splits and merges
    FAQ
    Acknowledging in-game customer service requests
    The importance of community spreading the word
    How the community can be improved
    Refer-a-Friend program
    Understanding player intent through text
    Preventing botting and gold farming
    Policies on griefing [play nice policy]

    Curator Choice 2021-Oct 21: October 2021 Newsletter <<Newsletter>>

    Producer's Letter [seamless, open world, NPC chase range, leashing, Alpha 1, combat, HDRP, class abilities, network stack implementation, harvesting nodes, world building, zones, graybox, animations]
    Monthly Recap
    Heads Down with Kyle and Rob [Kyle Olsen, Robert Crane, programming, Unity engine, HDRP, URP, Gaia, development, world building, graybox, network stack, Ranger and Summoner implementation, server population, client]
    The Space Between the Lines (Community Spotlight)

    Curator Choice 2021-Oct 14:Pantheon: Rise of the Fallen - HD Rendering Pipeline Part 1 - Tech and Tools <<Video News>>

    HDRP overview
    Unity engine scene programming
    Unity Collaborate
    Zone loading screens
    Houdini vs. Gaia
    Graybox to terrain development demo
    World building speed with procedural terrain
    Variable terrain erosion
    Has Kingsreach terrain map changed with Gaia?
    Cave asset development demo
    World building speed with procedural terrain (cont'd)
    How Gaia affects the development timeline
    Procedural NPC and character assets
    Terrain and asset streaming demo in Unity engine
    Seamless world and zone lines
    World size limitations with terrain streaming
    Asset detail density with terrain streaming
    Terrain and asset streaming demo in Unity engine (cont'd)
    Patch Notes
    Avendyr's Pass graybox terrain before & after screenshots
    Refer-a-Friend program

    2021-Sep 24: Community & Marketing <<Dev Roundtable>>

    How does Visionary Realms decide what to reveal? [communication]
    Planning new ways to release information [communication]
    Target audience for current communication
    How to foster a nontoxic community
    Will Pantheon be showcased at upcoming conventions?
    Anthony Guidi's goals for communication and the Streamer Program
    What Anthony Guidi has learned about Visionary Realms since joining the team
    Planning new ways to release information (cont'd) [communication]
    Answer to the misconception that there will be forced grouping [soloing]
    A typical work day for Anthony Guidi
    Building community and bringing players together in-game
    When mainstream communication will be ramped up and how crowdfunding affects that
    Class ability reveals
    How to ensure the community remains welcoming to both new and veteran players
    Community and GM events
    Communication lessons learned from short-lived MMORPGs
    Referral program
    When the official Discord server will be opened to everyone
    How Anthony Guidi has helped with communication 

    2021-Sep 16: September 2021 Newsletter <<Newsletter>>

    Producer’s Letter [team growth, Wild’s End, graybox, terrain streaming, harvesting nodes, Thronefast, Avendyr’s Pass, Black Rose Keep, itemization, Alpha 1, patch notes]
    Last Month in Review [investors, Alpha 1 timeline, Ranger Summoner Warrior Cleric Paladin and pets implementation, Wild’s End concept art and assets, world building, grayboxing]
    Introducing Tim Schuhler [environment, assets, Wild’s End development, HDRP]
    Creature Feature: Mad Moor [concept art, lore, NPC, Wild’s End]
    The Bait, Part 2 [lore]
    How Game Worlds Foster Creativity (Community Spotlight)

    2021-Sep 9: Pantheon: Rise of the Fallen - Building Wild’s End <<Video News>>

    Wild’s End lore
    Wild’s End zone overview and graybox flyover
    Wild’s End vegetation concept art
    Kingsreach and zone scale and world size
    Sorhiryth concept art
    Art asset development process
    Ghaldassii Ruins lore
    Ghaldassii Ruins overview, graybox flyover, and environmental storytelling
    The Wellpond lore and graybox flyover
    HDRP and terrain streaming elevation [world building]
    The Wellpond concept art
    The Gate lore and dungeon overview
    Wild’s End environment concept art
    Mad Moor lore
    Environmental juxtapositions
    Mad Moor concept art
    Mad Moor art assets
    Terrain streaming, HDRP, and network stack implementation

    2021-Aug 27: Production & Communication <<Dev Roundtable>>

    Writing the Producer's Letter
    Potential investors
    New zone and visual transformations with HDRP conversion
    How Visionary Realms will increase communication before Alpha 1
    Team growth and hiring strategy
    Will Pantheon be available on Steam?
    Communication missteps
    Improving communication, pledges, and website
    Website updates
    Alpha 1 timeline
    Updating the network stack before updating the Ranger and Summoner
    How the community manager is involved in communication
    Each class in an archetype performing their role equally but differently
    Healer role
    Dealing with critics and internet trolls
    Scheduled info releases
    Terrain streaming, art asset implementation, and HDRP
    The differences between Project Producer and Creative & Programming Producer
    Alpha 1 to-do list terminology clarification
    Matchmaking system and the community 

    2021-Aug 19: August 2021 Newsletter <<Newsletter>>

    Producer’s Letter [team growth, Pre-Alpha, Monk, traits, NPC abilities, Enchanter abilities, Dire Lord abilities, Shaman abilities, Wizard abilities, Diminishing Returns, NPC AI, Alpha 1, patch notes]
    Last Month in Review [Alpha 1, timelines, dynamic events, Dispositions, traits, design]
    The Bait, Part 1 [lore]
    Gaming as a Family (Community Spotlight)

    2021-Aug 19: Pantheon: Rise of the Fallen - Depths of Halnir Cave Montage <<Teasers & Trailers>>

    Curator Choice 2021-Aug 13: Pantheon: Rise of the Fallen - CohhCarnage Hosted Gameplay - August 2021 <<Gameplay Stream>>

    Character selection screen
    Pantheon overview and team size
    Halnir Cave
    Rogue role, abilities, and Opportunity unique combat resource
    Limited Ability Sets
    Climbing
    Rogue Opportunity combat resource and stealth
    Rogue trap abilities
    Autoattack keybind
    Combat music and audio
    Ability rotation combat
    Rogue toxin crafting ability
    Class passive utility abilities
    Rogue toxin crafting ability (cont’d)
    Rogue Vapor Trap ability and pulling
    Wraith NPC AI and abilities
    Assist command
    Rogue stealth strategy
    Saved ability loadouts
    Assist command and macros
    Enchanter Spell Turn ability
    Trap detection
    Wrath of Wraith ability and NPC AI
    Ranged combat implementation
    NPC Superheated Trait
    NPC Traits and Dispositions
    Free trial
    The importance of crowdfunding
    Pre-Alpha player population and pledge perks
    Belts as light sources
    Female character models
    The importance of immersion, exploration, and group interdependence
    Ability acquisition
    Ashbarran the Banebound miniboss fight
    NPC combat vs. Climbing
    Interactable objects
    Non-combat activities and roleplaying
    Player profiles and matchmaking
    Enchanter Spell Turn ability duration
    Halnir Cave lore
    Safe spots
    Target audience
    Revenue model
    Pre-Alpha testing
    The Thief of Eternity boss fight
    Thronefast grayboxed

    2021-Jul 30: Design & Production <<Dev Roundtable>>

    Lessons learned from other games
    Monk combat passives and Limited Ability Sets
    Monk orders
    Updates to existing classes as new tools become available
    Class changes in Beta
    Perception system
    Creating content with new tools
    Content with Dispositions, traits, Atmospheres, and NPC AI
    Inspiration for designers
    Collaboration between design and artist teams
    The importance of design tools
    Group composition
    Is Ben Walters involved with design?
    Perception system immersion
    Recent delays that will affect launch timeline
    How Ashes of Creation Alpha 1 has affected Visionary Realms and Pantheon's development
    Recent updates to classes
    Traits and Dispositions
    Passive abilities
    How developers know when a design is good
    Design function vs. space
    First-person camera view
    Size and scale differences for races in environments

    2021-Jul 26: Recapturing MMO Magic & Joy: The Chris “Joppa” Perkins Pantheon Interview <<Dev Interview>> [immersion, crowdfunding, audio, Unity engine, development, Amberfaet, Whitethaw, Kingsreach, Alpha 1, character creation, pets]

    2021-Jul 15: Pantheon: Rise of the Fallen - The Monk <<Miscellaneous>> [abilities, demo]  

    2021-Jul 2: Pantheon Rise of the Fallen Monk Preview Bonanza! <<Video News>>

    Monk role: DPS, pulling, off-tanking
    Chi resource
    Chakra gates
    Monk abilities overview
    Auto attack
    Monk unarmed fist weapons
    Passive combat abilities
    Monk abilities overview (cont’d)
    Charged abilities
    Monk abilities overview (cont’d)
    Group synergy
    Pack Hunter NPC trait
    Interrupt abilities
    Combat pacing and Mass Killing
    Patch Notes
    Limited Ability Sets
    Additional general hotbars
    Elemental monk abilities
    Charged abilities (cont’d)
    Tweaking previously implemented classes for increased complexity

    2021-Jun 29: June 2021 Producer’s Letter <<Newsletter>> [team growth, Alpha 1 timeline, patch notes, Pre-Alpha testing] 

    2021-Jun 25: Quality Assurance <<Dev Roundtable>>

    Prioritizing severity of bugs
    How test plans and pass/fail are determined
    Quality assurance with a small amount of testers
    Testing full groups
    Iterative testing
    Quality Assurance methodology
    Do Quality Assurance testers get bored?
    How to write good bug reports
    How frequently Quality Assurance talks with developers
    Bug report triage
    Quality Assurance involvement in Pre-Alpha tests
    Tyrannical chickens
    How Quality Assurance makes a game better
    Difference between Quality Assurance and Pre-Alpha testers
    Pre-Alpha test session focus
    Programming and creative teams determining the test focus
    Aspects of the game that have already been thoroughly tested
    How far in advance Quality Assurance tests Pre-Alpha builds
    How helpful have Pre-Alpha testers been so far?
    How much the Quality Assurance department will grow
    Can Quality Assurance determine if code is good or bad?
    Testing for bugs vs. testing if it's fun
    Quality Assurance working with design and programming teams
    Bug reporting and feedback tools
    How to write good bug reports (cont'd)
    Does knowing what to expect make it harder to catch bugs?
    Unique class identity
    Automated testing
    Working remote
    Quality Assurance working with world building team
    Testing encounters
    Finding bugs leads to looking for bugs in other places
    Tools built specifically for Quality Assurance

    Supplemental Material:
    Written summary by DraqAttack

    Curator Choice 2021-Jun 4: NPC Combat Tactics <<Video News>>

    Isle of Infinite Storm introduction
    Meaningful decisions for NPC AI
    NPC AI custom targeting logic
    Logic flowchart for NPC casting stun on healer
    Gameplay demo for NPC casting stun on healer
    Tuning NPC AI
    Logic flowchart for NPC pulling caster in closer
    Logic flowchart for NPC purging a crowd controlled ally
    Gameplay demo for NPC purging a crowd controlled ally
    Logic flowchart for NPC taking advantage of an off-balance enemy
    Logic flowchart for NPC casting on an enemy with mana resource
    Logic flowchart for NPC casting on an enemy mana user who is not crowd controlled
    Gameplay demo for NPC taking advantage of an off-balance enemy and enemy with mana resource
    Action twitch combat vs. tab targeting [pacing]
    Logic flowchart for NPC choosing between 2 targeting options
    Ability flowchart for curse damage with knockback
    Gameplay demo for Demise ability (curse damage with knockback)
    Definition of challenge
    Patch Notes
    NPCs running out of mana resource
    Abilities to break crowd control
    NPC Ability overlap
    Dispositions and NPC AI
    Traits and Dispositions
    NPC AI applied to types manually
    Designers using tools without programming team assistance
    Intelligence attribute tied to depth of NPC AI
    Collision with objects when being pushed back
    NPCs working together for strategies and combos

    2021-May 28: Programming <<Dev Roundtable>>

    Dealing with real money transactions (RMT)
    The most challenging design ideas for programming
    The most exciting obstacles the programming team have overcome thus far
    How two people are programming an entire MMORPG?
    An example of when the programming team overcame a roadblock
    Terrain streaming
    Developers monitoring and playing during Pre-Alpha test sessions
    How long it takes to implement the new network stack
    How tools help the design team
    Which tools help the design team
    How implementation of the new URP (Universal Render Pipeline) affects development
    How implementation of the new network stack affects development
    Why the Monk, Ranger, and Summoner are important to implement next
    Do multiple corpses affect server performance?
    Cartography tool to allow players to make their own in-game maps
    Shaman Vision resource implementation
    Parallel team work during the new network stack implementation
    How different types of zones affect server performance
    Reputation and declaring war on factions
    How server choice will affect lag
    The coolest tech or tool that Pantheon has developed thus far
    How to avoid abilities being broken for long periods of time
    The most complicated class ability in the game
    Terrain streaming, patching system, crafting/harvesting, Monk animation and combat resource implementation
    Implementing doors, lifts, and boats
    Benefits of new ability system and flowchart tool
    Implementing final environment art assets
    Character controller and camera control implementation
    Utilizing DOTS/ECS programming with the Unity engine
    Players dropping items into the game world
    Biggest issues with the Unity engine
    Keybind customization
    Programming for first and third person view / adjusting field of view
    New network stack
    Preparing to expand the programming team
    Definition of entities
    Design team and the Odin tool, ability loadouts
    Implementing bank features in preparation for Alpha 1
    /follow command
    Upcoming Unity engine features that will help Pantheon's development
    Layering audio
    Employee turnover and technical debt
    Can players view post-combat reports?
    Zone crashes in previous Pre-Alpha 5 session
    VPN and net bios tunnels on clients for security or performance gains
    Stats included in the post-combat reports

    Supplemental Material:
    Written summary by DraqAttack

    Curator Choice 2021-May 14: Alpha One Breakdown <<Video News>>

    Why classes are top priority for Alpha 1
    Why pets are second priority for Alpha 1
    The importance of NPC AI combat awareness
    Why Universal Render Pipeline (URP) and Network stack aren’t first priority for Alpha 1
    Guild functionality in Alpha 1
    The importance of the Perception system
    Banking in Alpha 1
    The importance of Climates
    Atmospheres renamed to Fractures
    Work left to be done on Climbing
    Pyrophobic, bloodthirsty, and mana-crazed Disposition implementation
    Limited Ability Set loadouts
    Swimming
    LFG tool
    Factions in Alpha 1
    Tutorial and onboarding in Alpha 1
    Character models and Ranger animations
    The importance of game audio, sound effects, and music
    Terrain map of Kingsreach
    Level 1 - 30 Gameplay loop for Alpha 1
    Timeline for new race class combination matrix
    Approximate time to level from 1 - 30
    Will all races be playable and rigged in Alpha 1?
    Racial starting attributes
    When grayboxing will be replaced with finished terrain art assets
    Outsourcing rigging, art assets, character modeling, and sound

