The Bethesda Game Studios Interviews: Brett Douville

Today, we talk with Brett Douville, who leads our systems group in the programming department.

What’s your job at Bethesda?

I’m the lead programmer of the systems group, which writes and maintains a lot of code that underlies the games we make. Some of the subsystems for which we’re responsible are resource loading and management, audio, animation, physics, scripting, and pathing, although there are tons of bits that fall under our purview. We’re also responsible for a fair amount of team infrastructure work, such as our exporters, platform-specific resource converters, nightly and continuous build systems, automated crash reporting, and no doubt other things that don’t leap immediately to mind. We cover a lot of ground, and it’s hard to remember it all.

If the team as a whole is a body, I guess we’re like the circulatory system. We keep everything moving around, hopefully bringing oxygen and caffeine everywhere we go, and we’re almost certainly the first to know if there’s blood and guts everywhere.

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The Bethesda Game Studios Interviews: Jeff Lundin

With a new project coming out this year, we’d like to kick off another round of Q&A’s with Bethesda Game Studios developers. Today, meet Jeff Lundin, one of our systems programmers.

What is your job at BGS?

I am responsible for creating and maintaining Skyrim’s brand new scripting language. This usually involves not only creating new language features and functions, but also writing up a metric ton of wiki documentation, various external tools (which includes a full-blown compiler), editor additions, and on-the-spot support for other coders, designers and artists working with the new system.

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The Bethesda Game Studios Interviews: Rick Vicens

Did you like the official Skyrim Trailer? Give today’s interview subject, Rick Vicens, a holla if you did.

What is your job at BGS?

I’m a character animator. Specifically, my focus has been on creature animation for Skyrim.

How did you break into the industry?

This is a two part answer for me. I broke into the animation industry with an internship at Nickelodeon while attending the School of Visual Arts. That internship then led me to working in Film and TV. After a few years of working as an animator in that industry, my friend Dennis Mejillones (character artist here at Bethesda), convinced me to make the jump to games. I put together a demo reel and just applied. Best decision I have made in my career so far.

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About Game Development: Broken Windows

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About Game Development are short essays exploring the world of game development at Bethesda Game Studios. Today’s post is about broken windows.

Our games here at Bethesda Game Studios are complex, sprawling epics with layers of systems, reams of data, stunning art and audio and hours upon hours of fun made by our talented creators of all stripes. Underlying all of that is thousands upon thousands of lines of source code to make it all go, from editing gameplay data to exporting and placing art to actually running the game itself on one of several platforms.

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About Game Development: On Family

We spend so much time at work, a development team becomes like a family. We fight. We annoy. We eat. We have kids (well, the married couples working on the team do).
We hire slowly here at Bethesda Game Studios. It’s no surprise that we strive find people who fit our culture and team. People who aren’t a good fit can often bring everyone else down; they become a massive negative buff. Flip side to this, losing folks hurts. It takes time to make up the lost knowledge and talent that people take with them, and when someone leaves, it usually means we’re losing a friend, too. That makes us sad pandas.
Institutional knowledge or corporate memory — depending on what business self help book you are reading — is how a team learns to make games, learns to work together, and most importantly, learns to get better at makes games. Malcolm Gladwell writes in his great book, The Tipping Point, the following:
…the benefit of unity, of having everyone in a complex enterprise share a common relationship…in a family this process of memory sharing is even more pronounced. Most of us remember, at one time, only a fraction of the day to day details and histories of our family life. But we know, implicitly, where to go to find the answers to our questions – whether it is up to our spouse to remember where we put our keys or our thirteen year old to find out how to work the computer, or our mother to find out details of our childhood…when new information arises, we know who should have responsibility for storing it. This is how, in a family, expertise emerges… mental energy is limited, we concentrate on what we do best.
A team that has worked together for many years and shipped multiple projects benefits from “transitive memory: it’s knowing someone well enough to know what they know, and knowing them well enough so that you can trust them to know things in their specialty…recreating, on an organization wide level, of the kind of intimacy and trust that exists in a family.”

This is the kind of culture every game developer hopes for. Making a truly successful game is hard enough, and there are so many factors outside your control that decide the success of your game. There is no replacement for having a team you trust to get you there.

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About Game Development are short essays exploring the world of game development at Bethesda Game Studios. Today’s post is about how a team is like a family.

We spend so much time at work, a development team becomes like a family. We fight. We annoy. We eat. We have kids (well, the married couples working on the team do).

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What I Read: Jason Bergman

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How do we inhale the insane amount of information available to us? What I Read finds out how we navigate through the brand new world of data. Recent Inside the Vault alum Jason Bergman reads a great many things — find out more below…

I’m a total news and information junkie. I like to be inundated with information all the time.

Several times a day, I visit three gaming blogs: Shacknews (as much for the community as the news), Joystiq and Kotaku. I also regularly frequent tech blogs Engadget and Gizmodo and for a nice smattering of craziness I check out Digg. For nerdly news, I read Io9, Topless Robot, Robot 6 and Techland.

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Inside the Vault: Jason Bergman

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Inside the Vault offers up Jason Bergman for your perusal. Senior Producer at Bethesda Softworks. He works with external developers working on titles that we’re publishing. I’ve known Jason for a while; he used to score me free games when he worked at 2K Games. We’re happy to have him working with us (though, no more free 2K games, hmm…)

What is your job at Bethesda Softworks?
I’m the Senior Producer on Fallout: New Vegas. Which is a fancypants title that means I’m the primary point of contact for Obsidian Entertainment (the external developers working on the game) here at Bethesda.

My job is weird and varied. The easiest oversimplification is that it’s my job to make sure Fallout: New Vegas comes out on time and meets the standards we have for the game. When any of the various departments (QA, marketing, finance, etc.) here at Bethesda needs something, it’s me they go to. And then when Obsidian has issues, they talk to me. And of course I get to raise issues all on my own because I’m a troublemaker and that’s what I do. Plus I get to manage the budget and make sure people get paid, which is easily the most glamorous part of my job.

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What I Read: Brett Douville

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How do we inhale the insane amount of information available to us? What I Read finds out how we navigate through the brand new world of data. Brett Douville is our lead systems programmer here at Bethesda Game Studios.

The one constant in my reading over the last fifteen years or so has been The New York Times Magazine, which presents me with a diverse range of subjects every Sunday, from politics to cooking, architecture to dance, culture to criticism. While I’ve slipped away from the more shrill and often repetitive voices of the mainstream news media, I find that the Magazine’s coverage runs after enough time has passed that the multiple sides of any given story can be considered and discussed calmly. I usually read a bit of this on Sunday morning, and finish it off a bit at a time while making breakfasts over the next week until the next one comes.

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What I Read: Bruce Nesmith

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How do we inhale the insane amount of information available to us? What I Read finds out how we navigate through the brand new world of data. First up, Bruce Nesmith, design director at Bethesda Game Studios.

I ride the bus to work every day. Yeah, I know. I’m not a young designer trying to make ends meet anymore, but I do have teenage daughters. Car insurance is a pain. So I take the bus, which means I read on the bus. To be honest, I enjoy it because I don’t have as much time to read at home as I did when I was a young designer trying to make ends meet.

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