Inside the Vault: Craig Lafferty

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Today’s Inside the Vault is with Craig Lafferty, one of our senior producers. Craig is the producer responsible for all our artists. We use a matrix structure on the team – so in Craig’s case, he serves as both the producer for the art staff (he has two associate producers to help him manage our huge art dept), and as a lead producer for projects (Shivering Isles, Oblivion PS3). In fact, our PS3 fans out there will be happy to know Craig is also helping out with getting Shivering Isles working on the PS3 (Hopefully, Pete will be able to have more to say soon, but please know that we are working on it best we can.)

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Inside the Vault: Clara Struthers

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Today’s Inside the Vault features artist, Clara Struthers. She is married to Inside the Vault veteran, Grant Struthers. Clara is a world artist, who creates cities and other large game spaces. Currently, she’s hard at work building some amazing areas in Fallout 3. Clara created Anvil, my personal favorite city in Oblivion (where my characters liked to vacation when they needed a break from looking AWE–wait for it

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Inside the Vault, Fallout 10th Anniversary edition

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This week is a special Q&A for Inside the Vault in honor of the 10th anniversary of Fallout. One question. Lots of answers. We asked the team: What did you like best about the original Fallout games? This was a fun one to put together, a terrific read. Even a couple of developers from our sister studio, Zenimax Online Studios, chimed in.

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Inside the Vault: Mark Lampert

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Today’s Inside the Vault is with Mark Lampert, our sound engineer. Mark actually wrote a team diary on Elderscrolls.com about the sound effects and voice recordings for Oblivion – a great read. Another fun fact: Mark was our first mocap stunt man – in early Fallout builds, it was Mark’s walk and crouch that were in the game.

What’s your job at Bethesda?

I’m the sound engineer, and I handle all aspects of the sound design for Bethesda Game Studios. In addition I do the voice casting, recording and editing, plus any post processing such as voice effects, and I share in directing, typically with the lead designer of a project. There’s also a little bit of music work in terms of mastering our chosen composer’s tracks for the game, and sometimes I end up writing little bits and pieces of things here and there as needed.
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Inside the Vault: Mike Lipari

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Today’s Q&A is with programmer, Mike Lipari. How important is Mike? Whenever we have a day that Mike has to leave early, we all get nervous that something will go horribly wrong while he is away. Nothing we ship leaves this building without going through Mike’s hands.

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Inside the Vault: Bruce Nesmith

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Today’s Q&A is with Bruce Nesmith, our Director of Design. I first met Bruce over a decade ago working here at Bethesda (pre-Zenimax). I remember Bruce and Todd Howard shared an office together back then. Bruce did a lot of system design and also worked on the Thieves Guild in Oblivion.

What’s your job at Bethesda?

I am the Director of Design, and a Senior Game Designer. It sounds cooler than it is.

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Inside the Vault: Josh Jones

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For this edition of Inside the Vault, meet artist, Josh Jones. He is the Lead Character Artist on Fallout 3. Josh is also our resident motion capture specialist — he also spends much of his time fine tuning our animation system.

What’s your job at Bethesda?

Lead Character Artist. I split my time between meetings and animation work. I also work a great deal with character rigging and other technical aspects of character art production.

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Inside the Vault: Megan Sawyer

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Today’s Inside the Vault is with Megan Sawyer. She spends much of her time on creating the “living” spaces of the world – cities, towns, and landscapes. If our team were to have super powers, one of them would be the ability to create large, beautiful environments for exploration. Megan helps make that happen. For those who might recognize Megan, she had a feature in the documentary included with the Collector’s Edition of Oblivion.
What’s your job at Bethesda?

I’m an environment artist. I work on everything from houses tolandscape textures. In Oblivion, I made the houses of Cheydinhal, sculpted the landscape around the whole city, created the bridges and cattails, and made the Dark Brotherhood entry door. I also created the landscape textures and overall feel of the Blackwood swamp region. Currently on Fallout I’ve worked on a few buildings, an area for the main quest, a lot of clutter, and am now working on landscape.

At night I fight crime!

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Inside the Vault: Brendan Anthony

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Today’s Inside the Vault is with programmer, Brendan Anthony. He’s not responsible for any specific area or systems, per se – its more like we give him a list of cool stuff we want in the game and he makes it happen.

What’s your job at Bethesda?

The standard job description is “I make things blow up.” I’m a programmer and I work with physics, magic, special effects, and lots of general gameplay code. I’m very lucky in that I’ve been able to implement some pretty sweet features over the years — some days, if you were to hang around outside my cube, you would just hear bursts of laughter erupting over and over as I “test” explosions or crazy physics effects.

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