    2021-Apr 30: State of the Game w/ Chris “Joppa” Perkins <<Dev Roundtable>>

    Wraith NPC implementation
    Chances of Alpha 1 in 2021 [timeline]
    The most challenging ideas to implement
    Bard and Necromancer
    How often new classes are implemented
    Experience rate
    Dispositions and Traits
    Cities within larger zones
    Hurdles for implementing the Ranger
    Monk, Ranger, and Summoner
    URP and network stack
    Class synergy and Perception system
    How Houdini helps with world building
    Community management in preparation for Alpha 1
    Status of potential investors and publishers
    Racial actives
    Greater Mastery system
    Infamy
    VIPs testing the Evaluation Build
    Instanced raid content
    Dark Myr underwater breathing
    Tank design philosophy
    Melee classes with silences/interrupts
    Chances of the Progeny system being at launch
    Exploration-based class abilities
    World building development
    In-house art asset development
    The biggest obstacle for meeting deadlines
    Current stance on early level gameplay
    Showing NPC levels on nameplates
    When to expect 24/7 testing servers
    Project Faerthale development
    Testing server uptime in Pre-Alpha
    Quest Design
    Races planned for Alpha 1
    Climates and Resource Regeneration
    Accessibility
    How the team maintains work/life balance
    Procedural generation
    Will Reignfall have level 1-50 content?
    Bard composition system
    Servers in Pre-Alpha vs. new network stack
    When to expect Skar in-game
    When Gnomes will have visible armor
    Trees in Pre-Alpha
    Things that will never be in Pantheon [instancing, flying mounts, freeform mounts]
    Audio composer
    Pets Names
    Zones being worked on that the public hasn’t seen
    Race Class combinations

    Supplemental Material:
    Written summary by DraqAttack

    2021-Apr 2: Behind the Design - Balance and Progression <<Video News>>

    Classes need to be fun
    Development process: Content first, then class toolkits
    Exploration vs. Challenge
    Balancing the HP and mana resource pools
    Acquisition rate of loot with attributes
    Balancing player DPS and NPC difficulty
    Monk unique ability types
    Player HP and mana resources, and DPS
    Balancing the intended goal and flavor and feeling of the classes
    Patch notes
    Will any class be able to perform three combat roles?
    Class balance and roles
    Are you already thinking about Bard and Necromancer when designing content?
    Disengagement abilities and mechanics for classes
    Will there be any class-specific, non-combat skills?
    How are you creating tension between vertical and horizontal progression?
    Max level, day/night, and underwater content [endgame]

    Supplemental Material:
    Written summary by DraqAttack

    2021-Mar 28: Pantheon Rise of the Fallen - Rewind 49 - Lead Writer JN Gerhart Part 2 <<Dev Interview>>

    Shaman lore
    Cleric lore
    Paladin lore
    Druid lore
    Ranger lore
    Summoner lore
    Best source for learning lore
    Dragons and Reignborn [lore]
    Learning about the racial deities and pantheons in-game
    Native inhabitants of Terminus [lore]
    The Ashen Sanctum [lore]
    Racial subtypes
    Are Humans rewriting Terminus' history? [lore]
    What Gnomes look like without the wraps (Maq’esh)
    Halfling beards 

    2021-Mar 27: March 2021 Producer’s Letter <<Newsletter>> [Alpha 1 timeline, Pre-Alpha testing, team growth]

    2021-Mar 26: Lore <<Dev Roundtable>>

    Lore PDF for purchase
    Khadassa
    Dwarves branching out from their original pantheon of gods
    David Beach and JN Gerhart collaborating on crafting & harvesting
    Lore changes due to technical limitation
    What else came to Terminus with the 9 races
    Dark Myr’s stance toward other races
    Types of Wolfkin and the Fangstone
    The five wards of Hiryth
    Wards of Hiryth
    Gnome reproduction
    Khagans
    Is Pantheon’s lore influenced by real-life politics?
    The four monk races’ flavors
    Unique class-defining items
    Voice acting for quest
    Lore knowledge making you a better player
    What historical texts have influenced the lore writing
    Why was the Paladin renamed from Crusader?
    Has the lore changed much in the past 4 years?
    Skar society
    Wizard and Druid portal lore
    Current lore vs. old lore
    Structure & physics of Terminus
    How lore will be introduced to players in-game
    How lore is implemented into the game
    Books and languages in-game
    Terminus’ historian, the Keeper
    Deities
    A god that the community hasn’t heard about yet
    Books and products inspired by lore post-launch
    Lore articles in newsletters
    Universal trade, language, writing, currency
    Khazas vs. Sleepless
    Internal chronology for future of Terminus
    Halfling beards
    World map
    Racial lifespans
    Halfling factions
    Clarification on in-game map
    Ogre society

    2021-Mar 21: Pantheon Rise of the Fallen - Rewind 48 - Lead Writer JN Gerhart Interview Part 1 <<Dev Interview>>

    JN Gerhart introduction
    Writing dialogue vs writing backstory
    JN Gerhart’s literary influences
    When written lore becomes part of the game
    Plans for future Signature Character stories
    Signature Character stories providing class identity
    Monk lore
    Wizard lore
    Enchanter lore
    Warrior lore
    Rogue lore
    Dire Lord lore

    2021-Mar 5: Pantheon: Rise of the Fallen Community Streamers Play Fortress DeViare <<Gameplay Stream>>

    Shaman Class Introduction
    Walk the Ages ability
    Perception system and Fangstone
    Climbing
    Shaman Abilities
    Shaman Abilities (cont'd)
    Vendor
    Interactable Objects
    Fortress DeViare is a real zone
    Perception is optional
    Reasons to become a Keeper [Perception]
    Perception vs. Quest User Interface
    Climate Glyphs
    Max level Dire Lord raid gear appearance
    Content gated by locked doors
    Audio and sound
    Interactable Objects (cont’d)
    DeViare Cave Dungeon
    Resurrection debuff
    Multi-use abilities
    Classes flexing group roles
    Ability acquisition by looting
    Group Wipe
    Content gated by Climate
    Different tanking styles
    Count Gallion DeViare miniboss fight
    Hyoket’s Eye artifact and atmospheres
    Hyoket the Azure Queen boss fight
    User Interface customization
    Shaman vision resource implementation
    The Gravemother miniboss fight
    Exploration and hidden areas
    Climbing isn't a gimmick

    Alternate Perspectives:
    Dire Lord
    Rogue [crafting demo at 40:11 and 1:21:35]
    Shaman (David Schlow Perspective)
    Wizard (Part 1) [lore]
    Wizard (Part 2)

    2021-Feb 26: Crafting & Harvesting <<Dev Roundtable>>

    What David Beach does at Visionary Realms
    Crafting and harvesting’s impact on the economy
    Buying ingredients from vendors or harvesting for jewel crafting
    Will the crafter’s name and item grade appear on items?
    Limited-use tools and ingredients for crafting
    Crafting system tie-in to Perception system
    Harvesting tools necessary for all harvesting professions
    Which will be more involved: harvesting or crafting?
    Crafting progression tie-in to Mastery system
    Crafting tie-in to the skill system
    Forms of progression in harvesting
    Crafting /harvesting being reliant on adventuring
    Adventuring being reliant on crafting/harvesting
    Quests and tasks
    Boats and ships
    Twinking and crafted gear
    Trading used equipment
    Crafting complexity and originality
    Stackable ingredients
    Harvesting and weather
    Will progression be gated by crafting/harvesting?
    Crafting specialization
    Item durability and repairing
    When can players pick a crafting specialization?
    Crafting desirable items vs. looting desirable items
    Will harvesting still feel “traditional”?
    Harvesting mini games
    How many professions will be focused on consumables?
    Dumpster diving
    Node harvesting gated by level or location
    Inventory realism
    Attribute restrictions on crafted gear
    Point-based leveling system for harvesting
    Changing crafting/harvesting specializations
    Achievement titles for crafting
    Bag volume vs weight/slots
    Attribute food
    Guild halls with crafting areas
    Crafting in the Evaluation Build

    2021-Feb 14: Ep 13 - Bean Stew - Pantheon Crafting & Gathering with David ‘Nephele’ Beach & Chris ‘Joppa’ Perkins <<Dev Interview>>

    How David Beach came to join Visionary Realms
    How Nephele’s vision for crafting has changed/built upon the previous design
    How Chris Perkins came to join Visionary Realms
    The six crafting professions
    Incentives for profession specialization
    The iterative nature of game design
    Item sinks to mitigate oversaturation
    Are molds and schematics consumed during crafting?
    Racial bonuses for crafting
    How to mitigate best-in-slot (BiS) syndrome and promote attribute diversity
    Can boss NPCs have Dispositions? [manifestations]
    Equipping a tool to gather and the risk of harvesting
    Design stance on Quality of Life (QoL) improvements
    Balancing storage space with weight and stack size
    Weight reduction bags
    The cost of failure when crafting

    2021-Feb 5: Crafting & Gathering Introduction <<Video News>>

    Patch Notes
    Crafting Introduction
    Crafting as a core part of the game
    Cooperation between crafters and adventurers
    Crafting and the economy
    Crafting gear vs. consumables
    Cooking gameplay demo
    Ingredients and attributes
    Regional ingredients and recipes
    Mining gameplay demo
    Chance to get higher quality ingredients
    Ingredient scarcity
    Harvesting without crafting
    Blacksmithing gameplay demo
    Schematics
    Schematics acquisition
    Interdependency of crafting professions
    Crafting quests
    Progression gated by quests
    Penalties for crafting failure
    Unbound ingredients
    Interdependency of crafting professions (cont’d)
    Balancing the economy potential of each crafting profession
    Crafting mini-game
    Harvesting node visibility
    Harvesting
    Ingredient weight and inventory space
    Quality and diversity of ingredients vs. quantity
    Player contracts and work orders
    The six crafting professions
    Crafting specializations
    Harvesting skills
    Harvesting specializations
    Every harvesting skill is useful for every crafting profession
    Bulk crafting production
    Crafting and harvesting skill caps
    Speed of crafting progression
    The importance of consumables
    Attributes and buffs affecting crafting
    Guild and Crafting storage
    Harvesting node rarity
    Time of day affecting harvesting

    2021-Jan 29: 2021 Outlook for Pantheon & Visionary Realms w/ CEO Chris Rowan <<Dev Roundtable>>

    Chris Rowan’s backstory
    How important is the Evaluation Build
    Showing the Evaluation Build to investors
    2021 goals for development [timeline]
    Timetable changes due to recent investor
    Benchmarks needed to reach Alpha 1
    Development progress tracker
    Versioning for future TLP servers
    Logistics of scaling up testing
    Hardcoding and the refactor
    Network stack
    Hacking, botting, and account security
    Premium servers
    Non-public difficulties Visionary Realms faced in 2019-2020
    How Visionary Realms plans to be structured after launch
    Planning for race changes, name changes, server transfers, and server mergers
    Launch plans
    Quality of life features
    Investors, crowdfunding, and public interest
    Marketing and communication in Alpha 1
    Hiring a Technical artist
    Will the Evaluation Build ever be available to the public?

    2021- Jan 19: January 2021 Producer’s Letter <<Newsletter>> [funding, team growth]

    2021-Jan 19: Further Funding Acquired for Pantheon: Rise of the Fallen <<Press Release>> [Alpha 1 timeline, new board member] 

    2021-Jan 11: Pantheon: Rise of the Fallen - PlusYou CLIP -Joppa Stops By Q&A <<Dev Interview>>

    Chris Perkins's thoughts on the Evaluation Build gameplay with CohhCarnage
    Next class to be revealed
    More of Fortress DeViare to be showcased in future reveals and re-use of art assets
    The process of taking grayboxed environments to polished final art assets
    Layers of depth in the world contributing to immersion
    Hyoket the Azure Queen boss fight
    Plans for PvP
    Chris Perkins's involvement in producing the in-game audio

    2021-Jan 11: Pantheon: Rise of the Fallen Evaluation Build Gameplay w/ CohhCarnage <<Gameplay Stream>>

    Evaluation Build overview
    User Interface
    Evaluation Build overview (cont’d)
    Perception content density
    Pantheon overview
    System requirements
    Rogue abilities Codex overview
    Mastery system
    Limited Ability Sets and hotkey customization
    Rogue trap abilities [ground targeting]
    Eavesdropping
    Quests vs Perception
    Crafting
    Climate glyphs
    Adventuring vs exploration and lore play styles
    Stealth near light sources
    Climbing and endurance resource
    Harvesting tools
    Climate glyphs (cont’d)
    Mining skill [harvesting]
    Revenue model and free trial
    Natural acclimation [climates]
    Crafting demo
    Pyrophobic Disposition
    Autoattack hotkey
    Combat music [audio]
    NPC mana resource
    Stealth near light source (cont’d)
    Day/night vision
    Alchemy crafting toxins
    Rogue toxins
    Where to learn more about Pantheon
    Dire Lord essence combat resource
    DMCA music [audio]
    Ability cooldowns
    Instancing
    Development pace and team
    Ability upgrades and Mastery
    Rogue opportunity combat resource
    Ability acquisition
    Rogue opportunity combat resource (cont’d)
    Natural acclimation (cont’d) [climates]
    Rogue opportunity combat resource (cont’d)
    Climates
    Death penalty
    Count Galion DeViare miniboss fight
    Atmospheres and artifacts
    Hyoket the Azure Queen boss fight

    Supplemental Material:
    Written summary by DraqAttack

    Back to top

    2020

    2020-Dec 4: Monster Jam with Jared Pullen <<Video News>>

    Buoyant Gas Bat
    Oggrym
    Process for creating monsters
    Regional NPC variants
    Oggrym (cont’d)
    Faerthale NPC concept art
    Faye Hollow biome speed paint concept art
    Faye Hollow NPC concept art
    Plains biome speed paint concept art
    Greater Blue Plains Ox NPC concept art
    Ratkin NPC concept art
    Faerthale NPC concept art (cont’d)
    Plumed Runner NPC concept art
    Terror Maw NPC concept art
    Tribute to Kurt Habetler and Sky Grazer NPC concept art
    In-game footage of Avendyr’s Pass in Graybox
    Combat tuning
    Definition of “dungeon”
    Tier 1 Frigid Climate example
    Challenge vs. punishment
    Rejoining your group after death
    Patch Notes [Manglerock]

