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Joel Burgess

Monday, July 07, 2014. GDC 2014 Transcript: The Iterative Level Design Process Used to Ship Fallout 3 and Skyrim. Originally presented at GDC 2014 as part of Level Design in a Day. Slides available on Slideshare. Full audio/video available on the GDC Vault. But wait, there's more. Friday, April 19, 2013. Skyrim's Modular Level Design - GDC 2013 Transcript. Skyrim’s Modular Approach to Level Design. Originally presented @ Level Design in a Day, GDC 2013. Co-Authored and Co-Presented w/Nate Purkeypile.

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Joel Burgess | blog.joelburgess.com Reviews
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Monday, July 07, 2014. GDC 2014 Transcript: The Iterative Level Design Process Used to Ship Fallout 3 and Skyrim. Originally presented at GDC 2014 as part of Level Design in a Day. Slides available on Slideshare. Full audio/video available on the GDC Vault. But wait, there's more. Friday, April 19, 2013. Skyrim's Modular Level Design - GDC 2013 Transcript. Skyrim’s Modular Approach to Level Design. Originally presented @ Level Design in a Day, GDC 2013. Co-Authored and Co-Presented w/Nate Purkeypile.
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2 pages
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4 critical reception
5 resume
6 work samples
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Joel Burgess | blog.joelburgess.com Reviews

https://blog.joelburgess.com

Monday, July 07, 2014. GDC 2014 Transcript: The Iterative Level Design Process Used to Ship Fallout 3 and Skyrim. Originally presented at GDC 2014 as part of Level Design in a Day. Slides available on Slideshare. Full audio/video available on the GDC Vault. But wait, there's more. Friday, April 19, 2013. Skyrim's Modular Level Design - GDC 2013 Transcript. Skyrim’s Modular Approach to Level Design. Originally presented @ Level Design in a Day, GDC 2013. Co-Authored and Co-Presented w/Nate Purkeypile.

INTERNAL PAGES

blog.joelburgess.com blog.joelburgess.com
1

Joel Burgess: NaGaDeMo2012: My Experience

http://blog.joelburgess.com/2012/06/nagademo2012-my-experience.html

Friday, June 29, 2012. June 2012 marked the first National Game Development Month - aka NaGaDeMo. The idea was to take the energy and interest behind the various game. Happening worldwide, and change the format from the typical 48-hour ironman rush to a more inclusive, self-directed pace, not unlike the NaNoWriMo. Event, which was another direct inspiration. Professional devs can build something in their limited spare time, and everyone can avoid the faux-crunch of a shorter jam. How it Went Down. I exch...

2

Joel Burgess: Resume

http://blog.joelburgess.com/p/resume.html

Senior Designer, Bethesda Game Studios. Organized and led level design team. Various Systems and balance contribution. The Elder Scrolls V: Skyrim. Systems and Combat Design Contributions. Dialogue, Book, and Quest Writing. Level design and gameplay scripting. Gameplay Design: Dragon, Spriggan, Wispmother. Tools and Workflow Design. And Release of Creation Kit modding tool. Collaborated w/Valve on Steam Workshop Integration. Fallout 3: A Post-Apocalyptic Role-Playing Game. Fallout 3 DLC -Point Lookout.

3

Joel Burgess: Gamasutra Feature - LDiaD Roundtable

http://blog.joelburgess.com/2013/03/gamasutra-feature-ldiad-roundtable.html

Tuesday, March 19, 2013. Gamasutra Feature - LDiaD Roundtable. Myself and a few of the other gents involved with the 2013 Level Design in a Day Bootcamp. Were recently asked to answer a few questions from members of the public. We happily obliged. You can check out the full, roundtable-style feature over at Gamasutra. Topics discussed include designer workflow, player guidance, and the role of the level designer on past and future teams. Got more questions for the group? Subscribe to: Post Comments (Atom).

4

Joel Burgess: Work Samples

http://blog.joelburgess.com/p/work-samples.html

Here is a collection of various work samples from my career. Here you'll find examples of writing, documentation, and screenshots from published work. I've had the honor of appearing at GDC 2010-2012 as part of the Level Design in a Day. Tutorial. My main contributions are hour-long lectures on various aspects of my role as a designer. Slides, audio, and/or video are available for some of these talks on the GDC Vault. (requires subscription). Skyrim's Modular Approach to Level Design, GDC 2013 Transcript.

5

Joel Burgess: Critical Reception

http://blog.joelburgess.com/p/critical-reception.html

It's always with a combination of excitement and trepidation that I watch the public react to the projects I've worked on once they ship. I'll try and archive here some of those reactions, for better or worse. 200 Game of the Year Awards. 83% MetaCritic, 9.4 user rating. Review at Worth Playing. Oblivion DLC: Mehrunes Razor. Review at Gamehelper Consoles. Review at Team Xbox. Oblivion DLC: The Vile Lair. Review at Gamehelper Consoles. Subscribe to: Posts (Atom). View my complete profile.

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Space Hulk Deathwing | Nathan Desmarchelier

http://nathandesmarchelier.com/space-hulk-deathwing

Game Designer and Level Designer. Close Call Final year project. Au boulot, Matelot! Pumping Acide – UDK map. Game Designer, Level Designer and Level Builde r. During the summer 2014 and 2015, I have made two internships. For a total of 10 month) at Streumon Studio. Streumon Studio is a French Video Game Compagnie know for their games. Inspired from the RPG:. I have been working 4 month. As Level Designer/Builder, and 6 month. As Game and Level Designer on Space Hulk Deathwing. As Game Designer and Level...

game-wip.blogspot.com game-wip.blogspot.com

Work In-Progress: April 2011

http://game-wip.blogspot.com/2011_04_01_archive.html

Relaxation through game development. Saturday, April 9, 2011. Notes from GDC 2011 Day 2 Part 2: How to Make Tools That Your Artist Will Use. This second talk from Technical Artist workshop was presented by Scott Goffmann from Blizzard Cinematic. Tech artist makes tools, therefore. Figure out what client want. Be a generalist, learn all aspect of various jobs, poorly is fine (ex: modeler, texture, rig, design, animation, programming). Pester the testers regularly when they’re using your tools. Integrate i...

jonmillymiles.wordpress.com jonmillymiles.wordpress.com

Sidetracked | JonMillyMiles

https://jonmillymiles.wordpress.com/2014/11/19/sidetracked

Skip to main content. Skip to secondary content. Dragging the world behind him! What’s it all about? What am I working on? November 19, 2014. My foray into Blueprints has led me down an involving and complex route and taken me off to the side for about a week. It was only this morning that I realised that not only was the work I was doing not going to help, it would pretty much put an end to the design that I created at the start of this module. There is a really useful pair of video tutorials that expla...

jonmillymiles.wordpress.com jonmillymiles.wordpress.com

University | JonMillyMiles

https://jonmillymiles.wordpress.com/university

Skip to main content. Skip to secondary content. Dragging the world behind him! What’s it all about? What am I working on? Wow In September 2011 at the age of 35 I started a BA(Hons) in Computer Games Design. Part-Time. That means that I will not graduate until June 2017 when I am 41. Input taught BASIC programming across a multitude of 8-bit formats. AMOS – The Creator for the Commodore Amiga. I streamed my whole life towards becoming a games programmer. I chose my GCSE options around it (IT –...Life th...

nathandesmarchelier.com nathandesmarchelier.com

Close Call | Final Year Project | Nathan Desmarchelier

http://nathandesmarchelier.com/close-call-step-into-the-void

Game Designer and Level Designer. Close Call Final year project. Au boulot, Matelot! Pumping Acide – UDK map. Close Call Final Year Project. Game Designer, Level Designer and Scriptwriter. Is my final year project for SUPINFOGAME Rubika. Made in one year. In a multidisciplinary team of 7 people. I am in charge of game and level design. We work on the Unreal Engine 4. And we use the Oculus Rift technology. Virtual Reality headset) for the purpose of creating an immersive First-Person Experience. Between t...

jonmillymiles.wordpress.com jonmillymiles.wordpress.com

Blueprints of Life | JonMillyMiles

https://jonmillymiles.wordpress.com/2014/11/04/blueprints-of-life

Skip to main content. Skip to secondary content. Dragging the world behind him! What’s it all about? What am I working on? November 4, 2014. 8221; Joel Burgess, 2013. The programming required in the construction blueprint for these assets is extremely complicated (see image below), however by spending the time to generate assets of this nature the team have allowed others to spend less time creating an environment and more time on generating the content that they wish to showcase. Therefore by using the ...

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a Hint of Creative

August 20th, 2012 : Web Development. I’ve spent my spare time during the summer working on a redesigned and renamed update to PasteShack, with some additional new features. The final product is now up and available at pasteboard.co. The biggest new feature is that you now can use Drag & Drop in addition to pasting in images from your clipboard. For you to learn from and contribute to. Fun with Cross-Site Scripting (XSS). May 4th, 2012 : Web Development. I recently started seeing data in my Google Analyti...

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Sindorn

Trembling attempts at writing something of interest. No promises made. Self proclaimed noob. Do More Stuff With The Magic Of Focus . And Trello. Sunday, July 05, 2015. The Problem We sometimes have a tendency for thinking more of things we should do or things we want to do than actually doing it. Hands up for anyone who can't relate? OK no hands. That's because it's human behavior. We think, think, think and then. we think some more.…. Monday, June 22, 2015. Welcome to my very first blog post! Page 1 of 1.

blog.joelberghoff.com blog.joelberghoff.com

Blog de Code -Blog de Code

Skip to primary content. Skip to secondary content. My Experience with Comcast – So Far. January 3, 2015. Signed up online for Performance with Blast. It costs $44.99/mo for the first 12 months. There is no contract. I had already purchased a refurbished modem on woot.com, so I did not need to rent on of their modems for $8/mo. They will set up my line 12/7/14, five days from now. Technician finally showed up and got everything working. Modem Not a Comcast-supplied modem. 12/10/14 (Need to confirm date).

blog.joelbockphotography.com blog.joelbockphotography.com

joel bock photography blog » telling stories

Joel bock photography blog. A little about me…. Thanks for stopping by the blog, you'll see what I've been looking at through my lens, hear what I'm kicking around in my head, and find out all the other fun stuff about what I love to do, like hang out with my stellar family. Recharging : drawn to the woods. Thursday, August 15, 2013. We have begun an annual tradition. We journey into the woods and invite folks along for the ride. It is a pilgrimage of sorts. Click to share on Twitter (Opens in new window).

blog.joelburgess.com blog.joelburgess.com

Joel Burgess

Monday, July 07, 2014. GDC 2014 Transcript: The Iterative Level Design Process Used to Ship Fallout 3 and Skyrim. Originally presented at GDC 2014 as part of Level Design in a Day. Slides available on Slideshare. Full audio/video available on the GDC Vault. But wait, there's more. Friday, April 19, 2013. Skyrim's Modular Level Design - GDC 2013 Transcript. Skyrim’s Modular Approach to Level Design. Originally presented @ Level Design in a Day, GDC 2013. Co-Authored and Co-Presented w/Nate Purkeypile.

blog.joelchristian.com blog.joelchristian.com

joelchristian.com

Tutorials, Tips and Technology. This last October I ran my first half marathon. My personal goal was to run it under the two hour mark. Based on my RunKeeper results, I was successful. Based on official results, I as about a minute over. Either way I was pleased. Since the half, I have been dealing with some knee/leg issues, so I have taken it pretty easy. Currently I’m working on getting back to 100% and hope to do another half and further into the future, a whole marathon. Install Server Ubuntu 10.

blog.joelchristner.com blog.joelchristner.com

Random Musings

Please enjoy my random musings on technology, life, faith, or anything else that I happen to feel like writing about at the present time. These opinions are my own. Please don’t associate them with any past, present, or future employer, friend, family member, pet, or plant that I may have in my garden. Monday, January 6, 2014. In Search of New Music. Of pouring through countless websites, youtube, and other avenues to find similar (awesome) music. Some that you may like that I didn't really get into:.

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Rusty Banana Forge

A sample text widget. Etiam pulvinar consectetur dolor sed malesuada. Ut convallis euismod dolor nec. Pretium. Nunc ut tristique massa. Nam sodales mi vitae dolor. Ullamcorper et vulputate enim accumsan. Morbi orci magna, tincidunt vitae molestie nec, molestie at mi. Nulla nulla lorem. Suscipit in posuere in, interdum non magna. February 2nd, 2012 Category: Art Workshop. Legend of Korra fan art…. And the series hasn’t even begun yet! Legend of Korra Fan Art. Paint That Cleans the Air. There’s an on...

blog.joelconison.com blog.joelconison.com

joel conison photography

August 16th, 2012. January 3rd, 2012. The photography of people has a long history in photography. It was one of the first genres in the history of photography. Photographers such as Irving Penn, photographing New Guinae tribesmen against a painted background or Richard Avedon photographing people of the American west against a white background. Even earlier August Sander photographing workers,( People of the Twentieth Century). This is the greatest failure of what I see as trendy work. June 15th, 2011.

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Joel
 de Smit | Blog

HTML is great for declaring static documents, but it falters when we try to use it for declaring dynamic views in web-applications. AngularJS lets you extend HTML vocabulary for your application. The resulting environment is extraordinarily expressive, readable, and quick to develop. 21 januari, 2014. 21 mei, 2014. Joel de Smit 2014 Privacy Policy. Adobe , Adobe Creative Cloud , Adobe Illustrator , and Adobe Photoshop are registered trademarks of Adobe Systems Software Ireland Ltd.