New fan art for RAGE, Dishonored, Fallout, and Skyrim

Today we’ve refreshed our fan art section with new contributions for Skyrim, Fallout, RAGE, and Dishonored. The RAGE buggy above comes from Kimmo in Finland. The image was modeled using 3d Max, rendered with V-Ray, and textured using Photoshop. It looks so good that several folks at the office thought it was a real buggy.

To see more fan art, watch the slideshow below…

Want to share your art? Send it to us at bethblog@bethsoft.com

Jeff vs. Sam II: The Skyrim Speedrun (updated)

“The speedrun is my World Cup or Olympics, it’s my favorite event that comes every three or four years.” – Todd Howard

As tradition goes, when Bethesda Game Studios is close to wrapping up development on a title, we hold a speedrun competition through the main quest (with no cheats allowed). While the game will take many hours to complete for a first-time players, our developers have years of experience under their belts and know all the ins and outs for speeding through the game. The contest pits the best Bethesda Game Studios has to offer vs. the best of QA The person with the best time wins a trophy and gets a pie of their choice from Todd Howard.

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All the RAGE: Shawn Casey

It’s RAGE launch week and this week Shawn Casey steps up to the plate to answer questions…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’m a Generalist Programmer and currently responsible for the save games and achievements across all platforms. I joined the team January 2010.

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All the RAGE: Robert Memmott

Today we meet RAGE programmer, Robert Memmott…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’ve been a Programmer here for three and a half years. I’m responsible for large sections of our game play code. At times including the player weapons, the mission system, the GUI’s, and I’ve dipped my toe into most of the systems we have.

One of the best things about working at id is the creative freedom and responsibility all the developers have. I have also been allowed significant input into the design of our mission system and other areas of our game.

When did you decide you wanted to get into game development?

I’ve always been completely fascinated with games. I have invented my own table top games and played with designs since I was old enough to read. I have been fortunate. I figured out that I have the mindset and a talent for programming, which became my ticket into the video game industry. I’m lucky I get paid to do what I love.

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All the RAGE: Jeremy Mitchell

We’re back with another developer profile for RAGE. Today we meet Jeremy Mitchell…

What do you do at id Software (or more specifically on RAGE) and how long have you worked at the company?

I’m the Lead Visual Effects Artist on RAGE, which means I’m responsible for anything that explodes, burns, glows, zaps, drips, shoots, or bleeds. I get to build on all the fantastic art and design work done by our team, and add the finishing touches like muzzle flashes, dust, blood, water, etc. All the little moving bits that make the world come to life. I’ve been with id since July 2009.

Read more after the break…

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