    Supplemental Material:
    Written summary by DraqAttack

    2020-Nov 27: Environmental Art <<Dev Roundtable>>

    Where do environmental artists find inspiration?
    Randomization in Houdini
    Does race size affect access to certain areas? [scale]
    How much creative freedom do you have?
    Non-attackable wildlife
    Sense of scale in the world
    Number of environments
    Glowing environment
    Ingredients specific to environment [harvesting]
    Environmental concepts from lore
    When will grayboxing be replaced with final art assets?
    Zone development process
    Gated access to zones
    Building new area
    Art assets related to Terminus holidays
    Day/night cycle in art assets
    Events changing the environment
    Will weather affect gameplay?
    Challenges in designing areas
    Maze-like environments
    Thinking about classes when designing zones
    Environments as an enemy

    2020-Nov 19: November 2020 Producer’s Letter  <<Newsletter>> [team growth, Evaluation Build, Pre-Alpha testing]

    2020-Oct 30: Programming <<Dev Roundtable>>

    How to prevent burnout
    Are player interactions handled server-side or client-side?
    Client refresh rate
    Minimizing client bandwidth
    Scoped information
    Kyle's experience with cleaning up code
    Challenges with coding an MMORPG
    Network testing
    Dumb clients
    Linux client
    Speed of implementing new classes
    Accessibility for colorblind players
    Network stack
    System requirements and DX11
    User Interface customization
    Mobile companion app
    Timeline for out-of-game services [merch, mobile]
    Client-side combat logs
    Upcoming classes
    Amazon Web Services (AWS)
    Twitch integration
    Mobile companion app (cont’d)
    Post-combat reports for players
    Workload differences between Pre-Alpha and Alpha 1
    Combat output to log file
    Encryption frameworks
    Biggest development concern
    Project Faerthale’s impact on development
    Database
    Anti-cheating tools
    Event-driven code
    UDP
    Lumberjack
    Crowdsourcing pro bono art asset development
    Ability system
    Log-in servers on launch day
    Universal Pantheon Discord emoji
    In-game chat dice rolls

    2020-Oct 30: Environmental Art - How It’s Made <<Video News>>

    What Jimmy Lane does at Visionary Realms
    Houdini world building tool overview
    Why Houdini is used
    Terrain tiles
    Object masking
    Object models as terrain
    Using ProBuilder to modify terrain mesh in Unity engine
    Melding Faerthale terrain and ProBuilder mesh
    Rotating terrain to connect zones
    Moving grayboxed terrain
    Orc art assets
    Time to build Hanggore
    How long it takes to build a zone [world building]
    Lessons learned from building the Isle of Infinite Storm
    Screenshots and time lapse of building objects and terrain in Isle of Infinite Storm
    Concept art
    Unity store placeholder rock art asset packs
    Custom shaders
    Creating a new rock art asset
    Dynamic moss and snow on rock mesh
    Graybox cave development
    Procedural terrain development demo in Houdini
    Patch Notes
    Light sources
    Day/night cycle affecting content
    World building software
    Untamed world
    Jimmy Lane’s world building inspiration
    What “Player vs. Environment” (PvE) means to Jimmy Lane

    Supplemental Material:
    Written summary by DraqAttack

    2020-Oct 16: Pantheon MMO: Ben Dean Interview Pre Alpha 5 and Beyond <<Dev Interview>>

    What Ben Dean does at Visionary Realms
    Surprises from the Pre-Alpha 5 Shakeout
    Interacting between the developers and the community
    Things to keep in mind about Pre-Alpha pledges
    Community dynamics of old school MMORPG fans vs. newer MMORPG players
    The most difficult class to implement and balance
    Definition of a successful Pre-Alpha 5
    Grayboxing & finished art asset pipeline
    Network stack and server load in Alpha 1 and Beta
    Is Pre-Alpha 5 the last Pre-Alpha phase?
    Funding negotiations and deals with publishers and investors
    How the developers decide when to reveal secrets to the community
    How the developers feel when players start logging in for a Pre-Alpha test
    Plans to test PvP in Pre-Alpha 5
    PvP zones
    Classes available in Pre-Alpha 5
    Will raids be tested in Pre-Alpha 5?
    Will Summoner pets be tested in Pre-Alpha 5?
    Class ability lists on the website
    How the pandemic has impacted Visionary Realms
    Wizard hats in Pre-Alpha 5
    How often Visionary Realms will release videos in Pre-Alpha 5
    Streamer Program in Pre-Alpha 5
    Internal testing without voice chat
    Will there be zones that are kept a secret until launch?
    More race options for the Paladin
    PvP implementation
    When Paladin will be tested
    How investors and publishers fit into the original funding plan
    Hardcoding and future-proofing the codebase
    Ability testing in Pre-Alpha 5
    Underwater content in Pre-Alpha 5

    Curator Choice 2020-Oct 14: October 2020 Producer’s Letter <<Newsletter>> [Kickstarter, programming, refactor, Project Faerthale, Pre-Alpha testing]

    2020-Oct 12: Theoryforge with Guest Chris “Chris Perkins” Perkins, Creative Director of Pantheon <<Dev Interview>>

    Chris Perkins's history with RPGs
    MMORPG worlds with a sense of fear, danger, and tension
    Death penalty philosophy
    Design pillars
    Dispositions
    Can players receive Dispositions?
    Supernatural darkness Atmosphere
    Climbing and how players interact with the terrain
    Breaking summoned objects
    PvP
    Perception system and exploration
    The importance of wide level ranges in zones
    Social skills [Perception]
    Racial and ethnic diversity for character creation
    Timeline for Pre-Alpha 5

    2020-Sep 25: Pledges and Rewards <<Dev Roundtable>>

    Can I give additional money without changing my pledge?
    Vanity pets
    Storage pledge perks
    Illusion Flasks and the Ring of the Fallen
    Item renaming vouchers pledge perk
    Pre-paid monthly subscriptions [revenue]
    “Design a quest line” pledge perk
    A la carte pledge options
    Logistics of designing quest, raid, and dungeon pledge perks
    Additional character slot, early name reservation, and early character creation pledge perks
    Pre-purchasing extended game time
    A la carte pledge upgrades
    More standalone fundraising efforts
    Monthly payments for Pre-Alpha pledges vs. internal development timeline
    Account page detailing what’s included in their current pledge
    Are there any old pledge rewards VR wishes they hadn’t offered?
    Support for original Kickstarter backers
    Kickstarter early access “head start” pledge perk
    Lifetime subscription [revenue]
    “Design an item” pledge perk
    Cosmetic pledge perks
    In-game nameplate pledge perks
    Monthly payments for $3k or $10k pledge tiers
    Guild pledges
    Spouse and family accounts
    Different color in-game nameplates
    Nameplates on forum profiles
    Submitting an in-game painting as a pledge perk

    2020-Sep 28: Exploring New Realms - The Future of Online Games - PAX Online <<Dev Interview>>

    Chris Perkins's experience with MMORPGs and why he became a game developer
    The difference between solo and online games
    Pantheon bringing immersion, exploration, challenge, and community back to the genre
    The future of MMORPG communities
    How technology has changed and made developing MMORPGs easier
    The future of MMORPGs

    2020-Sep 24: Dire Lord Gameplay Preview <<Video News>>

    Dire Lord abilities overview
    Mastery system
    Dire Lord abilities overview (cont’d)
    Dire Lord gameplay demo
    Faction
    Mana resource mushroom consumable
    Combat resource regeneration and battle meditation
    NPC abilities the same as player abilities
    Interrupt abilities
    NPC factions
    Grouping with two Shamans filling different roles
    Faction hits in a group
    Patch Notes
    Faction (cont'd)
    Perception system, Consider system, and factions
    Dual wielding vs. two-handed weapons
    Debuff limit
    Unique battle meditation animations
    Content gated by faction lockouts

    2020-Sep 11: Web Teaser <<Teasers & Trailers>>

    2020-Aug 28: General Q&A w/ Ben Dean and Chris “Joppa” Perkins <<Dev Roundtable>>

    Progeny system
    Streamer Program in Pre-Alpha 5
    Player shops
    Harvesting and Crafting implementation
    Item tier color system
    Vendors and economy in Pre-Alpha 5
    Mail system
    Onboarding players new to MMORPGs
    Size and content density of zones
    Goals for Pantheon a year after launch
    Class implementation rate
    Longer testing sessions during Pre-Alpha 5
    Additional character slot pledge perk
    Benefits of the Unity engine
    Black Rose cosmetic pledge perks
    Factions
    Holidays
    Next Pantheon convention
    Play-nice policy
    Skar implementation
    Racial actives
    Pre-Alpha 5 Shakeout focus
    Voice acting
    Guide program
    Are classes being refactored?
    Races available in Pre-Alpha 5
    PvP ruleset servers
    Greater Mastery system
    Climbing away from NPCs
    Max level and experience rate in Pre-Alpha 5
    Climbing
    Funding status
    Bug reporting tool

    2020-Aug 27: Pantheon Pre-Alpha 5 Shakeout In-Game Preview <<Gameplay Stream>>

    Login screen
    Character selection and character creation screens
    Wisdom and intelligence attributes for casters
    Graybox Thronefast
    Inventory character sheet User Interface
    Inscribing an ability into the Codex
    Handholding, onboarding, and orientation
    Shaman class introduction
    Heavy narrative in quests vs. meaningful discovery
    Experimenting with bartering essences for abilities
    NPC AI for immersion and Perception
    Faction and consequences of choices in NPC interactions and Perception
    Meaningful attribute points
    Thronefast cave graybox

    2020-Jul 31: Lore <<Dev Roundtable>>

    The Ginto and other lost inhabitants of Terminus
    Motivations and outlook for playable races
    Seafaring
    Lore in the Perception system
    Why don't Skar wear undergarments in concept art?
    How deity selection affects character creation
    Why can’t Gnomes be healers?
    Why can Dark Myr be clerics?
    What deities give up to become mortal
    Was Avendyr a bard?
    Will there be an in-game opening cinematic to introduce new players to the lore?
    Naming conventions for races
    How special are player characters in the world?
    How the races view good and evil
    How did the Dark Myr retain their aquatic abilities?
    Is there a central storyline for players to follow?
    Writing lore for gameplay mechanics
    Tohrn Elves and Tohrndannyr's Sight
    Fourth letter from Keepings of Castigue
    Working on Kingsreach and Silent Plains lore
    Race-specific lore quests
    Day/night cycles
    Is Terminus an actual planet?
    How death is handled in lore
    Connections between zones
    How to keep lore consistent and expandable
    How an Archai chooses what element to bind with during the True Birth ceremony
    Who is Ermos?
    Ogre clans
    The human home planet
    What Gnomes eat
    A day in the life of a Skar
    The start dates of the Eras of Collisions
    Monk lore
    Are Gnomes agnostic?
    How do Ogres and Dark Myr feel about the Skar?
    Ocean zones
    What makes the Silent Plains so silent?
    Are Necromancers going to be considered “evil” by every race?
    Lore clues in the game world that may lead to discovery
    Will Halflings be able to become Paladins?
    Easter eggs in lore
    Will players find out why races are pulled to Terminus?
    References to the Progeny system in Signature Character stories 

    2020-Jul 30: State of the Game <<Video News>>

    Classes available during Pre-Alpha 4 Shakeout
    Climbing and Endurance resource
    Pre-Alpha 5 focus
    Quests and tasks vs. Perception
    Faction
    Streamer program in Pre-Alpha 5
    Zone population
    Pre-Alpha test session time limits
    Faerthale screenshots
    Non-linear zone design
    Death penalty and challenge
    Meaningful attributes and corpse runs
    Death penalty and binding
    Death penalty and experience loss
    Item retention upon death and naked corpse runs
    Corpse recovery options
    Death penalty and item durability
    Deleveling from death experience loss
    Patch Notes
    Quest sharing
    Crafters repairing gear [durability]

    2020-Jun 26: Community Management <<Dev Roundtable>>

    How the developers handle feedback from the community
    The most challenging topics to moderate on the forums
    What's included in the new website
    Streamer program
    Timeline for the new website
    Features of the new website
    Bazaar zone vs. community-made trading hubs [economy, auction]
    The most important message to get out about Visionary Realms and Pantheon
    Will the forums be archived or migrated with the new website?
    Community tournaments
    The most exciting and polarizing features for the community
    Plans for a web-based player repository like VGPlayers or EQPlayers
    In-game jail
    Server-wide events outside of raiding
    Discord voice channels during game testing
    New merch store payment options
    Developer Diaries

    2020-Jun 25: What to Expect from Pre-Alpha 5 and More <<Video News>>

    New website preview
    New Black Rose Keep graybox flyover and sense of arrival
    Changes to Black Rose Keep
    Black Rose Keep and the surrounding zone
    Grayboxing
    Player population
    Graybox vs. final polished Faerthale art assets
    Using Climbing to skip content
    Timeline date predictions with crowdfunded development
    Day/night cycle
    Black Rose Keep lore
    Patch Notes

    2020-Jun 20: Pantheon: Rise of the Fallen Combat Q&A w/ Creative Director Chris Perkins <<Dev Interview>>

    Design philosophy conversations with Brad McQuaid about combat and Limited Ability Sets (HLDD)
    Limited Ability Sets and consoles
    Swapping out abilities in combat
    Saving ability loadouts
    Why non-combat abilities are part of the Limited Ability Set
    The impact of Limited Ability Sets on drive-by buffing
    Where hotkeys for activated skills are kept
    Can you have more than one general hotbar?
    Hotbar for pets abilities
    Limited Ability Sets and Dispositions
    Action combat and aimed shots vs. tab targeting [pacing]
    Limited Ability Sets vs. managing cooldowns and resources
    Ensuring all abilities are relevant
    Metrics when designing and populating zones with NPCs
    How many abilities classes will have at max level
    What level a class will have a full hotbar of abilities [limited ability set]
    Unlocking additional hotbar slots [limited ability set]
    Adjusting the amount of hotbars and slots throughout testing [limited ability set]
    Unique racial active abilities
    Types of racial active abilities
    How itemization is designed with Limited Ability Sets in mind

    2020-May 29: Game Design <<Dev Roundtable>>

    Is Tower of the Reckless Magician still representative of the challenges players will face at launch?
    NPC AI and Dispositions
    Zone population, placement, size, and NPC density ("player push")
    Encounter design scaling and Infamy system
    NPCs differing from one zone to another
    How to deal with unpopular zones
    Player actions affecting NPC spawning
    Sharing quests with group members
    NPCs of opposing factions battling each other
    Content monopolization and long term camping spots
    Dynamic NPCs spawns
    Condition manipulation by NPCs
    Status of crafting and harvesting after Corey LeFever left
    User Interface for showing what Disposition an NPC has
    Location of campfires
    Classes tested in Pre-Alpha 5
    Implementation of caravan and mentor systems
    NPC aggro range User Interface indication
    Hidden treasure chests
    Preventing Climbing from being exploited
    True NPC AI
    Summoning multiple permanent or charmed pets
    Pets commands
    Will Necromancers require corpses for their pets?
    Latent abilities and attributes on gear that isn’t shown in the tooltip
    NPC AI threat management and Dispositions
    Rogue's Length of Rope vs. normal Climbing
    Guild halls
    Corpses and corpse dragging
    Balancing different Mastery paths within a role
    Areas that are only accessible by small races [scale]
    Climbing walls that require a high skill level
    NPC AI behaving according to their class
    Static NPCs
    Will NPCs have the same abilities as players of the same class and level?

