Planescape Torment Codexery

Chris Avellone

The designer who started at the death screen and told the story of what happens after.

Chris Avellone

Chris Avellone is an American video game designer and comic book writer who served as the lead designer of Planescape: Torment (1999), a game that has been regarded as "one of the best-written and most imaginative video games ever created." He joined Interplay in 1995 and was one of the designers of Fallout 2 (1998) before taking the lead on Torment. His initial design idea for the game, which he shared during his hiring interview with Interplay's Mark O'Green, was to "start at the death screen, and just tell the story of what happens after that" — a concept that became the foundation for the Nameless One's story of an amnesiac immortal trapped in an endless cycle of death and rebirth.

Role
Lead Designer
Affiliation
Black Isle Studios
Notable Work
Planescape: Torment
Genre Focus
Computer Role-Playing Game (CRPG)

Verified Timeline

1995199719981999

Lore & Background

Avellone initially titled the game Planescape: Last Rites, but the name was changed to Planescape: Torment after it was discovered that 'Last Rites' was already trademarked. During pre-production, he worked with a very small team: lead programmer Dan Spitzley, lead artist Tim Donley, and two other artists, all sharing one office. As Avellone described it: 'Once the vision document was approved, we scaled it down and outwards and turned each bit into reality. The lead artist, Tim Donley, did sketches of each of the major locations one by one before they were arted on the computer. I then took the characters and quests and did area design documents. I wrote a first pass of much of the dialogue and companions (many of which made it all the way to the final draft).' He incorporated the many ideas for fantasy quests and characters he had gathered over the years and sought to turn fantasy conventions upside down. When Colin McComb was assigned as the second designer in April 1997, he found that Avellone already had a broad outline of the entire game from start to finish, with all of the major characters sketched out.

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?

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

Related in Planescape Torment

Links follow this subject's own source article.

Elsewhere in the Planescape Torment universe

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →