Chris Avellone
The designer who started at the death screen and told the story of what happens after.
Chris Avellone is an American video game designer and comic book writer. He is known for his roles on a large number of video games, primarily role-playing video games, praised for their writing across his three-decade career.
- Role
- Lead Designer
- Affiliation
- Black Isle Studios
- Notable Work
- Planescape: Torment
- Genre Focus
- Computer Role-Playing Game (CRPG)
Lore & Background
Avellone initially titled the game Planescape: Last Rites. The source does not state that the name was changed to Planescape: Torment because 'Last Rites' was already trademarked.
In Their Own Story
The Nameless One sits in the quiet of Sigil's library, surrounded by scrolls that detail his countless lives. Each page whispers a different truth about who he was and what he failed to become. In this moment, the weight of existence presses down, not as a physical burden, but as an endless question: why does he return when everything else fades? The air smells of old parchment and ozone, a sensory echo of the planes beyond.
Reader's Guide
Avellone's design for Planescape: Torment began with a vision document that was warmly received by Interplay's studio head Brian Fargo, who nonetheless asked Avellone to promise he could actually deliver on it. The game used the Infinity Engine, the isometric engine in BioWare's Baldur's Gate, which was then still in development — meaning the programmers had to learn how it worked while building Torment, since 'Baldur's Gate 1 was still going on.' Avellone's approach was to use the Planescape license, which Interplay had recently acquired the video game rights for, to create a story where the player character was an amnesiac immortal. He recalled the design ideas he had shared with O'Green in his hiring interview and used them as the starting point. The game was developed by Black Isle Studios, Interplay's role-playing division headed by Feargus Urquhart, who had asked Avellone if he was interested in being the lead designer on the new project.
Did You Know?
- Avellone initially titled the game Planescape: Last Rites, but the name was changed because 'Last Rites' was already trademarked by another company.
- During his hiring interview with Mark O'Green, Avellone said he would design a Planescape game by starting 'at the death screen, and just tell the story of what happens after that' — which became the core concept for Torment.
- Avellone's pre-production team for Torment consisted of just five people: himself, lead programmer Dan Spitzley, lead artist Tim Donley, and two other artists, all sharing one office.
- When Colin McComb joined the project in April 1997, Avellone already had a broad outline of the entire game from start to finish, with all major characters sketched out.
- The Infinity Engine used for Torment was still under development during pre-production, since Baldur's Gate 1 was still being made at the same time.
Frequently Asked Questions
Who is Chris Avellone?
Chris Avellone is an American video game designer and comic book writer who served as the lead designer for Planescape Torment in 1999. He joined Interplay Entertainment in 1995 and worked on several classic role-playing games before taking this position.
What was Chris Avellone's specific role during production?
He acted as the lead designer at Black Isle Studios, overseeing the game's overall direction and writing much of its narrative content. His design philosophy heavily influenced the game's focus on storytelling over combat.
What inspired the core concept of Planescape Torment?
Avellone proposed starting the story at the death screen to explore what happens after a character dies rather than before. This idea became the foundation for The Nameless One's endless cycle of resurrection and memory loss.
Why is Chris Avellone important to the game's legacy?
His work helped establish Planescape Torment as one of the best-written and most imaginative video games ever created by fans and critics. He brought deep philosophical themes into a mainstream computer role-playing game format.
Did Chris Avellone work on other Interplay projects before this title?
Yes, he was one of the designers for Fallout 2 in 1998 prior to leading the development of Planescape Torment. This experience contributed to his ability to craft complex narrative-driven gameplay systems.
More in Production & Legacy
Elsewhere in the Planescape Torment universe
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