    2020-May 29: Perception Storylines - How They Work in Pantheon: Rise of the Fallen <<Gameplay Stream>>

    Chat bubble over NPC heads
    Intuition Perception skill
    Perception storyline and dialogue User Interface
    The goal of the Perception system
    Investigate Perception skill
    Climbing
    Perception storyline demo outcome 1
    Perception storyline demo outcome 2
    Perception storyline demo outcome 3
    Perception flags
    Perception system and immersion
    Consequences of actions and rewards in Perception
    Narrative surprises and variations in Perception 

    2020-May 29: Combat Synchronizing <<Video News>>

    Combat synchronization
    Monk auto attack animation demo
    Ability queueing
    Animation hurrying
    Ability queueing and latency
    Shaman Hurry the Past ability demo
    Ground targeting
    Dire Lord Splatter ability demo
    Charged abilities
    Patch Notes
    Starting attributes at 1
    Animation canceling

    2020-May 20: May 2020 Newsletter <<Web-Archived Newsletter>>

    Intro

    2020-Apr 30: UI Grayboxing, AI Integration, Patch Notes & More <<Video News>>

    Codex User Interface grayboxing
    Ability details in Codex
    Mastery system paths
    Character sheet and inventory User Interface [currency]
    On-demand attribute information
    Coin weight [currency]
    Climate system User Interface 
    Climate glyphs
    Climate types
    Climate tiers
    Climate score and detrimental effects
    Natural acclimation [climates]
    Maxing out acclimation [climates]
    Glyph pouch
    Temporary glyphs vs. legendary glyphs
    Racial Climate bonus
    Other methods of acclimation [climate]
    Quest journal
    What Kyle Olsen does at Visionary Realms
    NPC AI scripting
    Network stack
    Patch Notes
    Climbing
    Torches and Climate
    Gnome character model
    NPC Climbing

    2020-Apr 24: Customer Service <<Dev Roundtable>>

    Guide program
    Character naming policy
    In-game and out-of-game support
    How in-game griefing will be handled
    Customer service as a small team
    Guide program (cont'd)
    Website for live service
    Most common customer service issues expected post-launch
    Goal time for in-game issue resolution
    Revenue model
    Play Nice Policy
    Prerequisites for being a guide
    Multiboxing and botting policies
    Timeline for Pre-Alpha 5
    Server localization at launch
    Multiple accounts playing from the same IP
    GM events
    Server transfers
    Name an NPC pledge perk

    2020-Apr 8: April 2020 Newsletter <<Web-Archived Newsletter>>

    Producer’s Letter [development, racial character models, animation, User Interface, Name-an-NPC pledge perk]

    2020-Apr 3: Shaman Abilities <<Video News>>

    Healer role and fortes
    Shaman overview and healer abilities
    Codex and downranking abilities
    Ability macros in Codex
    Mastery overview
    Mastery demo
    List of all character attributes, resistances, resources, skills, and conditions
    Spell power and buffs modifying ability tooltips
    Shaman Surging Power proc Mastery upgrade
    Shaman Echo of the Oceans ability
    Mastery point costs
    Mastery point respec
    Mastery vs. talent trees and specialization
    Mastery point acquisition
    Shaman Echo of the Oceans Mastery
    Shaman abilities boons & banes
    Shaman water boon
    Shaman Keeper of Elemental Mysteries passive ability
    Ability resistances and Shaman Sting of the Silver Wasp ability Mastery upgrades
    Shaman Molten Crown ability
    Conditions
    Mastery point acquisition (cont’d) [crafting Mastery shards and crystals]
    Shaman Cleansing Flame ability
    Buff ability duration
    Shaman Strike of the Fireclaw ability proc
    Shaman Chronoburn ability and HP and mana resource regeneration
    Shaman Vision combat resource
    Shaman Chronoburn ability Mastery
    Shaman Cinder Smog ability
    Shaman pets abilities and progression
    Healer resurrection abilities and experience restoration
    Shaman ability damage types and chemical resistance
    Rogue poison and chemical damage
    Debuff ability stacking
    Shaman Hurry the Past ability
    Stacking combat procs
    Codex and Mastery User Interface
    Race and class impact on Perception

    2020-Mar 27: Programming <<Dev Roundtable>>

    Has programming at least begun on all systems?
    Tools that have been challenging to implement
    Constraints when programming systems
    The most difficult system to implement
    Lessons learned from other MMORPGs about security and hacking
    Most rewarding coding experience so far
    The feature that has taken the most time to implement
    IOC containers and test-driven development (TDD)
    Using existing .net frameworks vs. creating custom protocols
    Timing of multiple packets arriving at different clients
    SQL and database backends
    Example of how long it took to develop a tool
    Implementation of the crafting system
    Vendor item cost affected by faction
    Has any particular class been more difficult to implement than the others?
    Using sound, scent, and line of sight as aggro triggers
    Source control
    Pets system implementation
    Collaboration and code review as a remote team

    2020-Mar 13: Pantheon Rise of the Fallen - PlusYou EP26 - Chris “Joppa” Perkins Interview <<Dev Interview>>

    Chris Perkins's gaming background
    How the Legend of Zelda series inspired Chris Perkins
    How Chris Perkins began composing audio
    Chris Perkins’s thoughts on other popular MMORPGs
    Mobile companion app
    When the Pantheon tenets were created
    The importance of not instancing all content
    Mains vs. alts
    How the Rogue and Wizard have evolved over time
    Upcoming changes to the Ranger and Summoner
    The importance of pets to the Summoner
    Status of implementing the Bard before launch
    Bard and Necromancer as crowd control classes
    How the Bard, Enchanter and Necromancer do crowd control differently
    Building Faerthale, The Murk, Isle of Infinite Storm as the focus of Project Faerthale
    Benefits of Limited Ability Sets
    Would less detailed character models save development time?
    Dark Myr & underwater content
    In-game weddings
    Guild mechanics
    Chris Perkins’s message to the community

    2020-Mar 6: Skar, Dark Myr and Archai Models are Here <<Video News>>

    Faerthale art asset graybox development
    Combat testing simulations
    Dark Myr starting area Syronai’s Rest underwater
    Strength attribute and carrying weight
    Dark Myr, Archai, and Skar character models
    Archai elemental attunement color
    Racial faction and good vs. evil
    Dark Myr and Archai character creation
    Racial armor appearance
    Opening cinematic

    2020-Feb 28: World Building <<Dev Roundtable>>

    Process of designing a new zone
    The most satisfying part of building a zone
    "Holistic systems" to create a biome
    Unity store placeholder art assets vs. in-house assets
    Development update on South Saol, Tower of the Reckless Magician, Wild’s End, and Steppes of Ru'Lun
    How long it takes to build a zone [world building]
    Armor, environment, and concept artist style
    Adjusting gameplay mechanics when replacing grayboxing with finished art assets
    The most fun zone to create so far
    Has all of Faerthale been grayboxed?
    Process of designing a new zone (cont'd)
    How the developers determine if a zone is large enough
    Zones designed to the scale and size of their racial inhabitants
    Lore and creative freedom
    World size
    Preventing players from falling through the world
    Underwater zones
    Inspiration for building Faerthale
    Possibility of more "Making Of" reveals and revisiting Thronefast
    Art asset development pipeline
    Seasons in Terminus
    Scale and verticality in Faerthale
    Snow zones
    Releasing screenshots, concept art, and fan kit
    Fishing spots
    World maps and atlases
    Art assets hiding parts of the world
    Cartography
    When a zone is "finished"
    Sky dome art asset

    2020-Feb 19: Pantheon: Rise of the Fallen The Making of Faerthale +Climbing, Codex, Acclimation, Raids and More <<Gameplay Stream>>

    Faerthale concept art, environment art, and graybox asset development
    The importance of graphics and performance
    Perception storylines [lore]
    Perception flags and content not gated by Perception
    Faerthale concept art, environment art, and graybox asset development (cont’d)
    Climbing
    Hero piece development and art asset reuse
    Climate glyphs
    Isle of Infinite Storm
    Mastery system and Codex
    User Interface, hotbars, and Limited Ability Sets
    Isle of Infinite Storm is a raid zone
    Isle of Infinite Storm concept art, environment art, and graybox asset development
    Sleepless raid boss fight windshear Climate demo
    The Murk graybox

    2020-Feb 5: February 2020 Newsletter <<Web-Archived Newsletter>>

    Producer’s Letter [The Murk terrain grayboxing, patch notes]

    2020-Jan 31: General Q&A w/ Chris “Joppa” Perkins (Part 2) <<Dev Roundtable>>

    Economy
    Experience penalty for long play sessions
    Passing of Brad McQuaid and departure of Lead Programmer Daniel Krenn
    Progression of buff ability lines
    Balancing melee DPS vs. caster DPS
    Faction
    Combat resources
    Regional banking
    Raid size caps
    Balancing class roles
    Zone population density
    Raid and boss NPC spawn timers
    Skar and Dark Myr character models
    Racial starting areas
    FTE vs. MDD kill credit
    Is the "Pantheon Difference" still relevant?
    Guild pledge
    Deity system
    PvP
    Dispositions for bosses (Manifestations)
    Third continent (Whitethaw) still planned for launch
    Fan kit
    Target audience
    Raid bosses seeing through Feign Death
    FTE kill credit rules
    Twinking and gear level restrictions
    Gnome class group composition and location of Skyhold
    Sacrificing items at altars in exchange for buffs
    Theme music [audio]
    Group wipe and corpse recovery
    Visionary Realms communication
    State of the game and Project Faerthale
    Development focus after Project Faerthale and the road to Alpha 1 [timeline]
    Streamer program
    How the community can help development
    Racial armor appearances
    Alternate advancement and horizontal progression
    Breeding animals
    Dual wielding shields
    Casters changing the weather

    2020-Jan 30: Development Update <<Video News>>

    The Murk graybox
    NPC AI wandering
    Codex User Interface art asset development
    Codex customization
    Mastery upgrade User Interface
    Codex vs. Keeper’s Tome [Perception]
    Mastery point acquisition and progression every level
    Mastery after max level [endgame]
    Class specialization and Mastery
    Mastery point acquisition
    Epic ability Mastery
    Patch Notes
    Merch store
    Zones within zones
    Coin weight [currency]
    Auto attack DPS [combat]
    Dark Myr character models timeline
    Guild banks
    Zone lines

    2020-Jan 16: Development Update <<Video News>>

    Codex User Interface
    Mastery
    Zone level ranges
    The complexity of combat development
    The Murk location
    Content gated by Climbing skill
    Pets & Climbing
    Climbing in combat
    Deities and faction
    The Murk level range
    The Murk zone size and population vs. Faerthale size
    Mastery (cont’d)
    Warrior vs. Dire Lord tank role identity

    Back to top

    2019

    2019-Dec 24: Pantheon: Rise of the Fallen Dev Play Session <<Gameplay Stream>>

    Class info releases
    Codex
    Shaman Part the Veil ability
    Amberfaet environment art
    Limited ability set and changing abilities in combat
    Limited ability set utility ability hotbar
    Aweht’lo miniboss fight
    Terrain types, Climates, and travel
    Monk vs. Rogue DPS
    Ability system overhaul
    Climbing down
    Death penalty
    Bloodthirsty Disposition
    Summoner, Druid, Necromancer, and pets
    Maximum level
    Amberfaet vista
    Enchanter mesmerize, fascinate epic ability, and dual targeting
    Mana resource regeneration
    Amberfaet zone population and camping
    Content monopolization and crafted gear
    Looting and player reputation
    Epic abilities
    Dwarf character creation
    Fjodrin the Sundersmith boss fight
    Druid Hirode pets
    Fjodrin the Sundersmith boss fight (cont’d)
    Communication and reveals from Chris Perkins vs. Ben Dean
    Slippery terrain surfaces in Amberfaet
    Project Faerthale development
    Class reveals, animations, and progression
    Amberfaet vista (cont’d)

    2019-Dec 22: December 2019 Newsletter <<Web-Archived Newsletter>>

    Producer’s Letter [Pre-Alpha, investor syndicate, Brad McQuaid, development]

    2019-Dec 13: Pantheon: Rise of the Fallen - Amberfaet, Climbing & Warrior Combat Resources <<Gameplay Stream>>

    Perception
    Warrior overview
    Warrior battle point resource
    Warrior resilience resource
    Perception (cont’d)
    Outleveling NPC aggro
    Warrior shield block
    NPC AI fleeing
    Perception (cont’d)
    Warrior shield block (cont’d)
    Comments on passing of Brad McQuaid
    Bloodthirsty Disposition
    Sheathing weapons out of combat [animation]
    Rogue stealth
    Climbing in combat
    Aweht’lo miniboss fight
    Targeting User Interface
    Warrior Challenger’s Banner ability
    Positional combat skills and abilities
    Equipping high level Warrior armor [art assets, appearance, character model]
    Ranged ability attacks
    Dispositions
    Amberfaet location in the world and environment art
    Safe spaces
    Hotbars and Limited Ability Sets
    Hotkey customization
    Climbing
    Content gated by Climbing

    2019-Dec 5: Pantheon: Rise of the Fallen Development Forges Ahead; Scholarship Created in Honor of Brad McQuaid <<Press Release>>

    2019-Nov 26: Combat Resources & New Logo Details <<Video News>>

    Comments on passing of Brad McQuaid
    New logo
    Unique class combat resources
    Cleric Celestial Power and Celestial Bond combat resources User Interface
    Dire Lord Essence combat resource User Interface
    Paladin Wrath and Reckoning Points combat resources User Interface
    Rogue Opportunity combat resource User Interface
    Shaman Vision combat resource User Interface
    Wizard School of Focus User Interface
    Class unique combat resource demos
    Warrior Battle Point combat resource and User Interface
    Warrior Resilience combat resource and User Interface
    Class combat resource User Interface in group window
    NPC abilities that affect class combat resources
    Druid, Enchanter, and Summoner use mana instead of combat resources
    Druid as a pets class
    Monk and Ranger combat resource implementation
    Multiple classes can have the same ability (All healers can resurrect)
    NPC devastating ability combat telegraphs
    Summoner arcamental pets resources, attributes, and gear
    Streamer program

    2019-Nov 8: What is Pantheon: Rise of the Fallen / Faerthale Teaser Stream with CohhCarnage <<Dev Interview>>

    Pantheon overview
    Project Faerthale overview
    Faerthale Teaser
    New logo & reveal schedule
    Project Faerthale art assets, visuals, and graphics pipeline
    Project Faerthale as a vertical slice
    Graphics, visuals, and exploration
    Community, bringing people together, and encouraging friendships
    Isle of Infinite Storm raid zone teaser
    Isle of Infinite Storm Sleepless raid encounter
    Project Faerthale scope of content, including "endgame"
    Isle of Infinite Storm Climate
    Pay-to-win (P2W)
    Perception
    Community through challenge
    Perception (cont'd)
    Perception User Interface concept art
    Visionary Realms team, crowdfunded development, and why exact timeline dates are hard to give
    Perception as a group
    Language localization and translation
    Pros and cons to Perception
    Controller compatibility
    Soloing and community

    2019-Nov 7: Faerthale Teaser Trailer <<Teasers & Trailers>>

    2019-Oct 30: October 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Producer’s Letter [Project Faerthale, communication]
    Racial Passive Innates
    From Concept to Design: The Spriggan [NPC model, lore]
    More Burning Questions
    Community Spotlight

    2019-Oct 25: General Q&A w/ Chris “Joppa” Perkins (Part 1) <<Dev Roundtable>>

    Dumpster diving
    Maintaining challenge as the game ages
    Multiboxing
    Content monopolization
    Race Class Combinations Matrix
    Meaningful choices and diversity within each class
    Meaningful fast travel
    Soloing
    Consumables
    Content gated with the Climate system
    Progeny system
    Character naming
    Coin Weight [currency]
    Publicly-available API [user interface customization]
    Sacrificing items at altars in exchange for buffs
    Example of a zone-wide event

    2019-Oct 24: Video Newsletter <<Video News>>

    Racial passive abilities overview
    Human race lore
    Human racial passives
    Elf race lore
    Ashen Elf vs. Ember Elf
    Elf racial passives
    Halfling race lore
    Halfling racial passives
    Dwarf race lore
    Dwarf racial passives
    Spriggan NPC lore and art asset design and development
    Arrival of races on Terminus lore
    Archai race lore
    Archai racial passives
    Gnome race lore
    Gnome racial passives
    Skar race lore
    Skar racial passives
    Ogre race lore
    Ogre racial passives
    Dark Myr race inspiration and lore
    Dark Myr racial passives
    Cleric Celestial Tomes
    Dire Lord HP resource vs. other tank classes
    Unique models of Hirode for each race of Druid
    Enchanter illusion abilities
    Paladin defense skills while using abilities
    Rogue lock picking
    Multiple warrior banner abilities stacking

    2019-Sep 27: QA & Testing <<Dev Roundtable>>

    Will known issues be posted on the testing forums?
    Testing priority list
    How testing will change from Pre-Alpha to Alpha 1 to Beta
    How Quality Assurance remains unbiased
    Disagreements between Quality Assurance team and Pre-Alpha testers
    Examples of issues that Quality Assurance caught and fixed before a Pre-Alpha test
    Quality Assurance for animations
    Kim Morrison's industry background
    Architecture to-scale for each race
    Quality assurance for building graybox and art assets
    How Quality Assurance tests for terrain issues in a new zone
    Testing Climbing
    Managing multiple bug reports on the same issue
    Testers showing bugs to Quality Assurance
    Game tenets influencing Quality Assurance
    How helpful is vague tester feedback?
    Game-breaking bugs affecting the development timeline
    Information collected automatically by the server during Pre-Alpha tests
    Difficult-to-reproduce bugs
    More and longer test sessions during Pre-Alpha 5
    Most memorable bugs
    Testing crafting and harvesting
    Internal screenshots of bugs released to VIP backers
    Testing factions

    2019-Sep 18: September 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Burning Questions: Class Design [cleric Celestial Aegis ability, druid and wizard teleport abilities, fast travel, Warrior shields, Ranger DPS, Rogue stealth, Summoner pets, Enchanter charm, Dire Lord armor, Paladin vs. undead, Monk Feign Death, Shaman pets]

    2019-Aug 30: Crafting & Harvesting <<Dev Roundtable>>

    Tiers of quality for ingredients and crafted items
    Crafting design philosophy
    Value of crafted items vs. looted items
    Harvesting node and ingredient scarcity
    Environments and geography affecting ingredient scarcity
    The crafting process
    Customizing crafted items
    Progression of tools used in crafting
    Economy, regional auction houses, and how players will buy and sell items
    How to level up in crafting
    Group harvesting
    Group harvesting (cont'd)
    Scarcity of harvesting ingredients affected by seasons and time
    Climate system affecting crafting and harvesting
    Crafting professions and specializations
    Chance of failure and risk in crafting
    Low tier ingredients in high tier recipes
    Large batch automated production of trivial crafted items
    Crafting stations out in the wild
    Portable crafting stations
    Recipes requiring ingredients purchased from vendors
    Loss rates when selling items back to a vendor
    Alpha 1 tester expectations for crafting and harvesting
    Harvesting collections
    Work orders, writs, recipes, and experimentation
    Distinctive racial cuisines
    How the game tenets have influenced the design of crafting and harvesting
    Free item upgrades when crafting
    Ingredient weights
    Item stack size
    Crafters repairing gear [durability]
    Level restrictions for gear and consumables
    Older content remaining relevant through expansions
    NPC trade routes and visiting vendors

    2019-Aug 21: August 2019 Newsletter <<Web-Archived Newsletter>>

    Intro

    2019-Jul 26: Programming <<Dev Roundtable>>

    Jason Weimann's preferred aspects of programming
    Preventing spaghetti code [programming]
    The most interesting feature Jason Weimann has programmed [programming]
    How difficult it will be to integrate all of the systems
    Learning how to use the Unity engine
    How Jason Weimann spends his time
    Static analysis tools
    C# programming language
    Continuous integration continuous deployment (CICD)
    Linq to SQL
    Programming design patterns
    Peer reviews and code smells
    Community security standard practices
    Scrum, agile, and sprints
    Unit tests
    Test-driven development (TDD)
    Flowcharts
    In-house tools created for the Unity engine
    Rolling back to previous versions for classic and TLP servers
    Convergent vs. scripted NPC AI behavior
    How NPCs will path when players are Climbing
    How programming is going currently
    Boss encounter mechanics
    Keeping track of all the mechanics and systems when programming
    Development of Project Faerthale

    2019-Jul 24: July 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [team growth, character animation, Project Faerthale]
    Creating Faerthale [environment, art asset, development, graybox]
    Cleric and Shaman Spell FX [ability animations]
    Signature Character: Bel-Iris [lore]
    Community Spotlight

    2019-Jun 28: Newsletters and Content <<Dev Roundtable>>

    Plans for the newsletter after launch
    Including short videos in the newsletter
    Zone overviews in the newsletter
    Topics for future newsletters
    How the community spotlight member is chosen for each newsletter
    New material to be added to the newsletter
    NPC lore
    How hard is it to keep secrets from the community?
    The process of creating a newsletter
    What David Schlow does at Visionary Realms
    Status of new website and forums
    Status of developer roundtables
    Easter eggs in newsletters
    Listening to feedback on the forums
    Teasers for upcoming newsletters
    Concept art done in-house
    Releasing 4K screenshots
    Documenting known issues and instructions for testers
    David Schlow explaining his TwitchCon 2017 on-stream death

    2019-Jun 19: June 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [funding, pledge upgrades, Design a Quest pledge perk]
    Faerthale 101 [lore, zone]
    Signature Character: Thaeolyn Greyborne [lore]
    Dev Spotlight: Tyler Stokes [quality assurance]
    Community Spotlight

    2019-May 15: May 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [timelines and date announcements, Project Faerthale]
    FX Update [ability animations]
    Animation Update [character class animations]
    Dev Spotlight: Lynn Ashworth [timelines, management]
    Community Spotlight

    2019-Apr 26: Creativity & Design w/ Chris “Joppa” Perkins <<Dev Roundtable>>

    Customizing crafted items
    Why most items don't have level restrictions
    Item power based on skill level
    Situational gear and item restrictions
    The most significant creative decisions
    Distinctive racial cuisines
    Ideas that have been scrapped
    Dynamic zone and world events
    Plans that are set in stone vs. open to brainstorming
    Music and pledge perks [audio]
    Open world content monopolization
    Alternate forms of instancing for open world bosses like the door to Gnashura
    AFK activities
    Turning off ability animation graphics for higher framerate
    Rare ability acquisition from loot and quests
    Can druids affect lightning strikes?
    Reasoning for 24-man raid limit
    Will day/night cycles affect NPC spawns?
    Climate glyph appearances on character models
    Balancing the power of Enchanter-charmed pets
    Abilities that utilize dual targeting 

    2019-Apr 25: Pantheon: Rise of the Fallen Pre-Alpha Halnir Cave and Animation WIPs w/ CohhCarnage <<Gameplay Stream>>

    Pantheon overview
    Warrior banner abilities
    Warrior charge ability
    Warrior banner abilities (cont’d)
    User Interface elements and effect icons over NPC heads
    Auto attack triggered by abilities
    Ambient NPCs
    Unique class combat resources
    Combat pacing
    Hotkey customization
    Platform compatibility
    Hidden moments in the environment
    Outleveling NPC aggro
    Encounter locks in an open world [monopolization]
    Gnashura boss fight mechanics
    Positional combat abilities
    Spell reflect Atmosphere
    Combat pacing (cont’d)
    Warrior class animation demo
    Climbing animation demo
    Lightning storm Climate animation demo
    Storm glass environmental art asset
    Sleepless concept art

    2019-Apr 17: North Tusk Orc Models for Pantheon: Rise of the Fallen <<Miscellaneous>>

    2019-Apr 17: April 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [Project Faerthale, development]
    From Concept to Model: North Tusk Orcs [lore]
    Meet the Devs: Ross Worthley [environment, art assets, development]
    Pledge Rewards
    Community Spotlight

    2019-Mar 29: Game Tenets w/ Brad “Aradune” McQuaid <<Dev Roundtable>>

    Alignment and faction
    Dispositions affecting NPCs out of combat
    Group finder / LFG tool
    How to prevent item value deflation [economy]
    Raid zerging
    Alignment tracker and moral decisions
    How the world environment matters
    Racial identities
    Hybrid classes
    Realism vs. high fantasy in NPC AI
    Meaningful levels and slower progression
    The inspiration for the game tenets
    Expansions
    How long gear will be useful before upgrading
    Will the graphics periodically be updated to stay modern as technology advances or will they age? 

    2019-Mar 20: March 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [Project Faerthale, team growth]
    Behind the Design: Dispositions
    Reader Questions [Perception, NPC, day/night cycle, zone level range, character creation, Climate, Progeny, class role, deity, mana resource regen, race class combination, shaman, druid, pets, leveling, soloing, caravan, alternate advancement, mentoring, raid zerging, travel, quest, underwater, guilds, Alpha 1]
    Community Spotlight

    2019-Mar 15: Pantheon Rise of the Fallen VoT Show #152 Dev Q&A w/ Kilsin, Machail & Convo <<Dev Interview>>

    Animations implementation
    Bard
    Corpse runs
    Class ability iteration
    Teleportation and travel time
    How long it will take to reach max level [endgame]
    Guild mechanics
    Development, Beta, and internal timelines
    Team size
    Lore in quests
    Project Faerthale
    Environmental art and world building
    Raid instancing and content monopolization
    Race class combinations
    Dark Myr and Skar character models
    New website
    Traveling on roads
    Content monopolization (cont'd)
    Streamer program

    2019-Feb 22: Customer Service <<Dev Roundtable>>

    Will monopolization of open world spawns be regulated?
    Guide program
    Play Nice Policy vs. Community Policing
    Dealing with hackers, cheaters, bots, etc.
    Prioritizing customer service tickets
    In-game player reporting
    Staff-to-player ratio
    Dealing with scammers
    Name changes and server transfers
    How GMs will be identifiable in-game
    Pledge perk descriptions
    Roleplaying code of conduct
    Degrees of GM enforcement on different ruleset servers
    PvP server
    Dealing with players who exploit bugs
    Will GMs be paid employees or volunteers?
    How to contact GMs after launch
    Real money transactions (RMT)
    Will players be able to see the status of reports they submit?
    Mercenaries
    Localization of GMs

    2019-Feb 20: February 2019 Newsletter <<Web-Archived Newsletter>>

    Intro

    2019-Jan 16: January 2019 Newsletter <<Web-Archived Newsletter>>

    Intro
    Q&A with Ross Armstrong [animations]

    Back to top

    2018

    2018-Dec 12: December 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Under Wraps [team growth, Project Faerthale]
    Rogues Gallery: Spriggan [lore]
    Pre-Alpha Player Experiences [testing]
    Community Spotlight 

    2018-Dec 2: Community Stream #3 Cleric POV <<Gameplay Stream>>

    Pantheon overview
    Shaman overview
    Conditions
    Shaman overview (cont’d)
    Limited Ability Sets and Codex
    Cleric overview
    Ability modifying attributes
    Cleric overview (cont’d)
    Downranking abilities
    Cleric celestial power combat resource
    Wizard overview
    Consider system and outleveling NPC aggro
    Perception
    Consider system and faction
    Raids
    Pre-Alpha balance
    Gear progression throughout expansions and iconic items
    Economy and mudflation [economist]
    Class specializations, ability acquisition, and gear modifying attributes
    Open world zone phases and player population
    Open world zone design, camping, resource regeneration, downtime, and consumables
    Halnir Cave
    NPC chase range [leashing]
    Quality of Life improvements
    Gnashura boss fight
    Class balance
    Group roles and composition
    Spell Reflect Atmosphere
    PvP
    Relationship between developers and community feedback
    Target audience

    Alternate Perspectives:
    Shaman
    Wizard

    2018-Nov 29: Pantheon: Rise of the Fallen Streamer Program Pre-Alpha 4 Druid Gameplay <<Gameplay Stream>>

