Diogo Ribeiro
Erudite
Tags: Bethesda Softworks; Fallout 3; Gavin Carter
<b>Briosafreak</b> points out in his <a href=http://fallout3.wordpress.com/2007/04/20/fallout-3-producer-is-actually-a-nice-guy/>Fallout 3 blog</a> that Gavin “Kathode†Carter has revealed some information about who is who in the Fallout 3 team on the <a href=http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=681407&view=findpost&p=9823853>official forums</a>:<blockquote>
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Hayt is a designer who works under Emil. As for me, the various production titles here can get confusing, so let me explain. Todd Howard is the Executive Producer. For all intents and purposes, he is the studio and project director, and has ultimate say over everything we do. <b>We have a very open and collaborative atmosphere here, and Todd is always open to debate and revision, but at the end of the day, to borrow a phrase from Bush, he is the “deciderâ€</b>.
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Ashley is our studio Production Director. His job is to coordinate all the production efforts of our internal development across all the various projects we’re working on. This includes everything from the big ticket games, to smaller stuff like Oblivion downloadable content, localization issues, and making sure other cross-project people (QA for instance) know and respond to our needs. He manages how we distribute people’s time across the projects, and also makes sure all projects conform to good standard methods of scheduling and tracking.
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I’m the Lead Producer on Fallout, meaning I’m the main production guy who is 100% focused solely on this project. I’m responsible for maintaining our overall schedule, setting up and communicating milestones, making sure everyone has the tools, equipment, and info they need to do their jobs, and hounding people to get stuff done on time. I’ve been on the project since the day we started working on it, and pretty much the day we went gold on Oblivion, I switched over to focusing completely on Fallout. I’m aided by an awesome team of four department producers who focus on either programmers, artists, or designers. Hope this helps clear it up!
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</blockquote>I guess illusion of choice seems to be deeply rooted in Bethesda, from game design to game development.
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Spotted at: <A HREF="http://fallout3.wordpress.com/">Fallout 3: A Post-Nuclear Blog</A>
<b>Briosafreak</b> points out in his <a href=http://fallout3.wordpress.com/2007/04/20/fallout-3-producer-is-actually-a-nice-guy/>Fallout 3 blog</a> that Gavin “Kathode†Carter has revealed some information about who is who in the Fallout 3 team on the <a href=http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=681407&view=findpost&p=9823853>official forums</a>:<blockquote>
<br>
Hayt is a designer who works under Emil. As for me, the various production titles here can get confusing, so let me explain. Todd Howard is the Executive Producer. For all intents and purposes, he is the studio and project director, and has ultimate say over everything we do. <b>We have a very open and collaborative atmosphere here, and Todd is always open to debate and revision, but at the end of the day, to borrow a phrase from Bush, he is the “deciderâ€</b>.
<br>
<br>
Ashley is our studio Production Director. His job is to coordinate all the production efforts of our internal development across all the various projects we’re working on. This includes everything from the big ticket games, to smaller stuff like Oblivion downloadable content, localization issues, and making sure other cross-project people (QA for instance) know and respond to our needs. He manages how we distribute people’s time across the projects, and also makes sure all projects conform to good standard methods of scheduling and tracking.
<br>
<br>
I’m the Lead Producer on Fallout, meaning I’m the main production guy who is 100% focused solely on this project. I’m responsible for maintaining our overall schedule, setting up and communicating milestones, making sure everyone has the tools, equipment, and info they need to do their jobs, and hounding people to get stuff done on time. I’ve been on the project since the day we started working on it, and pretty much the day we went gold on Oblivion, I switched over to focusing completely on Fallout. I’m aided by an awesome team of four department producers who focus on either programmers, artists, or designers. Hope this helps clear it up!
<br>
</blockquote>I guess illusion of choice seems to be deeply rooted in Bethesda, from game design to game development.
<br>
<br>
<br>
Spotted at: <A HREF="http://fallout3.wordpress.com/">Fallout 3: A Post-Nuclear Blog</A>