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Bryn Davies


Recent Employment


May 2009 - Present:

Level Designer – Fable 3 (Lionhead Studios / MGS)

  • Developed 3 Core and 4 Optional regions for Fable 3, as well as 2 further regions for Understone and Traitor's Keep DLC packs.
  • Implemented the majority of regions from concept through 2d map / documentation, BSP and finally lighting / prettying.
  • Point of contact for editor / level design relations
  • Worked closely with script to develop new design mechanics for vignettes / puzzles; taught other designers how to use the systems; documented the system extensively.
  • Designed and implemented many optional quests; Drove the development of the quest system they were built on.
  • Whiteboxed key assets ready for art
  • Still point of contact for game asset issues; taught other designers on using our game systems effectively with regards to asset setup.


June 2007 – May 2009:

Asset Manager – Fable 2 (Lionhead Studios / MGS)

  • Involved in the setup of all game assets
  • Point of contact for pipeline / game asset issues
  • Retrofitted a design to the clothing system; Lead a team of Artists to fix all clothing issues
  • Managed a team of Riggers; developed tools to avoid any work overlaps with Artists and Riggers when polishing meshes
  • Developed the game editor's search and asset tracking functionality - this would be used right up until near the end of Fable 3's development
  • Developed tools to allow artists to conceptualize character clothing meshes in 2D and test them against the existing hero meshes / clothing without having to model anything
  • Managed all villager / minor script NPC meshes; developed scripts to ensure we were getting the most out of our character meshes
  • Managed the import / export of all outsourcing assets, as well as the creation of all asset briefs; developed tools to automate these processes




Related Experience


2005 – October 2007:

True Colours Of A Hero (Neverwinter Nights Conversion)

The project began as a showcase for my abilities, comprising hugely complex scripted subsystems (crafting, spell systems, class feats, AI etc.), level design, story writing, sound design / music composition as well as basic modelling and texture work.
A selection of musical pieces from the project were chosen to be part of the Community Music Pack, and were later nominated for Best Sound / Music in the AME Golden Dragon Awards (2006 and 2007).



Technical Summary


Programming

  • C# (XNA)
  • Javascript
  • CSS
  • XML/ XSLT
  • NWScript
  • UScript
  • VBA
  • CSound

Software

  • Alienbrain
  • Perforce
  • Photoshop
  • XSI
  • Sketchup
  • Cubase
  • Soundforge
  • Max MSP
  • Jitter