    Pantheon overview
    Dire Lord overview
    Consider system
    Resource regeneration, downtime, and open world zone design and level ranges
    Ability chains
    Perception benefits
    Druid Hirode pets implementation
    Zone design and level ranges
    Target audience and death penalty
    Raid sizes, dragons, bosses, and rewards
    Progression, alternate advancement, and epic abilities/skills/gear
    Perception
    PvP
    Class roles and specialization
    Paladin Reckoning Points combat resource
    Racial identity, starting areas, factions, and passive/active abilities
    New player onboarding
    Crafting and harvesting implementation
    Ranger
    The importance of lore and Perception

    Alternate Perspectives:
    Dire Lord

    2018-Nov 15: Pantheon: Rise of the Fallen Streaming Program Discussion w/ Producer Ben Dean <<Dev Interview>>

    Marketing and communication
    Streamer program overview
    Why revealing content this early in development is worth the risk
    Being a streamer in Pre-Alpha vs. after launch
    Plans for more reveals with CohhCarnage
    Streamer program streams vs. CohhCarnage reveals
    Making the game fun to watch and play
    Streamer program schedule
    Streamer program NDA
    How members are chosen for the streamer program
    Does the Streamer Program require testing access?
    Advice for those in the streamer program
    Bringing a community oriented MMORPG to community-oriented streamer platforms
    Streamers' effect on community and player reputation
    Streamer program early access key giveaways
    Pre-Launch Streamer only championships
    How members of the Streamer Program will be notified when they are chosen
    Post-launch streamer program
    Hiring concept artists
    Streamer program signups
    Streamers and testing at different times
    Advanced notice for streamer program streams
    Twitch integrations
    Streamers in Alpha 1 vs. Pre-Alpha
    Crafting vs. group combat in streamer program
    Will those in the streamer program get to choose which class they play?
    Showcasing groups that don't fit the quaternity
    Streamer spotlight and streaming on the official Twitch channel vs. community channels 

    2018-Nov 14: November 2018 Newsletter <<Web-Archived Newsletter>>

    Intro [pledges]
    Under Wraps [Pre-Alpha 4, team growth, ogre, halfling, elf character models]
    Behind the Design: Perception [skills]
    Tales from the Fire: The One Between the Winds [lore]
    Community Spotlight

    2018-Oct 10: October 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Harvesting Update [skills, tools, salvaging, scavenging, economy, nodes, ingredients]
    Rogues Gallery: Lycanthropy [lore]
    Under Wraps [development, design]
    Community Spotlight

    2018-Oct 4: Visionary Realms is Expanding its Team <<Press Release>>

    2018-Sep 12: September 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Skar Roundtable [lore, concept art] 
    Under Wraps [Faerthale, zone design, class implementation]
    Community Spotlight

    2018-Aug 17: GS2 - E32 -Pantheon Special Edition with Brad McQuaid and Chris Perkins - Gamespace Game Show <<Dev Interview>>

    Wizard schools of magic
    Wizard familiars
    Time to reach max level for casual players [progression, endgame]
    Endgame raid content at launch
    The journey of leveling vs. the grind to max level [progression, endgame]
    Group size
    Character creation
    Item design philosophy
    Randomized attributes on gear
    Diminishing returns on crowd control abilities
    Exploration abilities
    Achievements
    The Pantheon Difference and unique features
    Non-combat horizontal progression systems like Diplomacy
    Dire Lord as a desirable tank against magical encounters
    Ranged weapons and consumable ammo
    Barbarian race
    Coin weight and currency conversion
    Zones that are more dangerous at night without a light source [day/night]
    Audio
    Class ability specialization
    NPC fall damage
    GM events
    In-game voice chat and modulators
    Exploration and hidden content
    Starting areas and meeting players of different races
    Pets progression
    Will charmed NPCs retain their abilities?
    How important gear will be
    Summoner pets vs. gear progression
    Twinking
    Hiding player names
    Chat channel customization
    User Interface customization
    Horror-themed zones
    Moments of grandeur in environmental art
    Perception quests and storylines to leave players awestruck
    Account security
    Race class combinations
    Development and launch timeline
    The focus of Pre-Alpha 4

    Supplemental Material:
    Written summary by Bazgrim

    2018-Aug 8: August 2018 Newsletter <<Web-Archived Newsletter>>

    Intro [classes, Pre-Alpha]

    2018-Aug 7: Pantheon: Rise of the Fallen MMO All-Star Stream <<Gameplay Stream>>

    Avendyr's Pass Hanggore overview
    Warrior abilities
    Difference between Shadow Walk and Hide abilities
    Combat pacing
    NPC aggro range vs. crowd control abilities
    Enchanter abilities
    Canceling abilities
    Enchanter mesmerize ability and mana resource regeneration
    Warrior tanks
    Positional combat skills and abilities
    NPC social aggro
    Damage-over-time abilities vs. root ability
    Consider system
    Looting
    Outleveling NPC aggro
    Visible loot on NPCs
    Class restricted ranged weapons
    Consumables
    NPC social aggro (cont'd)
    NPCs resisting abilities based on attributes and skills
    Attribute caps and ability resists
    Development, testing, and Alpha 1 timeline
    User Interface customization
    NPC spawn rate
    Endgame gear progression
    Downtime
    PvP
    NPC spawn rate (cont'd)
    Class group roles and utility abilities
    Factions, gated content, and the Perception System
    Fion Iridia miniboss fight
    How players will deal with boss fight strategy
    Fion Iridia miniboss fight (cont’d) 

    Alternate Perspectives:
    Cleric
    Ranger
    Rogue
    Warrior

    Supplemental Material:
    Written summary by Bazgrim

    2018-Aug 5: Pantheon: Rise of the Fallen Pre-Alpha 3 Dire Lord Gameplay Ft. CohhCarnage <<Gameplay Stream>>

    Dire Lord class overview
    Dire Lord abilities
    New Armor models and Inventory User Interface [appearance]
    Pre-Alpha 3 build
    Launch timeline
    Pantheon overview
    Black Rose Keep overview
    Dire Lord’s Provoking Phantoms ability and Essence resource
    Dire Lord’s Provoking Phantoms ability (cont'd)
    Black Rose Keep level range
    Dire Lord Splatter ability
    Black Rose Keep itemization
    State of the game and development
    Dire Lord threat generation and its role as a tank vs. other tank classes
    Black Rose Keep ramparts area
    Healing the Dire Lord
    Avendyr’s Pass overview
    Grayboxed structures
    Avendyr's Pass environment art
    Perception
    Positional combat and abilities
    Option for autoattack to turn on with ability use
    Downtime
    Group class interdependence and synergy
    Combat pacing
    Ranger
    Combat pacing, sense of danger, and downtime
    State of the game, testing, and feedback
    Smoothness and performance
    Hanggore Tribe Hall
    Hanggore Tribe Hall interior
    Draw distance and Avendyr's Pass vista

    Supplemental Material:
    Written summary by Bazgrim

    2018-Jul 11: July 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Q&A with Jason Weimann [programming]
    Rogues Gallery: Giants [lore]
    Under Wraps [healers, world building, character models]
    Community Spotlight 

    2018-Jul 7: Pantheon AMA Responses <<Dev Interview>> [beta, druid healing, racial identity, animation, crowd control, grouping, factions, dungeons, camping, NPC spawns, leveling progression, communication, development, content, Perception, target audience, streamers, expansions, griefing, zone development, raid size, Pre-Alpha, Unity engine, server population, epic quests, character creation, publisher, Ranger, Kickstarter, design, Progeny, funding, team growth, PvP, racial starting areas, auction, revenue model, instances, monopolization, guild, levitate ability, loot, exploration, hidden and gated content, world, lore, Thronefast, structures, twinking]

    2018-Jun 11: June 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Q&A with Jimmy Lane [world building]
    Under Wraps [class design, Faerthale, Pre-Alpha 3, Ratkin]
    Community Spotlight

    2018-Jun 8: Pantheon Rise of the Fallen VoT Show #123 Dev Q&A w/ Joppa & Istuulamae <<Dev Interview>>

    How Chris Perkins became the Creative Director
    JN Gerhart's gaming inspiration
    How JN Gerhart came to join Visionary Realms
    What people were asking about at PAX East 2018
    Lore development process
    Community response since PAX East 2018
    The importance of lore
    Wide level ranges in zones
    Where JN Gerhart gets his inspiration for lore
    Content that's only accessible during certain times of day [day/night]
    NPC devastating ability combat telegraphs
    What is Aevozul? [lore]
    Chris Perkins's audio inspiration
    What a collision and arrival of a new race looks like
    Reasons for race class combinations
    Dragons
    Were Khasas and Rhazik always rivals? [lore]
    Did Rhazik cause any trouble during his imprisonment? [lore]
    If the current year of the game is 987 IH, does that mean Rhazik’s return is soon? [lore]
    Rhazik and the Zealots of Rha [lore]
    Swimming and underwater content
    Deity descension after the strengthening of the Celestial Barrier [lore]
    Class reveals and Faerthale as the reference zone
    The corruption of Ittero [lore]
    Haethus-Kevgrejl the Dead Heiress [lore]
    Why did Ossari dislike Humans so much, and is Red Raven a Human god? [lore]
    Howling in the eyewitness account of Marthos Bosamir [lore]
    Next gameplay reveal
    Upcoming conventions
    Ancient lore characters appearing as NPCs in-game
    Underwater content before Alpha 1
    Class design
    Streamer program
    Ability chains
    Hell levels
    Lore in-game vs. external sources
    The importance of lore (cont'd)
    Terrain changes to open up new zones

    Supplemental Material:
    Written summary by Bazgrim 

    2018-May 18: GS2 E20 - Pantheon Developer Chat with Brad McQuaid and Chris Perkins <<Dev Interview>>

    Why Visionary Realms decided to make Pantheon
    PvP vs. PvE
    How to make content challenging
    Combat logs and flavor text [immersion]
    Climate system
    Data mining
    Why use the Unity engine?
    Class reveals
    Ranger
    Racial active abilities and some races being better at certain classes
    Wearing the best type of armor available to your class
    Players carve out their own personal identity and are not part of a main linear story
    Summoner
    Pledges
    Class ability specialization and flexing into secondary roles

    2018-May 16: May 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Rogues, Rangers and Monks
    Rogues Gallery: North Tusk Orcs [lore]
    PAX East
    Community Spotlight 

    2018-May 12: CND Launch Party 2018 Ft. Mike from Pixel by Pixel and Kilsin from Visionary Realms. <<Dev Interview>>

    How Ben Walters came to join Visionary Realms
    Ben Walters's gaming inspiration
    Developers as gamers
    Bard
    Ability loadouts
    Quests vs. grinding as the primary means of leveling
    Death penalty
    Group size
    Raids requiring multiple groups to work together
    Raid zerging
    Achievements
    User Interface customization
    Assist command and macros
    Guild management User Interface
    Trophy buffs
    PvP safe areas
    Dealing with griefing
    Travel
    Wizard teleport abilities
    Zones and world size
    Travel (cont'd)
    Progeny 

    2018-Apr 28: TheHiveLeader Heals the Devs in Pantheon: Rise of the Fallen Pre-Alpha <<Gameplay Stream>>

    Aggro sound effect
    Mana resource regeneration
    Consider system
    Class roles
    Druid healing
    Test abilities
    Black Rose Keep level range
    Drive-by buffing
    Camps
    Ability cooldowns
    Leveling progression curve
    NPC miss chance vs a sitting player [combat]
    NPC chase range [leashing]
    Perception
    Pantheon’s design inspired by various games
    Fion Iridia miniboss fight
    Cleric abilities overview
    Fion Iridia miniboss fight (cont’d)
    Group heal
    Ability targeting in group User Interface
    Racial identity and starting areas
    NPC body types and Climates
    Level progression from grinding vs. questing 

    2018-Apr 27: Koopatroopa787 Plays Pantheon: Rise of the Fallen Pre-Alpha <<Gameplay Stream>>

    Black Rose Keep zone level range
    Day/night cycle lighting implementation
    Line of sight pulling
    Black Rose Keep bosses
    Open world zone level range design
    Fion Iridia miniboss fight
    Corpse consent
    The importance of death penalty and corpse runs
    Consumables
    Combat meditation and mana resource regeneration
    The importance of downtime, camping, NPC boss spawns, and zone design
    Fion Iridia miniboss fight (cont’d)
    Buff User Interface implementation
    Fion Iridia miniboss fight (cont’d)
    The Will to Live warrior ability

    2018-Apr 20: Lassiz Plays Pantheon: Rise of the Fallen Pre-Alpha <<Gameplay Stream>>

    Rogue Abilities overview
    Black Rose Keep overview
    Camera options
    Strategic combat pacing
    Open World Dynamics
    Positional Ability Requirements
    Pre-Alpha Pledges
    Fion Iridia miniboss fight and strategy
    Corpse drag
    Group size
    In-game Maps
    Sense Heading skill and the compass
    Kill credit
    Casting Abilities while moving
    Black Wolf Dyl miniboss fight 

    Supplemental Material:
    Written summary by Bazgrim 

    2018-Apr 17: Let’s talk Pantheon - “VR Convo and Roenick share PAX East” <<Dev Interview>>

    What Tim Wathen does at Visionary Realms
    How Tim Wathen came to join Visionary Realms
    What David Schlow does at Visionary Realms
    Preparing for PAX East 2018
    The first day of PAX and community meet & greet
    TwitchCon 2017 vs. PAX East 2018
    Community response from PAX and other highlights
    Journalist response from PAX and other highlights
    What people were asking about at PAX East 2018
    Most interesting tenets and systems
    Demo response
    Noticing mistakes when the game is being played
    Surprises from PAX East
    All MMORPGs succeed and fail together
    Future conventions
    Closing thoughts on PAX East 

    2018-Apr 15: Community Impact: How Players Shape Games Panel | PAX East 2018 Day 3 <<Dev Interview>>

    Pantheon overview and Pre-Alpha development
    How Visionary Realms is engaging the community
    Matchmaking system and bringing like-minded players together
    Dealing with an angry community
    Dealing with a divided community that wants opposing things
    Veteran community members help with onboarding new players 

    2018-Apr 10: Pantheon: Rise of the Fallen Class Q&A w/ Creative Director Chris Perkins <<Dev Interview>>

    What Chris Perkins does at Visionary Realms
    Which classes fit into each role of the quaternity
    Bard as a crowd control class and chances of being available at launch
    Iconic abilities
    Preventing Feign Death from being used for griefing
    Epic abilities
    Ensuring that each class within a role is equally desirable
    Healers and resurrection
    Shamans and cannibalize (trading HP for mana resource)
    Shaman lore
    Warriors duel-wielding shields
    Dire Lord and two-handed weapons
    Paladin
    Summoner vs. Magician
    How the Summoner is different from the Wizard
    Casters and binding
    Traps
    Ranger
    Necromancer

