Joel Burgess

World Director, Ubisoft Toronto
6/2016 - current

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

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

Fallout 76
  • Establish world tone and setting fiction
  • Initial design of major gameplay systems
  • Coordinate and align all portions of dev team on early vision

Fallout 4
  • Organized and led level design team
  • Various Systems and balance contribution

  • 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
  • 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
  • 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.
  • Collaborated on High-level design of military scenario 
  • Design of general space/gameplay flow and mechanics 
  • Flavor text and holotape writing
  • Responsible for many of the game's 200+ dungeons 
  • Spear-headed effort to formalize level design process 
  • Contributed to story hooks and points of interest for random gameplay
  • Co-Collaborator Design, writing, and scripting 
  • Shared level design duties with one other Level Designer 
  • Created entire DLC as a team of two
  • Established lair layout and theme 
  • Shared in Level design and writing duties.
  • Collaborated with designers on Quest Dungeons 
  • Design, writing, and implementation of freeform gameplay areas

Level Designer, Terminal Reality

4/2004 - 5/2005
  • Contributed to overall Game Design during pre-production 
  • Wrote and began production on two "episodes", or levels
  • 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 2010-2015: Level Design in a Day Tutorial
Instructor: GDC China 2012, 2014: Level Design Tutorial
Panelist: QuakeCon 2010, 2012
Co-Author: Level Design Book via Focal Press (Title & Release Date TBD) 
2012 IGF Design Jury Member 
2011, 2012, 2013 IGF Judge
On-Campus presentations:
     - FIEA graduate school at University of Central Florida
     - University of Baltimore, Shady Grove Campus
     - The Guildhall at Southern Methodist University (SMU)
     - GlitchCon at the University of Minnesota
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