Silver Rose Studios, an Oblivion modding community, has interviewed Joel Burgess, lead level designer of Fallout 3. While much of the interview is naturally focused on Oblivion, for which Joel was level designer, there are some general questions about him personally and one question on the editor for Fallout 3.<blockquote>Does fallout 3 use a similar editor to tescs? (abe)
Yes, we're using a new version of the CS that is similar to the one for Oblivion. There are a lot of new systems and tools like pathing, scripting, and optimization. We may or may not release mod tools for Fallout 3. We’d like to, but it’s a lot of work to get an editor ready for release and right now we have our full resources focused on making the game.
What other jobs have you had in the past? (abe)
I was a level designer at Terminal Reality, where I worked on Bloodrayne 2, Aeon Flux, and briefly on the unreleased Demonik. Before that I worked for an online game startup that ultimately fizzled, and on a location-based educational game for the University of Central Florida that was exhibited at the Orlando Science Center.
do you put in a lot of overtime to get the bethesda productions done? (abe)
Yeah, I put in the hours when they're needed. Luckily, through good management and planning, there's not the dreaded death-march-crunch that's the subject of so many game industry horror stories. I once worked three days straight, sleeping under my desk to get a game done on time. Here I'm producing better work, for better games, and my life's quality doesn't suffer.</blockquote>Link: Interview With Joel Burgess: Results, Dragonfire Castle confirmed?
Spotted on the Bethesda blog.
Yes, we're using a new version of the CS that is similar to the one for Oblivion. There are a lot of new systems and tools like pathing, scripting, and optimization. We may or may not release mod tools for Fallout 3. We’d like to, but it’s a lot of work to get an editor ready for release and right now we have our full resources focused on making the game.
What other jobs have you had in the past? (abe)
I was a level designer at Terminal Reality, where I worked on Bloodrayne 2, Aeon Flux, and briefly on the unreleased Demonik. Before that I worked for an online game startup that ultimately fizzled, and on a location-based educational game for the University of Central Florida that was exhibited at the Orlando Science Center.
do you put in a lot of overtime to get the bethesda productions done? (abe)
Yeah, I put in the hours when they're needed. Luckily, through good management and planning, there's not the dreaded death-march-crunch that's the subject of so many game industry horror stories. I once worked three days straight, sleeping under my desk to get a game done on time. Here I'm producing better work, for better games, and my life's quality doesn't suffer.</blockquote>Link: Interview With Joel Burgess: Results, Dragonfire Castle confirmed?
Spotted on the Bethesda blog.