    2018-Apr 11: April 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Rogues Gallery: Ratkin [lore]
    Checkin’ in with Daniel Krenn [programming, Unity engine]
    Black Rose Keep [lore, zone design, dungeon]
    Community Spotlight 

    2018-Apr 2: Visionary Realms Offers Hands-On with Pantheon at PAX East; Brad McQuaid to Speak <<Press Release>> [demo, community] 

    2018-Mar 22: Jim Lee Plays Pantheon: Rise of the Fallen Pre-Alpha <<Gameplay Stream>>

    Character select screen
    Character creation
    Thronefast and racial starting areas
    Open world design
    Target audience
    Perception system
    Halnir cave overview
    Perception demo
    Gnashura boss fight
    Deleveling from death experience loss 

    2018-Mar 18: Pantheon: Rise of the Fallen Pre-Alpha 2 Gameplay w/ CohhCarnage <<Gameplay Stream>>

    Ambient NPCs
    Endurance Resource
    Perception System demo
    Endurance bonuses on gear [attribute, resource]
    Hotbars and Limited Ability Sets
    Macros
    Item links in chat
    Ranged Classes
    Climates vs. Atmospheres
    Combat pacing
    Soloing
    Death Penalty
    Instancing
    Content gated by Perception
    Tyrrasura the Banehound miniboss fight
    Wraith NPC active abilities
    No-Rent Items
    NPC Innate Abilities
    Shaman group role
    Pantheon overview and the importance of Community-oriented design
    Group Size
    Invisibility abilities
    Limited playtime and 2-hour session design
    Ability acquisition
    Inspect
    Console Compatibility
    Alternate Advancement
    Class Progression
    Revenue Model
    Ability and Skill Ranks
    Corpse Consent
    Climbing
    Harathena miniboss fight 

    Supplemental Material:
    Written summary by Bazgrim 

    2018-Mar 14: March 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    Armor 101 [gear, appearance]
    Halnir Cave [lore, zone design, dungeon, camping, NPCs]
    Community Spotlight 

    2018-Mar 5: Pantheon Rise of the Fallen VoT Show #105 Dev Q&A w/ Kilsin & Zippyzee <<Dev Interview>>

    What Ben Walters does at Visionary Realms
    What Tod Curtis does at Visionary Realms
    Scripted NPC AI
    Developers playing the game after launch
    Behaviors and Dispositions added over time
    An average work day for Ben Walters
    An average work day for Tod Curtis
    NPC AI based on the classes in a group
    NPC AI based on day/night cycle and weather
    Balancing static vs. dynamic content
    Server-side hardware for NPC AI
    GM events
    Will there be different NPC AI for different events?
    How NPC AI in Pantheon differs from other MMORPGs
    Hostile vs. non-hostile NPC AI
    Player actions affecting weather
    Ben Walters's gaming inspiration
    Tod Curtis's gaming inspiration
    How to learn more about NPC AI
    Traps
    The future of NPC AI
    NPC AI interacting with players and the world
    Bound items
    Ability chains
    RNG in modern MMORPGs
    The limits of dynamic NPC AI
    Pulling
    Caster Gate ability
    Crafting
    NPC AI and Dispositions affecting chase range [leashing]
    NPC AI responding to player behavior
    Fan ideas for NPC AI and behavior
    Dispositions for boss NPCs [manifestations]
    Difficulties of implementing NPC AI
    Can healers solo? 

    Supplemental Material:
    Written summary by Bazgrim 

    2018-Feb 16: Pantheon: Rise of the Fallen Crafting w/ Game Designer Corey LeFever <<Dev Interview>>

    What Corey LeFever does at Visionary Realms
    How crafting in Pantheon is unique from other MMORPGs
    Professions and specializations
    Sculptor profession
    Alchemist toxins
    Rogue ability traps vs crafted traps
    Crafting limited by race or class
    Preventing crafted consumables from making classes less desirable
    Reason for one profession and specialization per character
    Players who want to try every profession
    Switching professions
    Focusing exclusively on crafting and not adventuring
    Crafting skill cap
    Max level crafting vs. max character level
    Crafting titles
    Preventing crafting from getting repetitive
    Harvesting skill limit, nodes, and salvaging
    Salvaging
    Quests with optional crafting
    Quests with required crafting
    Crafted mounts armor
    Storage containers for ingredients
    Group harvesting and crafting
    Harvesting nodes
    Crafting and harvesting tournaments 

    2018-Feb 14: February 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    State of the Game[Pre-Alpha, development, implementation, art assets, character models]
    Elves Roundtable [elf, lore, concept art]
    Community Spotlight 

    2018-Jan 17: January 2018 Newsletter <<Web-Archived Newsletter>>

    Intro
    2017 Year in Review
    Harvesting [skills]
    Community Spotlight

    Back to top

    2017

    2017-Dec 13: December 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Developers Roundup [NPC AI, racial concept art]
    Grass of Terminus [art assets]
    Community Spotlight 

    2017-Dec 11: Our TwitchCon 2017 Chat with Brad McQuaid & Corey LeFever <<Dev Interview>> [Pantheon overview, target audience, limited playtime, racial identity, PvP, ruleset servers, Climates, Atmospheres, ability acquisition and progression, raids, group size, soloing, class roles, housing, mounts and fast travel, economy, crafting, bound items, profession and specializations, Progeny]  

    2017-Nov 21: Pantheon: Rise of the Fallen “Making of a City” Stream <<Gameplay Stream>>

    What Jared Pullen does at Visionary Realms
    Grass system
    Thronefast Bridge and Gate art assets close-up
    The process of taking concept art to final art asset in-game
    Using lore as inspiration for the art assets and layout of Thronefast
    The importance of grayboxing
    Camp Bedark lore
    Designing city zone layouts for player convenience
    Peacemade Plaza’s marketplace graybox and concept art
    The Arches of Havensong graybox
    The Forum of Ocirico graybox and concept art
    The Corceran Priesthood temple graybox
    Overlooking Thronefast 

    Supplemental Material:
    Written summary by Bazgrim 

    2017-Nov 15: November 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Favorite Moments of TwitchCon
    Developers Roundup
    Community Spotlight

    2017-Oct 22: Pantheon’s TwitchCon 2017 Stage Segment (with pre-alpha launch announcement) <<Gameplay Stream>>

    Pantheon overview
    Nonlinear, community-driven world instead of a linear story-driven game
    Climate demo
    Character creation
    Handholding
    PvP
    Soloing
    Atmospheres
    Situational gear
    Raids, bosses, and zerging in an open world
    Dispositions and NPC AI: how boss and raid mechanics differ from other MMORPGs
    The most difficult part of Pantheon's development
    Pre-Alpha announcement 

    2017-Oct 18: Pantheon: Rise of the Fallen Goes to TwitchCon <<Press Release>> [Pre-Alpha, community]  

    2017-Oct 11: October 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Art and Animation Update [assets]
    How Halflings Happened [lore, concept art]
    Community Spotlight 

    2017-Sep 29: The Technical Art of Pantheon: Rise of the Fallen <<Gameplay Stream>>

    Old vs. new lighting comparison
    Pre-Alpha access being removed from pledge tiers
    Clip distance option
    Performance improvements from art assets
    Procedural cloud demo
    Flag animation
    Thronefast before & after comparison
    Balancing performance of an asset in-game vs. efficiency of asset development as an art team
    Technical artist updates do not detract from other aspects of development
    Thronefast lake comparison
    New underwater system
    Thronefast lake comparison close-up
    Volumetric fog and Gloom Atmosphere demo
    Halnir Cave bridge comparison
    Procedural clouds changing with season and Climate 

    Supplemental Material:
    Written summary by Bazgrim 

    2017-Sep 13: September 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    State of the Game [economy, concept art, Perception implementation, art assets, armor appearance]
    Turning on the Lights - An Interview with Technical Artist Bruno Rime [lighting]
    Community Spotlight 

    2017-Aug 15: Industry Icon Brad McQuaid Journeys through the Evolution of Game Development at devcom 2017 <<Press Release>>

    2017-Aug 9: August 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Meet Lynn Ashworth
    Meet Sierra Rush
    Meet Benjamin Dean
    Patch Notes Caption Contest
    Comic-Con Promos
    Community Spotlight 

    2017-Jul 17: SDCC 2017 Teaser - Bring Friends <<Teasers & Trailers>>

    2017-Jul 12: July 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Focused Gaming [community, grouping, target audience]
    Love of AI [NPC AI]
    Community Spotlight 

    2017-Jul 7: Pantheon: Rise of the Fallen “Brings Friends” Trailer Debuts at San Diego Comic Con <<Press Release>>

    2017-Jun 14: June 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    ICYMI [team growth]
    Dev Diary [development, lore implementation, world building, art assets, NPC design, crafting and harvesting implementation, timelines] 
    Community Spotlight 

    2017-May 2: Pantheon: Rise of the Fallen Early Monk Gameplay Stream w/ CohhCarnage Pt. 2 <<Gameplay Stream>>

    VIP Program
    Safe Fall skill & South Saol vista from Tower of the Reckless Magician
    Buff abilities & item scaling
    Alarmist Disposition
    Buff abilities scaling (cont'd)
    Dynamic combat: NPC AI, ambient NPCs, and Dispositions
    Death penalty
    Climate
    Rare loot from common NPCs
    Vendors & dumpster diving
    Buff abilities
    Close-up of the Shaman wolf pets model
    /loc location command
    Resurrection abilities
    Corpse dragging and corpse summon abilities
    Elevator
    Tower of the Reckless Magician lore
    Guilds
    NPC spawn camps
    NPC casters
    Loot tables
    Line of sight
    Detecting Dispositions
    Difference between Wizard & Enchanter
    Perception specializations
    Maps
    Countering NPC behavior
    Master Hil-Kjera miniboss fight 
    Marked targeting
    Resistances
    Item comparisons
    Group wipes & corpse recovery
    Proximity aggro through walls
    Positional combat
    Third-person view camera
    Falling velocity
    Master Gon-Dakos boss fight
    Deity choice
    Resurrection abilities (cont'd)
    Auction House
    How to become a Keeper [Perception]
    Player collision and griefing
    Deleveling from death experience loss
    Funding, investors, team growth, and pledges 

    Supplemental Material:
    Written summary by Bazgrim 

    2017-Apr 27: Pantheon: Rise of the Fallen Early Monk Gameplay Stream w/ CohhCarnage Pt. 1 <<Gameplay Stream>>

    Climates
    Climate Infusions [glyphs]
    Grouping up in South Saol Peninsula
    Weapons and armor as light sources
    South Saol Peninsula overview
    Animations
    Races and Classes
    Group experience modifier
    Wizard familiar
    Alarmist Disposition
    Death penalty
    Corpse dragging and consent
    The Seraph
    PvP
    Group size
    Modding and User Interface customization
    Soloing
    Ogre character model
    Ranged weapons
    Dispositions
    Crowd control classes
    Group compositions
    Two-handed weapons
    Diminishing returns of crowd control abilities
    Monk fist weapons
    Floating combat text User Interface
    Dual-boxing and macros
    Shaman wolf pets
    Leveling progression by grinding vs. questing
    Rare & triggered NPC spawns
    Decision to become a Keeper [Perception]
    Consider system
    Perception skills
    Casting on-the-move
    Sneak
    Feign Death classes
    Shadow Walk ability
    Twinking
    Can the Feign Death ability fail?
    NPC chase range [leashing]
    Non-group buff targeting and scaling
    Commander Oci Na-Royt miniboss fight
    Monk weight limit
    Mounts
    Bound items
    NPC respawn timers
    Mentoring
    Instancing
    Travel
    Tower of the Reckless Magician preview

    2017-Apr 26: Visionary Realms Completes Series A Funding for Highly Anticipated Videogame, Pantheon: Rise of the Fallen <<Press Release>> [Pre-Alpha] 

    2017-Apr 13: The Perception System in Pantheon: Rise of the Fallen <<Miscellaneous>>

    2017-Apr 12: April 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Crafting & Harvesting [ingredients, skills, professions, items]
    Community Spotlight
    ICYMI 

    2017-Mar 8: March 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    The Lore Master
    ICYMI [team growth]
    Community Spotlight

    2017-Feb 15: February 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    ICYMI [ogre, archai, and gnome character models]
    Classes of Pantheon [race class combinations]
    State of the Game [team growth, Climate implementation, world building, development]
    Community Spotlight

    2017-Jan 25: Game On - Visionary Realms Talks Pantheon & Industry Jobs <<Miscellaneous>>

    Curator’s Note: This link is provided as a placeholder and for historical purposes only. The original audio has since been removed. To see all currently available roundtables, please visit the Developer Interviews section. If you locate the original audio, please contact us so we can add it to our archives.

    2017-Jan 11: January 2017 Newsletter <<Web-Archived Newsletter>>

    Intro
    Top 10 Moments of 2016
    Community Spotlight
    Amberfaet [zone design, lore]

    Back to top

    2016

    2016-Dec 16: Pantheon Rise of the Fallen VoT Show #45/1 Dev Q&A w/ Kilsin & Medawky <<Dev Interview>>

    What Ben Walters does at Visionary Realms
    What Jason Bolton does at Visionary Realms
    Has there ever been a feature introduced to Pantheon that you were surprised worked out well?
    Fan fiction
    Minigames
    MMORPG war stories: Ben Walters
    MMORPG war stories: Jason Bolton
    How to manage a large community
    Describing Pantheon: Rise of the Fallen to someone new to the MMORPG genre
    Encouraging social gameplay
    The iterative nature of game design
    Character models
    Harvesting gear with group bonuses
    Pledge pricing and changes to pledges
    Challenge from things other than NPCs
    Combat telegraphs
    Amberfaet concept art, Climbing, and NPC Climbing
    Different ways of entering a zone
    Visual effects for special arrows [ranged animations]
    Just for fun abilities

    2016-Dec 9: Pantheon: Rise of the Fallen - CohhCarnage plays the Rogue <<Gameplay Stream>>

    Halfling home city of Sorhiryth in Wild's End
    Shaman overview
    The Gate of Wild's End and wide level ranges in zones
    Kill stealing, kill credit, and player reputation
    Subscription revenue model and free trial
    The importance of challenge and cooperation
    Death penalty
    Definition of Pre-Alpha
    PvP plans
    Endgame grouping and raiding
    Horizontal progression and a dynamic world
    Crafting, fishing, and secondary skills
    Cooperation between adventurers and crafters
    Most of the dropped items in the game can be crafted
    Crafters customizing gear for themselves
    Player driven economy and item sinks
    Crafting experience and levels
    Traveling by teleports, mounts, caravans, and boats
    Gnome lore
    Character creation
    Factions
    Perception system intro: Insight and Investigate
    Tome of Keeping for recording Perception pings
    In-game voice chat
    Epic quests for epic items and epic abilities
    Perception and non-linear quests
    Group and raid sizes
    Quaternity class roles, crowd control, and encounter control
    How the project is funded
    Client platforms [compatibility]
    Friendly fire, AoE's, and manual aiming
    Voice acting
    Gnashura fight
    Ranged weapons
    Player housing
    Timeline for Pre-Alpha
    Language localization
    Race class combinations
    Racial abilities
    Racial factions and faction grind
    Gear appearances
    Frigid Climate example
    Avoiding content monopolization
    Limited Ability Set - abilities, hotbars, and upgrades
    Ability acquisition
    Alternate advancement
    Necromancer and Bard
    Which classes use mana as a resource
    User Interface mods and skin customization
    Amberfaet
    The six extreme Climates
    Weapon types and materials vs. body types in combat
    Racial Climate bonuses
    Dragons
    Art asset development process
    Open world zones
    World and zone events and dynamic content
    GMs, guides, guild outreach, onboarding, and player matchmaking
    Mentoring
    Guild size, raid zerging, and guild management
    Ability chaining and sympathetic abilities
    Cloud server regions and localization
    The Climbing skill
    Player summoning abilities
    Vistas and draw distance
    Small Climates within large Climates
    Item level restrictions and twinking
    Pre-alpha, Alpha 1 and beta access
    Soloing
    Malthyr's Colossi boss fight 

    Alternate Perspectives: 
    Shaman

    Supplemental Material:
    Written summary by Bazgrim 

    2016-Dec 7: December 2016 Newsletter <<Web-Archived Newsletter>>

    Intro
    Community Spotlight
    A Shaman’s Story [lore]

    2016-Nov 18: Unite 2016 Keynote - Pantheon: Rise of the Fallen (Visionary Realms) Demo [4/11] <<Gameplay Stream>>

    Pantheon overview
    Big studio vs. small studio MMORPG development
    Client demo (Avendyr's Pass)
    Benefits of developing with the Unity engine
    Halnir Cave demo
    Using real game features to demo for crowdfunding and publishers
    Platform compatibility
    Cloud servers 

    2016-Nov 17: A Small Team with Big Dreams  <<Miscellaneous>> [development, Visionary Realms, team] 

    2016-Nov 9: November 2016 Newsletter <<Web-Archived Newsletter>>

    Intro
    Community Spotlight
    Developer Spotlight: Corey LeFever 

    2016-Oct 14: October 2016 Newsletter <<Web-Archived Newsletter>>

    Intro
    Community Spotlight
    VIP Q&A [raid, roles, starting area, class quests, guilds, weather, gated progression] 

    2016-Sep 14: September 2016 Newsletter <<Web-Archived Newsletter>>

    Intro 

    2016-Aug 17: I am Brad “Aradune” McQuaid, CCO for Pantheon: Rise of the Fallen. AMA! <<Dev Interview>> [endgame, raids, instances, pledges, target audience, design, immersion, The Pantheon Difference, economy, PvP, world encounter events, deities, race and class identity, client, level progression from grinding vs. quests, Perception, ruleset servers, dark myr concept art, female character models, ranger pets, exploration, NPC dialogue, Bard, Alpha 1/Beta timeline, combat pacing, guilds, multiboxing, social matchmaking, NPC AI, Dispositions, NPC spawns, faction, NPC chase range, leashing, looting, cosmetics, difficulty, crowdfunding, hidden content, GM events, balance, camera view, server population, Limited Ability Sets, Brad McQuaid, development, ability acquisition, class specialization, Vanguard, crafted gear, limited playtime, world size, race class combinations, diplomacy, free trial, Pre-Alpha, zerging, boss fights, harvesting, epic quests, revenue model, underwater content, boats, communication, character creation, open world, gender locked classes, Progeny, achievements, class roles, death penalty, Warrior weapons, animations, User Interface customization, color blind options, voice chat] 

    2016-Aug 11: Interview With Ben “Kilsin” Walters - Pantheon Rise of the Fallen Q&A <<Dev Interview>>

    What Ben Walters does at Visionary Realms
    The importance of community
    Fan engagement from Visionary Realms
    Class identity and interdependence
    The importance of challenging gameplay
    The importance of immersion
    Encouraging players to enjoy the journey rather than racing to max level [progression, endgame]
    The importance of environment in PvE
    Pantheon as more than just a reskinned old-school MMORPG [The Pantheon Difference, Progeny, Codex, situational gear, multicolor mana, Perception]
    How Pantheon will push the genre forward [target audience]
    Fast travel
    Epic class weapon quests
    Gear appearance progression
    User Interface customization
    Describing Pantheon in one word
    Multiboxing
    Community response to development thus far
    Multicolor mana and class interdependence
    Community and crowdfunding 

    2016-Aug 10: August 2016 Newsletter <<Web-Archived Newsletter>>

    Intro
    Editorial: Community Matters
    Community Spotlight
    Developer Sneak Peek [patch notes] 

    2016-Jul 13: July 2016 Newsletter <<Web-Archived Newsletter>>

    Dev Diaries: Music and Sound Design of Pantheon: Rise of the Fallen [audio] 

    2016-Jun 24: Early Gameplay Stream of Pantheon: Rise of the Fallen [HD] <<Gameplay Stream>>

    Avendyr’s Pass
    Graphics settings
    The importance of crowd control
    Pass Authority outpost
    Black Dagger Keep faction
    PvP
    Overhead HP and mana bar User Interface
    Map
    User Interface customization
    Boss NPC spawns
    Halnir Cave
    Death penalty
    Perception demo
    NPC spawns
    Raid zerging
    Perception demo (cont'd)
    Placeholder art assets and why they're being used
    Weapon types and Body Types
    Content gated for low level players exploring high level zones
    Atmospheres and Climates
    Wide level ranges in zones
    Tharren the Lost miniboss fight
    Developers testing the game by playing it as they go
    Planning for item attribute progression years in advance
    Crafted gear vs. looted gear

    2016-Jun 14: June 2016 Newsletter <<Web-Archived Newsletter>>

    Dev Diaries: All-New Twitch Stream, the Shaman, the Black Rose, and a VIP Roundtable

    2016-Jun 7: Feature Spotlight - Perception System  <<Miscellaneous>> [quests, progression, exploration, NPC dialogue, immersion, storyline user interface] 

    2016-May 26: Feature Spotlight - Extreme Climate & Atmosphere Systems  <<Miscellaneous>> [perception, multicolor mana] 

    2016-May 23: Visionary Realms Tackles Your Questions About the Mana Climate <<Dev Interview>> [multicolor mana] 

    2016-May 18: Pantheon Rise of the Fallen VoT Show #11 Dev Q&A w/ Kilsin <<Dev Interview>>

    How Ben Walters joined Visionary Realms
    How the community can help make Pantheon a success
    Average day working at Visionary Realms
    How much work goes into developing a feature
    Dealing with bugs on launch day
    Unique class visuals
    Pros and cons of the Unity engine
    How the community's attitude affects the development process
    Guide program
    Language translation and localization
    NPC AI
    Fast travel
    Climates
    Lore on the website
    Continents on world map
    Screenshot releases
    Cleric’s Shield Wall ability
    In-game character models vs. concept art
    How Vanguard influenced Pantheon
    GM interactions
    Community-made art assets
    Roleplaying
    Feign Death
    Boat travel
    How crowdfunding helps development 

    2016-May 18: The Ethereal Energy Fueling the Mana Climate  <<Miscellaneous>> [multicolor mana]  

    2016-May 10: May 2016 Newsletter <<Web-Archived Newsletter>>

    Dev Diaries: State of the Game, May 2016 [development, implementation, world building] 

    2016-Apr 14: April 2016 Newsletter <<Web-Archived Newsletter>>

    Pantheon: Rise of the Followers Contest
    Introducing Pantheon’s Rogue

    2016-Mar 21: March 2016 Newsletter <<Web-Archived Newsletter>>

    Visionary Realms at Game Developers Conference
    Visionary Realms to Play Pantheon LIVE on Twitch - Friday March 11th [demo]
    Wolfshead Online: A Glimpse into the Pantheon Development Process at Visionary Realms

    2016-Mar 18: Visionary Realms Debuts Pantheon: Rise of the Fallen at GDC 2016 <<Press Release>> [investors, Twitch, stream]

    2016-Mar 17: Pantheon: RotF Gameplay & Brad McQuaid Interview <<Dev Interview>>

    Bringing community back to the genre
    Limited playtime and reducing grinding [target audience]
    Travel

    2016-Mar 12: Pre-pre-alpha Gameplay of Pantheon: Rise of the Fallen <<Gameplay Stream>>

    Avendyr’s Pass overview
    User Interface overview
    Stealth and flavor text
    Living Codex prototype
    Relics and multicolor mana
    Soloing
    NPC body types and bloodlines
    Eye-catching environments and world building
    Day/night cycle demo and light source abilities
    Atmospheres
    Avendyr’s Pass village
    Vendor and Bank User Interface
    Atmospheres (cont'd)
    Ashen Elf character model prototype
    Daniel Krenn introduction
    Contravicarus Irra boss fight
    Death penalty
    Raid zones and fighting gods as bosses
    Classes growing into their roles as they level up
    Unity Engine and multi-core CPUs
    A surprising turn of events
    Bards and Necromancers
    Racial starting areas
    World size
    Day/night cycle demo and light source abilities (cont'd)

    2016-Feb 10: February 2016 Newsletter <<Web-Archived Newsletter>>

    The Cleric Reveal

    Back to top

    20152015-Dec 10: Wild’s End Teaser <<Teasers & Trailers>>

    2015-Dec 8: December 2015 Newsletter <<Web-Archived Newsletter>>

    The Halflings are Coming! Introducing Wild’s End

    2015-Nov 24: Interview: Pantheon devs on funding, Unity, and the launch window <<Dev Interview>> [Visionary Realms, Kickstarter, Unity engine, art assets, development, target audience]

    2015-Nov 10: November 2015 Newsletter <<Web-Archived Newsletter>>

    State of the Game, November 2015: Into the Danger Room! [development, communication, timelines]

    2015-Oct 3: October 2015 Newsletter <<Web-Archived Newsletter>>

    Updated Atlas of Terminus [world map] 

    2015-Sep 28: Visionary Realms Acquires Seed Funding, Completes Prototype for Pantheon: Rise of the Fallen <<Press Release>>

    2015-Sep 23: September 2015 Newsletter <<Web-Archived Newsletter>>

    Visionary Realms Speaks at Gaming Insiders and Cloud Gaming
    Pantheon’s Team Expands [team growth] 

    2015-Aug 27: FAQ - We want your help! <<Miscellaneous>>

    2015-Aug 20: Catching Up on the Past Year  <<Dev Interview>> [what Chris Perkins does at Visionary Realms, progress video releases, what Corey LeFever does at Visionary Realms, target audience, exploration, immersion, Climates, Atmospheres, corpse runs, death penalty, crafting, design, camping, instances, publisher]

    2015-Aug 3: Please welcome Corey, Adam and Jason to the team! <<Miscellaneous>> [team growth] 

    2015-Jun 10: Introducing: The Dark Myr of Syronai’s Rest <<Miscellaneous>> [lore] 

    2015-May 13: Pantheon Update: May 2015 <<Miscellaneous>> [Unity engine, art assets, Alpha 1] 

    2015-Apr 12: Theoryforge Friday Ep.32 Music & Social Gaming w/ Chris Joppa Perkins [Pantheon Rise of the Fallen] <<Dev Interview>>

    How Chris Perkins joined Visionary Realms and what he does at Visionary Realms
    How audio affects gameplay
    Audio based on race and class
    Audio changing based on NPC location
    Procedural audio
    New music release [audio]
    Environmental transitions between zones and Terminus collision lore
    NPC chase range and zone lines [leashing]
    The Keeper and learning lore in-game through immersion
    NPC AI
    Bringing NPC chase range back to the genre [leashing]
    Interactions with NPCs
    Limited play time
    Encouraging community interdependence
    The importance of factions
    Languages
    Leveling
    In-game Map
    In-game tools and User Interface to take notes and draw maps
    Unity engine 5 and Alpha 1 timeline
    Alpha 1 testing vs. early access

    2015-Mar 12: Developer Round Table - 2.28.15 Part 2 <<Miscellaneous>>

    Curator’s Note: This link is provided as a placeholder and for historical purposes only. The original audio has since been removed. To see all currently available roundtables, please visit the Developer Roundtables section. If you locate the original audio, please contact us so we can add it to our archives.

    2015-Mar 2: Developer Round Table - 2.28.15 <<Miscellaneous>>

    Curator’s Note: This link is provided as a placeholder and for historical purposes only. The original audio has since been removed. To see all currently available roundtables, please visit the Developer Roundtables section. If you locate the original audio, please contact us so we can add it to our archives.

    2015-Feb 27: New Interview with Joppa and Montreseur - On WASD Radio <<Miscellaneous>> [Chris Perkins, John Diasparra] 

    Curator’s Note: This link is provided as a placeholder and for historical purposes only. The original audio has since been removed. To see all currently available interviews, please visit the Developer Interviews section. If you locate the original audio, please contact us so we can add it to our archives.

    2015-Feb 23: The Dwarves of Khadassa <<Miscellaneous>> [dwarf, concept art, lore]

    2015-Feb 21: Pantheon Update: 2.20.15 <<Miscellaneous>>

    2015-Feb 15: Pantheon Team - Questions for the Community! <<Miscellaneous>>

    2015-Jan 30: Pantheon Store has been removed <<Miscellaneous>> [merch] 

    2015-Jan 24: Welcome to The Keeper’s Vault <<Miscellaneous>>

    2015-Jan 22: Pantheon: Rise of the Fallen - Game Features and Summary <<Miscellaneous>> [Pantheon overview] 

    2015-Jan 22: Pantheon: Rise of the Fallen Game Tenets <<Miscellaneous>>

    2015-Jan 22: Developer Round Table - 1.18.15 <<Miscellaneous>>

    Curator’s Note: This link is provided as a placeholder and for historical purposes only. The original audio has since been removed. To see all currently available roundtables, please visit the Developer Roundtables section. If you locate the original audio, please contact us so we can add it to our archives.

    Back to top