Once again, they (meaning our recruiter folks) will be talking to anyone interested in the list of positions that we’re currently looking to fill at Bethesda Softworks (list) and our sister company, ZeniMax Online Studios (list). So if you’re in the area or are going to GDC and are looking for employment in any of those areas, do stop by.
I know that Ashley and Matt are both going to Austin, but don’t know if either will be in our meeting room during the show itself. Maybe if you’re lucky you can snag an autograph from one of them. (Usually a Benjamin will coerce Ashley into giving up his, but you didn’t hear that from me.)
Apparently we’re having a job fair next month, or ZeniMax is anyway. At least, that’s what the email I just got says. I thought I’d pass it along for interested parties.
It’s going to be held from 11am – 8pm on Wednesday, Sept. 19 at the Baltimore Marriott in Hunt Valley. Given the location, the focus is obviously on people interested in joining ZeniMax Online Studios up in Hunt Valley, MD, but they’ll also be accepting applications and reviewing qualified applicants for positions here at Bethesda Softworks/Bethesda Game Studios.
ZOS is currently hiring in the areas of arts, programming, design, content, production, and so on. You can see the full list of positions here. Bethesda is currently hiring for a couple of positions including several programming positions, a character artist, an animator…and you can see that full list of positions here.
Be sure to bring a copy, or copies, of your resume/portfolio/etc. Wear a clean shirt. Good luck!
So if you were to wander by the cube of Grant Struthers (one of our artists) you would notice that Grant has a sign up outside his cube that is rather, ah, unique.
You see, Grant gets involved in some pretty different sorts of projects related to art and special effects and so forth. As was covered in his Inside the Vault interview, he was one of the driving forces behind the room that disolves into butterflies for the opening sequence in Shivering Isles. He also worked on the big nuke explosion we’re doing in Fallout 3 that is featured in the demo, etc.
Well current he’s working on Fallout 3 (blood effects, stuff like that) and apparently was getting comments/complaints from devs who were innocently dropping by his desk to chat about this or that and were completely disgusted by whatever happened to be on Grant’s screen (e.g., reference photos of cadavers, body parts, etc.).
So Grant figured he’d come up with a way to warn people about the dangers of looking at whatever he was working on or looking at at that particular moment, and came up with his own system for warning the unsuspecting.
Two weeks ago, a small team from the office released scripting tools that allows modders to create their own missions for the game. After releasing the tools, I had Shannon Bailey, the project lead, sit in on a Teamspeak meeting with Legacy modders.
During the meeting, some requests and suggestions were made that Shannon thought could be added. Today, we’ve uploaded amended scripting tools for the Mission Editor as Shannon explains below:
“After talking to members of the mod community, the need for a couple of small additions became apparent. Included in the newest version of the archive is the source of the four non-campaign missions that ship with Legacy — Vanguard, Escort, Raider, and CoopWave — as well as the ability to edit their script and rule files from the front-end. Also, when creating a new mission you are no longer limited to using STL12 as your template; any existing mission (including those four, which make excellent templates) can be cloned and modified.”
Special thanks to the team for such a quick turnaround on the amended changes. To download the new Legacy Mission Editor, visit here. For those just getting started with the tools, we’ve created a Wiki to help out. You might also want to check out the following screencasts created by Chris “ChessMess” Koerner, who worked on the game. They can be found here and here.
A quick email survey elicited the following answers. Okay, I admit it, I really wanted to find out who managed to score an early copy of Bioshock. Because if you got it, you’re playing it this weekend (unless you are Craig “The Claff” Lafferty. See, if you’re Claff and you got an early copy of Bioshock by running out to Toys R Us at lunchtime, the first game you play on your Xbox 360 is, of course, Hexic 2.)
We’ve released the beta for the STL Mission Editor for Star Trek Legacy, along with the source code. We also plan to launcha STL Wiki page to give modders online documentation that can be expanded on easily. Our experience with the Elder Scrolls modding community tells us that fans love making their own stuff. Legacy has a small but vocal modding community and I hope this helps it grow even more.
A few caveats – the source code is only for the Editor and NOT the game. The toolset is a beta and not officially supported by Bethesda Softworks. We’re hoping there are programmers in the community who can take over maintenance of the Editor and source.
Special thanks to Ryan Lea, Jason Hammett, and Shannon Bailey (pictured above). This effort was entirely on a volunteer basis done in their own free time because they wanted to help and get this tool released. So kudos to those guys for stepping up and helping out. Following is a post mortem that Shannon wrote up. Good read if you plan on modding Legacy, or if you are interested in development, in general.
So after, oh, 4 1/2 months of work, we finally got the official Fallout 3 site done and out the door. Todd, Lindsay, Istvan, and I have been working on this thing since March, and finally got it just the way we wanted.
I think it’s a really cool site, probably the best one we’ve ever done. Many thanks to Lindsay for the 10,000 revisions she had to do until everyone was happy, to Istvan for making sure the look and feel was just right, and Natalia for pulling together all the Vault Boy images we needed.
You’ll find lots of links to all the coverage that’s come out so far, screens you’ve probably seen, new wallpapers you probably haven’t, the teaser trailer, etc. The usual stuff, but lots more to come over the coming months.
We wanted Todd to kick off the Diary section with his thoughts on undertaking the task of making Fallout 3 and what that means to him, and us. Here’s a snippit:
The massive expectations of what this game means to everyone who loved Fallout, RPGs, and gaming-in-general is not lost on us. It’s impossible to discuss the game with anyone without them referencing Oblivion and/or the Fallout legacy. In many ways, it’s the sequel to both games. It’s our “next” RPG after Oblivion while also being the sequel to one the greatest games in the history of electronics. No pressure.
Head over to the new site to read the rest. Drop us a line when you’re done and let us know what you think.
So an announcement went out today about our new sister division, ZeniMax Online Studios. I thought it might be nice to find out a little bit about the newest member of the family and ‘that guy I’ve seen in the cafeteria from time to time.’ Matt was nice enough to answer some questions, while deftly evading others (curses!).
Is it pronounced Fire-or, or Fire-er, or…?
More like Fire-roar. Or, you can just call me Matt. Much easier.
Tell us a little bit about your background.
Most of my game industry career was spent at Mythic Entertainment, where I was the Producer of Dark Age of Camelot, an MMO that launched in 2001. Prior to that I was Producer and/or a designer of 12 other online games including Aliens Online, Silent Death Online, and Magestorm. I was at Mythic from 1995-2006. Prior to that I was a founder of a multi-user BBS game development company with some friends that eventually became one of the two companies that merged to form Mythic. I go back a long way in multi-user gaming; our first project was in 1987, when I was in college.
The Escapist’s Joe Blancato, like me, apparently really likes “Power Rankings.” Being a sports junkie myself, I’m a big fans of checking to see how my teams do on ESPN’s weekly Power Rankings, whether it be for the Wolverines, Pistons, or Braves.
Anyhow, the site’s Inaugural Power Rankings place us in good company, as our showing at E3 helped us land a debut at #4, behind Microsoft, EA, and Irrational Game Studios. Rounding out the Top 5 was Peter Moore, who made headlines last week leaving Microsoft to head up EA Sports.
In other Fallout 3 news, here’s some more coverage that’s gone up in the last day or so:
Oddly enough, I’ve been with Emil every time he’s attended E3. Thing is, the last time he attended was in 1998 in Atlanta, the second of two E3s we attended together while working at The Adrenaline Vault, where Emil and I first met a long time ago. This year, nine years later, Emil made his return to E3 (and his first-ever trip to the Left Coast) so I asked him to put together some thoughts on his experience this year. Here’s what Emil had to say: