Table of Contents:
- Use a Period You Know Firsthand
- Get Inspired
- Choose Between Historical Interpretation and Historical Fiction
- Narrow Your Sources (and Revisit Old Friends)
- Decide on the Setting
- Mix the Big and the Small
- Amount of the Unlikely in Your Story
- Use the Period to Influence Your Narrative Design
- Develop a glossary
- Celebrate the release of your cool game

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Find out moreObsidian Entertainment has been facing financial difficulties for a long time. The California-based studio had faced repeated risks: some games were canceled during development, while others, having reached release, were created under tight deadlines and on commission. The situation changed dramatically with the successful launch on Kickstarter, where fans of classic CRPGs generously supported the studio's project, Pillars of Eternity. This success not only saved the company from closure but also allowed it to focus on creating original games. Further success awaited Obsidian: the studio was acquired by Microsoft, which opened new horizons for its development and the implementation of ambitious projects. This event provided the studio with financial stability and opened up new opportunities for experimentation. The first significant project was the high-quality survival game Grounded, set in the backyard of an American home, where the main characters are teenagers shrunk to the size of ants. The second unusual project is Pentiment, an adventure game with role-playing elements that transports players to Bavaria in the first half of the 16th century. This period is renowned for its rapid technological advancements, religious wars, and peasant uprisings, making the game particularly engaging and educational.
Pentiment was highly praised by both critics and players. The visual design and storyline received particular praise. Josh Sawyer, the project's director, dreamed of creating a historical game for 20 years—almost his entire career in the gaming industry. His dream became a reality thanks to Game Pass, which sought to include small, original games in its subscription service. Sawyer suggested Pentiment as the perfect project for this initiative.
Since Pentiment's release, Josh has actively shared his experience of creating the game, giving lectures to developers and fans of history and video games. Skillbox Media's Gamedev editorial team has highlighted key points from his talks and prepared a guide for anyone aspiring to develop their own historical game. This resource will help you understand how to combine engaging gameplay with historical accuracy to create a unique project that will capture the attention of your audience.
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- Use a period you know firsthand
- Get inspired
- Choose between historical interpretation and historical fiction
- Draw your sources (and remember old acquaintances)
- Decide on the setting
- Mix the global and the mundane
- Determine the amount of improbability in your story
- Use period specifics to reflect them in narrative design
- Develop a glossary
- Celebrate the release of your awesome game
Use a period you know firsthand
Before starting his career in the games industry, Josh completed his studies in history Department of History at Lawrence University in Michigan. His research interests focused on the Holy Roman Empire, particularly the period following the Imperial Reformation of 1495–1500. In his graduate work, he delved into hagiography, studying the lives of saints, and also explored significant historical phenomena such as the witch hunts of the Middle Ages. This knowledge of the past likely influences his creative approach to game development, allowing him to create deeper and more layered worlds for players. The era, familiar to the developer, formed the basis for the setting of Pentiment. A deep understanding of religious history allowed Josh Sawyer to effectively reflect sacred themes in the game's dialogue. All the monks' lines were written by him, which adds historical accuracy and richness to the game.

Besides his education, the developer has another important connection to Germany. Josh is a descendant of German settlers who emigrated to the New World. In creating a historical game, Sawyer not only relies on old university crib notes but also digs deeper into the history of his ancestors and their homeland. This gives the Pentiment project a more personal and meaningful character, allowing players to immerse themselves in the unique atmosphere and cultural aspects associated with German heritage.
Get Properly Inspired
The main source of inspiration for Josh was the novel "The Name of the Rose" by the Italian writer Umberto Eco. The plot of this book revolves around a murder that took place in a Benedictine monastery and is investigated by the Franciscan monk William of Baskerville, who is a guest of this monastery. The novel "The Name of the Rose" is considered a classic of postmodern literature, skillfully combining elements of a detective mystery with profound reflections on the medieval worldview. It explores issues of religion and the role of books in the lives of people of that time. This multi-layered approach makes the novel not only captivating but also educational, drawing readers' attention to important philosophical and cultural aspects.
Despite borrowing many elements, the game Pentiment differs from the novel "The Name of the Rose" in several respects. Unlike the plot, which unfolds in just one week, the events of Pentiment span 25 years. This timeframe allows players to observe the consequences of their choices and significantly deepens the narrative, imbuing it with greater emotional and historical significance.
For a man, the age of forty-eight is a period when he faces an important choice: go to the Caribbean with a ballerina or devote himself to writing a novel. This stage of life is often accompanied by a rethinking of values and a desire for self-expression. The decision about how to spend this period can be decisive for one's future destiny. Some choose adventure and new emotions, while others immerse themselves in the creative process, striving to leave a mark on literature. This age offers a unique opportunity to rethink life and make significant decisions.
Umberto Eco is a prominent Italian writer, philosopher, and semiotician, known for his profound literary and cultural analysis. His works cover a wide range of topics, including history, literature, and philosophy. He is best known for his novel The Name of the Rose, which has become a classic of world literature and has been translated into many languages. Eco was also active in academic work, making significant contributions to the study of signs and symbols. His unique style and ability to combine complex ideas with engaging narrative made him one of the most influential authors of the 20th century. Studying the work of Umberto Eco allows for a deeper understanding of contemporary cultural and social processes.
Josh's inspiration for including nearly 100 characters in the narrative came from Pieter Bruegel's painting "The Way to Calvary," as well as the film "The Mill and the Cross," which offers an interpretation of the process of creating this remarkable work of art. These works became an important stimulus for the author, emphasizing the significance of the multifaceted nature of human destinies and their interaction within the framework of a common history.

My painting is meant to convey many stories. It must be large enough to contain all the emotions and events associated with each person.
The artist is the central figure in the film "The Mill and the Cross." The film explores not only his life and work, but also the surrounding world that influences his art. The film immerses the viewer in the atmosphere of the 17th century, showing how the social and political realities of that time are reflected in the artist's works. "The Mill and the Cross" offers a unique perspective on the interaction between art and history, emphasizing the importance of cultural heritage.
Andreas Mahler, the protagonist of the game, is not only a figment of the imagination but also inspired by the real artist Albrecht Dürer. This outstanding master, originally from Nuremberg, spent his youth honing his skills through travel. His appearance is influenced by the fictional character William of Baskerville, adding depth and historical context to the game's story.


Pentiment's visual design draws inspiration from a variety of sources, particularly from books and chronicles of the late Middle Ages. The developers spent considerable time studying pages of old manuscripts in online libraries, which allowed them to gain a deeper understanding of the aesthetics of the period. They also visited the Getty Museum in Los Angeles, which houses an impressive collection of medieval books, further enriching their understanding of the cultural context of the era.
Sawyer noted that many of the books surprised him with their compact size, a testament to the high skill of their creators. One of the key books that influenced the visual style of Pentiment is the 1493 Nuremberg Chronicle. This incunabula tells the biblical story from creation onward and includes 1,809 woodcut illustrations that inspired the game's artists.

The developers also drew inspiration from interpretations of medieval heritage, in particular from the work of the animation studio Cartoon Saloon, especially the cartoon "The Secret of Kells." The influence of Tomm Moore's painting is noticeable in the depiction of the monks of Kirsau Abbey. The Benedictine priests are dressed in identical cassocks, and to give their appearance a more expressive character, the artists from Obsidian used exaggerated silhouettes. This approach emphasizes the uniqueness of the characters and creates an atmosphere that matches the spirit of the Middle Ages.


Choose between historical interpretation and historical fiction
Josh Sawyer classifies works of fiction based on historical events into interpretations and fictions. Interpretations draw on real events or the biographies of famous historical figures. An example of such an interpretation is Ridley Scott's recent film Napoleon, starring Joaquin Phoenix. In this case, viewers are already familiar with the basic facts of the plot, which allows them to more deeply perceive the artistic elements and the authors' idea.

Historical events are interpreted within the framework of available historical sources. However, even with numerous materials, creating an objective and truthful image is sometimes impossible. This is because sources often contradict each other. History is formed on the basis of chronicles and memoirs created by people with different views and motivations. Therefore, the analysis of historical data requires a careful approach to account for potential distortions and subjective assessments.
Sometimes new interpretations are heavily influenced by previous attempts to "cast something in bronze." Enduring artistic images tend to live longer and more vividly than their real-life prototypes. In the case of Napoleon, one can single out Jacques-Louis David's heroic painting "Bonaparte at the Saint-Bernard Pass," which had a significant influence on the commander's subsequent fate in art and his perception by a wider audience. This work not only shaped the image of Napoleon as a great leader, but also cemented his legendary status in the public consciousness, contributing to the creation of a myth about his military merits and personal qualities.

Creating historical interpretation faces a serious difficulty: most available sources focus on "great men" and "significant events," leaving everyday life and more mundane circumstances in the shadows. As a result, historical interpretations are often based on these "great pages of history," which provide only a brief overview of the complex development of societies, civilizations, and human nature. This limited approach does not allow for a full understanding of the historical context and the diversity of human experience. To create a more complete picture of the past, it is important to consider not only remarkable events and figures, but also the lives of ordinary people, their daily lives, values, and everyday experiences.
Historical fiction offers a new perspective on past events. It often uses battlefields and history textbook footnotes as a backdrop. Research into historical periods remains important, but it should create space for imagination rather than be limited by strict chronology and factual interpretation. This approach allows for a deeper understanding of human nature and the context of events, opening up new horizons for creativity and imagination. The ideas authors place in their works don't necessarily have to be absolutely accurate. They can be based on possible events, even if real historical facts don't support them. It's important that they appear plausible within the context of the work. In the game Pentiment, for example, an interesting element is the protagonist Andreas's unfinished university education. At that time, getting into higher education was difficult, but not impossible, especially with the support of wealthy parents or through family connections at the university. This highlights the social and cultural aspects of the time, making the story more rich and realistic.

When creating historical fiction, the audience may have no prior knowledge of historical events. This opens up a wealth of opportunities for authors, but it does not absolve them of responsibility. It is important to regularly ask yourself, "Was this possible in this era?" and strive to provide the most honest and informed answers possible, avoiding contradictions with historical facts. This approach not only improves the quality of the work but also promotes a deeper understanding of the historical context, which can engage readers and improve comprehension.
Historical fiction, as opposed to interpretation, often focuses on "little people" and their "little stories." An example of this approach is Ridley Scott's film "The Duellists." The plot of this film is based on Joseph Conrad's novella "The Duel," in which the central theme is the long-standing feud between two officers in Napoleon's army, the full details of which remain unknown. This approach allows for a deeper understanding of human emotions and experiences against the backdrop of historical events, emphasizing that even in the grand scheme of things, there is room for personal conflict and drama.

Narrow Your Sources (and Revisit Old Acquaintances)
Before you begin working on your chosen era and its reflections in art, it's important to gather a variety of sources. These materials can be found in your home bookcase or in the collections of public and university libraries. However, not all books will be equally useful. For example, Josh shares his experience of purchasing a German-language book written in a complex academic style, making it difficult to finish. Therefore, it's important to carefully select sources so that they are accessible and informative, which will significantly simplify the learning process.
When developing the game Sawyer, the JSTOR (Journal Storage) service became an important resource. This is an extensive digital database containing scholarly journals and books on the humanities. In Russian, this service is equivalent to ELibrary, which also provides access to a variety of scholarly publications. The use of such platforms significantly simplifies research work and facilitates in-depth study of topics related to game development and humanities.

