Josh Sawyer says games should steal inspiration from anywhere, like Greek plays
Obsidian’s design director argues art is always part of systems, and players feel it through mechanics and choices.

Obsidian design director Josh Sawyer lays out in a new YouTube video why artistic inspiration is built into the entire game design process. His examples span Fallout: New Vegas, Pentiment, Pillars of Eternity, and even Honest Hearts, with a clear implication for decision-makers: emotional intent must be engineered, not just themed.
Obsidian design director Josh Sawyer has a refreshingly blunt take on game design: artistic inspiration should come from “anywhere and everywhere,” including Greek plays that “knocked it out of the park thousands of years ago.” In his latest YouTube video, he argues that the goal is not just to make players have fun, but to get them to “think or feel something about something,” and that art is constantly shaping the systems underneath the experience.
This matters because games, unlike most other media, keep players locked in for orders of magnitude longer time. Sawyer points out that his own development history includes games “over 100 hours easily,” which means the “heart of the design process” becomes constant reevaluation. It is not enough to nail a big set piece or a climactic story beat. Designers also have to pressure-test whether the minute-to-minute gameplay, the companion interactions, and even the boring-looking mechanics that fill the hours are reinforcing the intended emotional effect.
A concrete example: in Fallout: New Vegas, Sawyer discusses adding looping reloads and “hammer-fanning animations” to better realize a “really cowboy” player fantasy. It is a classic design move, but the important thing is the logic behind it. The art is not just the theme sheet. It shows up in the interaction loops, the visual rhythm, and the repeated actions that turn “cowboy” from a label into a lived, muscle-memory feeling. That is the part many teams skip when they treat art direction as a surface layer rather than an engine input.
He extends the same philosophy to decision-heavy narrative design with Pentiment. Sawyer describes situations where player choices can lead to characters’ executions, and he frames the task as continually asking whether the design is producing the emotional experience the team intended. He emphasizes that the player should feel like the decision is hard, that they have evidence and are weighing options, and that they are forced to reflect on whether they can live with the outcome. Again, the lesson for operators and executives is that emotional outcomes can be designed through feedback, constraints, and evidence presentation, not just through writing.
Then there is Pillars of Eternity, where Sawyer explains a different kind of “art influence.” He says the names of Chanter abilities are constructed to feel like snippets of songs, poems, and plays that would exist in the game’s cultures. The aim is not only aesthetic. It is also cognitive, pushing players to imagine the “plots and authors” behind the world. That is subtle, but it is still an engineering problem. If the naming system is part of the player’s mental model, it will shape what they expect from actions and how they interpret outcomes.
Sawyer also draws a clean line between where emotional targeting is appropriate and where the main job is shifting the player’s cognitive mode. Inventory systems, he says, can interrupt immersion because they stop core in-world activities like sneaking, murdering, and climbing and then dump the player into menus. But the tradeoff is purposeful: inventory mechanics make players think in terms of value and weight, stacks, and other evaluation variables. In other words, the system is doing emotional work indirectly, by changing what the player is attending to. This is a reminder that “art” in games does not always mean “make it feel pretty.” Sometimes it means make the player think differently.
At the root of all of these examples is what Sawyer calls symbolism and emotional connection, leveraging the archetypes, tropes, and aesthetic styles players have already encountered elsewhere. This is also why his inspirational menu is so eclectic. For Fallout: New Vegas Honest Hearts DLC, he says he drew from Robert Bolt’s character writing from Lawrence of Arabia and The Mission. For Pentiment, he cites classical theater, specifically Greek plays. He also lists Sondheim musicals, medieval illuminated manuscripts, Modigliani and Wyeth art books from his bronze sculptor father’s collection, the simplicity of a Rothko painting, and even misinterpreted lyrics of a Florence and the Machine song.
Zoom out and you get an industry-level implication for leaders. When emotional intent and symbolism are treated as optional extras, teams end up with “story you feel” that does not survive contact with the 100+ hour reality of gameplay loops. Sawyer’s framework points to a different standard: continual reevaluation across set pieces, systems, and the small repeated actions that fill a player’s day. For executives deciding where to allocate design bandwidth, the question is no longer “Do we have great art direction?” It becomes “Are our mechanics carrying the same emotional burden as our narrative?” In a market where players can compare experiences instantly and retention is earned over long sessions, that alignment is the difference between a game that is remembered and one that is merely played.
This story's Key Insights and Take-aways are locked.
Create a free account to unlock Executive Actions for one credit.
Register to UnlockAlways free for Executives Club members. Join the Club
More in Entertainment

Charli XCX names her five best songs, and the “ultimate party” pick is weirdly sad
In an SPIN Lipps Service chat, the “Music, Fashion, Film” drop becomes a tour through her own songwriting turning points.

Microsoft tests ad-supported game streaming on Xbox, pushing monetization beyond subscriptions
The Xbox streaming pilot signals a new revenue lever that could reshape pricing, partnerships, and user expectations.

Jennie drops solo single “Less Than a Lover” after launching Ruby on Odd Atelier
A Blackpink member’s next step is small on paper, but it signals a bigger shift in how pop artists build control.

