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Howard joined Bethesda Softworks in 1994. Over the years, he continued to contribute to various titles, and is currently Executive Producer/Game Director for Howard joined Bethesda Softworks in 1994. Over the years, he continued to contribute to various titles, and is currently Executive Producer/Game Director for
''The Elder Scrolls'' series<ref>http://www.gamespot.com/pc/rpg/theelderscrollsivoblivion/preview_6111720.html</ref> and for ''Fallout 3''.<ref></ref> His major credits include project lead and additional writing and quest design on '']'', additional design on '']'', ] and additional designer of '']'' and '']'' and Game Director for '']''. He was also the project leader and designer of '']''.<ref>http://www.mobygames.com/developer/sheet/view/by_genre/developerId,16249/</ref> Howard has stated that Bethesda's philosophy for the ''Elder Scrolls'' games is to allow people to "live another life, in another world."<ref>http://www.elderscrolls.com/codex/team_rpgnextgen.htm</ref> ''The Elder Scrolls'' series<ref>http://www.gamespot.com/pc/rpg/theelderscrollsivoblivion/preview_6111720.html</ref> and for ''Fallout 3''.<ref></ref> His major credits include project lead and additional writing and quest design on '']'', additional design on '']'', ] and additional designer of '']'' and '']'' and Game Director for '']''. He was also the project leader and designer of '']''.<ref>http://www.mobygames.com/developer/sheet/view/by_genre/developerId,16249/</ref> Howard has stated that Bethesda's philosophy for the ''Elder Scrolls'' games is to allow people to "live another life, in another world."<ref>http://www.elderscrolls.com/codex/team_rpgnextgen.htm</ref>

In 2009, Howard spoke at the DICE Summit, sharing Bethesda Softworks' Three Rules To Making Excellent Games <ref>http://multiplayerblog.mtv.com/2009/02/20/dice-2009-the-following-wisdom-is-from-todd-howard/</ref>

* Great games are played not made - "You have to play your game. You have to be ready to throw out your ideas that you think are the greatest.

* Keep it simple. - Bethesda rendered too much of Washington D.C. while developing "Fallout 3," so the team did this: "We took abotu half of the downtown D.C. out of the game."

* Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."


==External links== ==External links==

Revision as of 18:23, 28 April 2010

Todd Howard (born 1970) is an American video game producer and designer. He is currently executive producer and game director for Bethesda Softworks, the third largest privately held personal computer entertainment software company in the United States, and the executive producer of Fallout 3 and The Elder Scrolls universe and video game series.

Early life

Howard was born in Lower Macungie Township, Pennsylvania. He is a 1989 graduate of Emmaus High School in Emmaus, Pennsylvania. In 1993, he graduated from The College of William & Mary in Williamsburg, Virginia, where he majored in finance.

Bethesda Softworks

Howard joined Bethesda Softworks in 1994. Over the years, he continued to contribute to various titles, and is currently Executive Producer/Game Director for The Elder Scrolls series and for Fallout 3. His major credits include project lead and additional writing and quest design on Morrowind, additional design on Daggerfall, producer and additional designer of The Terminator: Future Shock and SkyNET and Game Director for Fallout 3. He was also the project leader and designer of The Elder Scrolls Adventures: Redguard. Howard has stated that Bethesda's philosophy for the Elder Scrolls games is to allow people to "live another life, in another world."

In 2009, Howard spoke at the DICE Summit, sharing Bethesda Softworks' Three Rules To Making Excellent Games

  • Great games are played not made - "You have to play your game. You have to be ready to throw out your ideas that you think are the greatest.
  • Keep it simple. - Bethesda rendered too much of Washington D.C. while developing "Fallout 3," so the team did this: "We took abotu half of the downtown D.C. out of the game."
  • Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."

External links

References

  1. http://www.gamespot.com/pc/rpg/theelderscrollsivoblivion/preview_6111720.html
  2. E3 coverage: “Fallout 3” Executive Producer Todd Howard on Sequels and Franchises
  3. http://www.mobygames.com/developer/sheet/view/by_genre/developerId,16249/
  4. http://www.elderscrolls.com/codex/team_rpgnextgen.htm
  5. http://multiplayerblog.mtv.com/2009/02/20/dice-2009-the-following-wisdom-is-from-todd-howard/
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