Saturday, June 03, 2006


Joel Burgess


World Director, Ubisoft Toronto
6/2016 - Current


  • Support & Direction for core setting fiction
  • High-level planning for locations & gameplay distribution

Senior Designer, Bethesda Game Studios
6/2005 - 5/2016

Fallout 76

  • Establish world tone & setting fiction
  • Set direction for key gameplay & systems
  • Coordinate & align all portions of dev team on early vision

Fallout 4

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
  • Organized Documentation and Release of Creation Kit modding tool
  • Collaborated w/Valve on Steam Workshop Integration
Fallout 3: A Post-Apocalyptic Role-Playing Game

  • Established & guided creative vision for level design
  • Collaborated on world & quest design/implementation
  • Hired & managed team of five level designers w/producers
  • Shared systems & tools design duties w/design leads
  • Co-Editor of Strategy Guide for base game & expansions
  • Hands-on level design layout, scripting, writing
Fallout 3 DLC -Point Lookout

  • Project co-lead from concept to ship
  • Managed team of ~20 artists & designers on tight schedule
  • Hands-on w/project. Implemented free-form quests, world design/building, scripting, directed/performed voice acting, etc.
Fallout 3 DLC - Operation: Anchorage

  • Collaborated on High-level design of military scenario
  • Design of general space/gameplay flow and mechanics
  • Flavor text and holotape writing
The Elder Scrolls IV: Oblivion
  • Responsible for many of the game's 200+ dungeons
  • Contributed to story hooks and points of interest for random gameplay
Oblivion DLC: Mehrunes Razor - (Knights of the Nine compilation)

  • Handled Design, writing, and scripting
  • Shared level design duties with one other Level Designer
Oblivion DLC: The Vile Lair

  • Established lair layout and theme
  • Shared in Level design and writing duties.
Oblivion: The Shivering Isles (expansion)

  • Collaborated with designers on Quest Dungeons
  • Design, writing, and implementation of freeform gameplay areas

Level Designer, Terminal Reality
4/2004 - 5/2005

Aeon Flux
  • Contributed to overall Game Design during pre-production
  • Wrote and began production on two "episodes", or levels
Bloodrayne 2
  • Designed and produced two levels of final game
  • Handled dialogue and cinematic scripting
Demonik (unreleased)

  • Contributed Art Assets

Art Director & Designer, Dezign Corp.
2/2003 - 11/2003
Rob Williams - Project Lead
PlanetQuest (unreleased - cancelled)

  • Managed tasks and budget for freelance artists
  • Wrote extensive design documentation for original RPG concept
  • Early systems prototyping w/proprietary tools
3D Artist, UCF GAMES Lab
2001 - 2004
Dr. John Weishampel - Project Supervisor
The VR Forest (location-based educational exhibit)
  • Created and imported content into Torque Game Engine
  • Collaborated on overall experience design
  • Project was unveiled at Orlando Science Center in 2005

B.A. Digital Media: Interactive Media
University of Central Florida
Dr. Robert Kenny - advisor
Graduated 2004

A.A. Music Theory & Performance
Indian River Community College
Casey Lunceford, Department Head
Graduated 2001

Speaker: GDC 2010, 2011, 2012: Level Design in a Day Tutorial
QuakeCon 2012 Panelist: Modding (video)
QuakeCon 2010 Panelist: World Design (video)
On-Campus presentations, FIEA (Orlando) and SMU (Dallas)
UCF Virtual Rainforest Team was:
Featured at ESA conference, Savannah, GA 2003
Featured at Institute for Simulation and Training, Orlando
Featured at IAAPA convention 2002
Co-Organizer "Rock vs. Cancer" ACS benefit concert

Reference Contacts are Available Upon Request
View my Profile and Endorsements on LinkedIn
View my Profile at Moby Games

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