Despite careful study of literature, like a medieval castle, without the support of consultants It was impossible to do without. Four experts were brought in to develop Pentiment. Christopher de Hamel, a specialist in medieval manuscripts, played a key role in the project's creation. Since the game is presented in the form of a book and six unique fonts were developed to convey the dialogue, his assistance was crucial to achieving historical accuracy and authenticity in the game.
Josh met Edmund Kern during his time at university, and his knowledge proved essential for understanding the legal and prohibited activities in the Holy Roman Empire of that time. Josh's classmate, Dr. Winston Black, chose a career in academia after graduating, focusing on medieval medicine. His research and medical practices are reflected in the game, adding depth and historical accuracy.
Heather Nabbefeld, a fellow student of Sawyer's, became a Latin teacher, and her knowledge proved useful in creating texts in this universal language of medieval Europe. The developers of Pentiment can be proud of their unique achievement, as their project likely contains the largest amount of original Latin texts of any work of fiction in the 21st century.
Choose the setting
Pentiment invites players to immerse themselves in the atmosphere of Upper Bavaria. The protagonist, Andreas, is a wandering artist who works in a monastery scriptorium, linking the secular world with the spiritual. The game takes place in the town of Tassing, located on the Imperial Road connecting Tyrol and Nuremberg. Kirsau Abbey, a Benedictine monastery with a nunnery and a monastery, is also located here. This unique setting provides a rich foundation for exploring the cultural and religious interactions of the time.

Both locations are fictional, but the development team drew inspiration from real Bavarian settlements. These locations draw on a rich historical context: some towns were built on the sites of ancient Roman forts, while others are associated with the names of patron saints of these regions. Such details give the games uniqueness and depth, allowing players to immerse themselves in an atmosphere based on real historical events and the cultural traditions of Bavaria.
The Ethiopian monk arriving in Kirsau is not a fictional character. Priests from Abyssinia actually participated in the Council of Constance, which took place from 1414 to 1418. This event took place over a hundred years before the events of Pentiment. Thus, there is a possibility that the inhabitants of this region could have traveled to Europe later.

Since the release of Pentiment, players from Bavaria and those who have ever visited the region have been actively sharing their positive impressions of the virtual locations created by the developers. They note that the meticulously crafted details and realistic names make these places feel incredibly real. Some players are so impressed by the world of Pentiment that they have gone on to find these locations in real life, which underscores the high level of immersion and authenticity of the game environment.
Combine global and mundane ideas
A historical work should contain both large-scale concepts and interesting details of a specific era. This combination allows players, readers, and viewers to switch attention, making their experience more multifaceted. In the context of Pentiment, Josh Sawyer expressed these ideas as follows. Global Concepts:
- People of the past are much like us.
- Life was harsher than it is now, but death and grief were no less acute.
- Our ancestors suffered from depression, calling it melancholy or the blues, or not calling it anything at all.
- People had personal beliefs related to their worldview and religious feeling—even peasants.
- History is not fact or truth, but what humanity leaves to descendants.

Ordinary ideas are concepts and thoughts that arise frequently in everyday life. These ideas may seem simple and familiar, but they have the power to inspire and shape our perception of the world. Everyday ideas can cover various aspects of life, including relationships, work, hobbies, and personal development.
It's important to recognize that even the simplest ideas can lead to significant changes in life. For example, recognizing the importance of self-care can become the foundation for improving your quality of life. Everyday ideas can serve as the basis for creative solutions and innovative approaches.
When searching for new approaches to solving everyday problems, it's worth paying attention to everyday ideas that can inspire change. By approaching life with an open mind, we can uncover hidden opportunities and find new ways to achieve our goals. Everyday ideas should not be underestimated, as they can become a source of inspiration and motivation for personal growth and success.
- Salt was a very important resource even in those distant times when the ancient Romans had not yet conquered half of Europe.
- There were double monasteries in which male and female communities coexisted.
- Many cities of the Middle Ages (which still exist today) were founded on the foundations of ancient Roman settlements.
- Pagan and folk beliefs left their mark on Christianity, without disappearing completely.
- Relics of saints attracted many pilgrims to monasteries, thereby providing income to nearby settlements.
- Dark-skinned characters appeared in the art and cities of the Middle Ages, albeit in small numbers. For example, Saint Maurice, considered the patron saint of the Holy Roman Emperors, was traditionally depicted as dark-skinned.
- Strange, very different people have existed throughout history.
Determine the amount of improbability in your story
Avoiding historical errors is likely unavoidable. Some errors will be made for the sake of plot development, while others are difficult to predict, since certain knowledge is lost over time, and it is impossible to obtain precise data. Nevertheless, Josh Sawyer recommends following the principle of "Not the impossible, but the unlikely." Even if your ideas do not have a clear historical basis, this is not a reason to dismiss them outright.
Double Benedictine monasteries were quite rare, and there is no reliable information about them in Bavaria. However, they were distributed in small numbers in German-speaking regions, suggesting that the Kirsau monastery may have a historical basis.

The question of whether a secular artist could work in a monastic scriptorium is intriguing. While examples of such a practice do exist, it would have been unlikely in 1518, the year the game is set. By that time, the number of scriptoria had significantly declined: most handwritten books were produced in urban manufactories that produced expensive editions for wealthy buyers. Nevertheless, the existence of such a "non-modern monastery" shouldn't be completely ruled out. The location is important to the plot, as it connects the secular and the divine in a space that seems temporarily disconnected from modernity.
Josh notes that the game contains elements that cannot be confirmed even theoretically. For example, the game features an ancient Roman sculpture with an engraved helmet, but no similar statue has ever been discovered in real history. The game also features a windmill that supposedly ground flour in Bavaria during the Middle Ages, although there is no historical evidence of such mills existing during that period. Despite this, the mill and its owner play a significant role in the game, which emphasizes the developers' creative approach to creating the game world.

If the unlikely is inevitable, it should be treated with dignity. Such moments should not be glossed over or hidden in the background; on the contrary, they should be emphasized, emphasizing the unusualness of what is happening. This can be achieved through the reactions of the game's characters, who live in a specific cultural and historical context. For them, some things may be surprising, even if the player is unfamiliar with them. For example, when Andreas first climbs the hill to the windmill, he is surprised to note its presence in Tassing. If the player chooses a character background involving travel through the lands of Flanders, where windmills were common, they will receive a more detailed and in-depth commentary on this object. This creates a deep connection between the gameplay and the historical context, enriching the overall player experience and emphasizing the uniqueness of each game situation.
Use period-specific features to inform your narrative design
If you have a limited budget for voiceovers, use the zeitgeist to add depth to your dialogue. Pentiment takes place at a turning point in Europe, as the Middle Ages give way to the modern era. Martin Luther's revolt against the Catholic Church sparks the Reformation. Recently, Johannes Gutenberg invented the printing press with movable type, significantly speeding up the reproduction and distribution of texts. Growing literacy reaches an ever-increasing number of people, influencing the social and cultural transformations of the time. These historical elements lend uniqueness and authenticity to dialogue, making it more engaging for players and deepening immersion.
In Pentiment, character lines are varied in design, reflecting their social status and personality. Most peasants use a sloppy cursive, often with blots and scribbles, emphasizing their simplicity and informality. The Drucker family, a printer, exhibits a more careful style, where texts are first imprinted on paper in letters and then "developed" as a whole. Monks, in turn, use an elegant script, familiar from their handwritten books, indicating their education and culture. Educated city dwellers have their own recognizable style, dubbed "humanistic" by the developers. In the context of historical shift, such diversity is natural: some strive to preserve traditions, others strive for the future, and many are simply trying to survive.



The characters Mahler encounters are constantly evolving and changing: they mature, acquire new knowledge, age, and lose their sight. The artist observes them over the years and discovers new facets of their personalities. Sometimes changes in a person's life dramatically impact their perception of their essence, which is reflected even in their font. For example, when Mahler learns that old Til, a local shepherd, has a basic knowledge of Latin and expresses an interest in the story of Tassing, he notices how his font transforms from a careless peasant sensibility to a more "noble" one. Thus, through the lens of the characters' changes, not only their inner world is revealed, but also the impact of knowledge and experience on their perception of themselves and others. Unfortunately, the diversity of fonts is mostly available for languages using the Latin alphabet. Creating complex fonts for languages like Chinese, Korean, and Russian requires significant effort, and the developers strived to preserve at least some of the uniqueness of the text. However, for these languages, the available fonts are often limited and cannot fully convey all the nuances and aesthetic features.
Develop a Glossary
Josh Sawyer rightly states that "history is the lore of our world." This statement should be taken with due consideration, as not all players may be familiar with the context of the era you have chosen. Understanding the historical background significantly enriches the gaming experience and allows for a deeper immersion in the atmosphere. Therefore, when developing game projects, it is important to consider that players may have varying levels of knowledge about the events and culture of the time. Effectively conveying historical context not only helps engage them in the game but also contributes to a better understanding of the plot and characters.
There is no need to explain familiar concepts like Christ or Ancient Rome. However, more specific terms, such as the names of historical figures like William of Ockham or cities like Salzburg, may be familiar only by name. It's important to explain these concepts briefly and clearly in two or three sentences so players can better understand the context. This will make the game not only fun but also educational, perhaps sparking interest in a deeper study of history and culture.

Pentiment borrows the glossary system from Obsidian's previous projects, such as Tyranny and Pillars of Eternity 2: Deadfire. The main advantage of this system is the ability to instantly consult explanations without delving into the "journal" and losing the thread of gameplay. In Pentiment, all explanations are organically integrated into the pages of the book where the game's story unfolds, which is completely in keeping with the spirit of the historical era. However, for a more detailed study, all terms are also available in the journal, where they are presented alphabetically. This makes the process of learning and immersion in the world of the game more convenient and intuitive.
Celebrate the release of your awesome game
After the release of your dream game, give yourself a break. This is a time of well-deserved rest and recuperation.

Reading is an important aspect of our life, as it not only develops thinking but also deepens knowledge in various fields. In today's world, books and articles are becoming available in digital format, making it easy to find and study the information you need. Reading improves concentration, expands vocabulary, and develops analytical skills. Don't forget that regular reading helps maintain mental activity and can be a source of inspiration. Explore a variety of genres and authors to find something that truly captivates you. Pay attention to book recommendations and reviews to choose high-quality and engaging reading. Non-linear dialogue in RPGs like Fallout: New Vegas is a key element that allows players to interact with characters and influence the development of the plot. These dialogues offer a variety of response options, allowing players to make decisions that shape the course of the game. Unlike linear dialogue, where choices are limited, non-linear dialogue provides a sense of freedom and engagement. In Fallout: New Vegas, players can choose not only their lines but also their approach to communicating with NPCs, opening up a variety of avenues for solving quests and interacting with the world. Each choice can impact relationships with characters, alter the course of events, and even lead to different game endings. This creates a unique experience for each player and encourages replayability as players seek to explore all possible interactions.
Furthermore, non-linear dialogue in Fallout: New Vegas is based on a system of skills and character stats, adding an element of strategy. Players can develop specific skills that open up new dialogue options, allowing them to navigate conflicts or, conversely, delve deeper into them. This makes every interaction meaningful and interesting, emphasizing the importance of choices and their consequences in the gameplay.
Thus, non-linear dialogues in RPGs, as exemplified by Fallout: New Vegas, not only enrich the plot, but also create a dynamic gaming environment in which every choice matters.
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