The first major mission I worked on for Descent 2, with the now disbanded Ellusion Design team, Obsidian was released in September 1999 and had fully custom robots and bosses, a few custom textures, custom music, and a custom ship and cockpit. Technically it was a remarkable achievement and was the only project of its scale to reach a professional standard. However, some of the level design was extremely hard to navigate (particularly level 10) and the robots were relatively simple due to software limitations.

The storyline of Obsidian leaves room for a sequel, which has been in the concept stage for a long time. Development is on hold pending an engine suitable for the concept.

If, or when, the sequel is developed, it will probably be dissociated from the Descent storyline, with links to the Obsidian storyline only.