Misplaced Pages

Todd Howard: Difference between revisions

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
Browse history interactively← Previous editNext edit →Content deleted Content addedVisualWikitext
Revision as of 21:45, 19 January 2012 view sourceGamingWithStatoke (talk | contribs)Extended confirmed users2,006 editsNo edit summary← Previous edit Revision as of 01:40, 22 January 2012 view source TheBearPaw (talk | contribs)Extended confirmed users2,663 edits Italic; wording; grammar; rmvd excessive accolade showcasingNext edit →
Line 48: Line 48:
|box_width = |box_width =
}} }}
'''Todd Howard''' is an ] ], ], and ]. He is currently game director and ] for ], where he has led the creation of '']'' and '']'' video game series. ] magazine named him to the Top 20 Most Influential People in Gaming over the last 20 years.<ref>http://bethblog.com/index.php/2009/05/07/around-the-web-interviews-edition-2/</ref> He has also been named one of ]’s Top Game Creators of All Time.<ref>http://games.ign.com/top-100-game-creators/index.html</ref>

'''Todd Howard''' is an ] ], ], and ]. He is currently ] and ] for ], where he has led the creation of '']'' and '']'' video game series. ] magazine named him to the Top 20 Most Influential People in Gaming over the last 20 years.<ref>http://bethblog.com/index.php/2009/05/07/around-the-web-interviews-edition-2/</ref> He has also been named one of ]’s Top Game Creators of All Time.<ref>http://games.ign.com/top-100-game-creators/index.html</ref>


==Early life== ==Early life==
Line 55: Line 54:


==Bethesda Softworks== ==Bethesda Softworks==
===Beginning and other games===
Howard joined Bethesda Softworks in 1994. His first game development credit for Bethesda Softworks was the producer and designer of '']''.


His other development credits were for '']'', '']'' and '']''.
===Beginning and Other Games===
===''The Elder Scrolls''===
Howard joined Bethesda Softworks in 1994. His first game development credit for Bethesda Softworks was the producer and designer of'']''.
Howard's first development credit for '']'' came in the form of '']'', released in 1996. He was also the project leader and designer of '']'' released in 1998.


Howard would then become the project leader and designer of '']'' and for the downloadable content that followed.
His other development credits were for ], ] and ]


Between ''Morrowind'' and ''Oblivion'' he helped develop ''The Elder Scrolls Travels: Shadowkey'' which was released on ]
===The Elder Scrolls===
Howard's first development credit for ] came in the form of ], released in 1996. He was also the project leader and designer of ] released in 1998.


He led the creation of '']'' and of all of its downloadable content.
Howard would then become the project leader and designer of ''] and for the downloadable content that followed. Morrowind was well-received by critics, it was congratulated most frequently for its breadth of scope, the richness of its visuals, and the freedom it worked into its design. Alongside the compliments, however, came criticism that the game designers had overstretched themselves, leaving glitches in various spots, and made a game too taxing to be run on an average machine, with one reviewer calling it "a resource pig".


After taking a break from ''The Elder Scrolls'' and developing ''Fallout 3'', he returned to the series to develop the fifth installment, ''Skyrim''. It was released in 2011. '']'' received universal acclaim from critics.
Between Morrowind and Oblivion he helped develop The Elder Scrolls Travels: Shadowkey which was released on ]


===''Fallout''===
He led the creation of ], the 2006 Game of the Year winner from the VGAs, The Associated Press, G4, Computer Gaming World, AIAS, and more.<ref>http://elderscrolls.com/news/news_06.htm</ref>. The Elder Scrolls IV: Oblivion received universal acclaim from critics.Reviewers praised the game for its impressive graphics, expansive game world and schedule-driven NPCs. He also led the creation of all the downloadable content.
He was Game Director and Executive Producer of '']''. He also helped in the production of '']'', however, most of the work was done by another video game developer - ].

After taking a break from The Elder Scrolls and developing ] he return to The Elder Scrolls to develop the fifth installment, Skyrim. It released in 2011. The Elder Scrolls V: Skyrim received universal acclaim from critics. Aggregating review websites GameRankings and Metacritic gave the Xbox 360 version 95.16% and 96/100, the PC version 94.30% and 94/100, and the PlayStation 3 version 88.00% and 92/100.

===Fallout===
He was Game Director and Executive Producer of '']'', the 2008 winner of E3’s Best of Show,<ref>http://www.gamecriticsawards.com/2008winners.html</ref> and Game of the Year from the Game Developers Choice Awards,<ref>{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=22920|title=Fallout 3, LittleBigPlanet Reign Supreme At Choice Awards|publisher=Gamasutra}}</ref> The Associated Press, Yahoo, Gamespy, IGN, PC Gamer, and more.<ref>http://fallout.bethsoft.com/eng/links/fallout3-awards.php</ref> He also helped on ] however most of the work was done by another video game developer ]


==Speaker==
He is a frequent speaker at industry events, and his games have been featured in everything from '']'', ], '']'', and '']'', to magazine covers worldwide. 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> He is a frequent speaker at industry events, and his games have been featured in everything from '']'', ], '']'', and '']'', to magazine covers worldwide. 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>


===Notable Appearances=== ===Notable appearances===

Howard spoke before developers at the 2009 ], sharing his three rules of game development: Howard spoke before developers at the 2009 ], sharing his three rules of game development:

*Great games are played not made. – "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game." *Great games are played not made. – "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game."
*Keep it simple. – Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate. *Keep it simple. – Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate.

Revision as of 01:40, 22 January 2012

Todd Howard
BornLower Macungie Township, Pennsylvania, USA
NationalityAmerican
OccupationVideo game designer/producer
EmployerBethesda Game Studios
Known forThe Elder Scrolls, Fallout 3

Todd Howard is an American video game designer, art director, and producer. He is currently game director and executive producer for Bethesda Game Studios, where he has led the creation of Fallout 3 and The Elder Scrolls video game series. GamePro magazine named him to the Top 20 Most Influential People in Gaming over the last 20 years. He has also been named one of IGN’s Top Game Creators of All Time.

Early life

Howard was born in Lower Macungie Township, Pennsylvania and developed an interest in computers, particularly video games, at a very young age. He considers Wizardry and Ultima 3 to be inspirations for his future games. 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 despite his desire to create video games, saying "it seemed like the easiest path to get through college". After playing Wayne Gretzky Hockey 3 he requested a job from a Bethesda office he encountered each day on his commute from school to home, but was denied.

Bethesda Softworks

Beginning and other games

Howard joined Bethesda Softworks in 1994. His first game development credit for Bethesda Softworks was the producer and designer of The Terminator: Future Shock.

His other development credits were for SkyNET, Sea Dogs and Pirates of the Caribbean.

The Elder Scrolls

Howard's first development credit for The Elder Scrolls came in the form of The Elder Scrolls: Daggerfall, released in 1996. He was also the project leader and designer of The Elder Scrolls Adventures: Redguard released in 1998.

Howard would then become the project leader and designer of The Elder Scrolls III: Morrowind and for the downloadable content that followed.

Between Morrowind and Oblivion he helped develop The Elder Scrolls Travels: Shadowkey which was released on N-Gage

He led the creation of The Elder Scrolls IV: Oblivion and of all of its downloadable content.

After taking a break from The Elder Scrolls and developing Fallout 3, he returned to the series to develop the fifth installment, Skyrim. It was released in 2011. The Elder Scrolls V: Skyrim received universal acclaim from critics.

Fallout

He was Game Director and Executive Producer of Fallout 3. He also helped in the production of Fallout: New Vegas, however, most of the work was done by another video game developer - Obsidian Entertainment.

Speaker

He is a frequent speaker at industry events, and his games have been featured in everything from Newsweek, CNN, USA Today, and The Today Show, to magazine covers worldwide. Howard has stated that Bethesda's philosophy for the Elder Scrolls games is to allow people to "live another life, in another world."

Notable appearances

Howard spoke before developers at the 2009 D.I.C.E. Summit, sharing his three rules of game development:

  • Great games are played not made. – "You can have the greatest design document ever made, and you're going to change 90 percent of it as soon as you play the game."
  • Keep it simple. – Doing something really well takes time, more time than you think it will. Simple systems acting together create complexity that players can appreciate.
  • Define the experience - "Don't define your game by a list of bullet points... define it by the experience you want people to have."

He also said that developers should ignore demographics and installed base, and follow their passions, saying “if install base really mattered, we'd all make board games, because there are a lot of tables.”

External links

References

  1. http://bethblog.com/index.php/2009/05/07/around-the-web-interviews-edition-2/
  2. http://games.ign.com/top-100-game-creators/index.html
  3. ^ Road To Skyrim: The Todd Howard Interview.
  4. http://www.elderscrolls.com/codex/team_rpgnextgen.htm
  5. "DICE 2009: The Following Colorful Wisdom Is From Todd Howard". MTV.
  6. Chris Remo. "DICE 09: Bethesda's Howard On Supreme Playability". Gamasutra.

Template:Persondata

Categories: