Saturday, June 03, 2006

Work Samples

Here is a collection of various work samples from my career. Here you'll find examples of writing, documentation, and screenshots from published work.


Fallout 3 GECK wiki & Tutorials
Shortly after launching Fallout 3, we were able to focus on preparing our content creation tool, the GECK, for public release. To help the mod community get off on the right foot, many of us turned our attention to cleaning up our wiki documentation. I organized and edited a series of wiki and video tutorials authored by myself and my level design team; Jeff Browne, Phil Nelson, Jesse Tucker and Daryl Brigner, as well as environment artist Rashad Redic.

Fallout 3 Notes & Terminals
I write a lot of small things to help build the story of our game worlds. Here's an incomplete collection of things I contributed to Fallout 3, stored at The Vault wiki.


Fallout 3 Developer Diary
In preparation for the release of Fallout 3, I shared a look at the thinking and techniques behind creating our alternate version of Washington, D.C. - a vision of our Capital destroyed in the nuclear fire of the Fallout universe.



Oblivion In-Game Books (archived at The Imperial Library)
From Shivering Isles:

From Mehrunes Razor:
From The Vile Lair:
From Oblivion: TESIV Wiki Tutorials
When we launched Oblivion, we decided to launch a version of our internal wiki to support the mod community. In order to bridge the gap between novice end-users and the technical information in the wiki, I created a few basic tutorials to help gamers turn into modders. Note that due to the collaborative nature of wiki, these tutorials have been tweaked and edited by the TESIV modding community since my original publish.

BloodRayne 2 Level Design
Here are some images from my Level Designs for BloodRayne 2. Please note that credit for art assets goes to Nathan Purkeypile, Cory Edwards, Ryan Monday, and the rest of the BR2 art team.




BloodRayne Design Test
I had to complete a one-week test to secure my level design gig at Terminal Reality. The task entailed designing a level from concept to mock-up that would have fit into the original BR title. My techniques have changed quite a bit since I completed this, but many of the fundamental of my approach to level design have not changed. View the test in HTML format here.
PlanetQuest Documentation Excerpts
I created volumes of design documentation for the ill-fated PlanetQuest project, an MMORPG funded by a startup software company which I was remarkably put in charge of creating design for as well as handling our small staff of freelance artists. I'm able to share a few .PDF excerpts here, but most of the documentation will remain confidential indefinitely. Take a look at bits of our Quest Document, Governments Doc, and Combat Table.