[ Quick Links ]MemoriesThe FutureGalleryTake a look through 40 years of Bethesda Game Studios through the lens of the developers and get an update on the studio's future from Todd Howard.Tim LambProject DirectorMorrowindFirst PlayedOblivionFirst WorkDogmeatFav CharacterRoadside Encounter Live Demo(lition) The Brotherhood The first Bethesda Game Studios game I ever played was Morrowind. I had recently gotten a job as a game tester at a different company, and I was experiencing the culture shock of playing unfinished games and sort of doing the same things over and over all day long looking for bugs. I was an avid gamer, and I used to go home at night and play something, but with that job I sort of lost the desire to do that. But then one of the guys I worked with suggested that I pick up Morrowind and give it a try. I remember working my way out of the first town and meeting someone on the side of the road who was asking for my help. I killed them and took everything they had, and it was like a "this is the greatest game I’ve ever played" kind of moment. I just never experienced something so freeform at the time. I remember the Fallout 3 demo. It was going to be LIVE and everyone was going to see it. It was one shot to make a good first impression. I think there was already a lot of scrutiny and this was escalating the visibility of the game, so tensions were high. Todd played through to almost the end and then started firing a Fatman down a street lined with a bunch of cars. I watched them all explode and I definitely remember a clenching sensation and crossed fingers... and when nothing unexpected happened it was glorious with a side of overwhelming relief. We had done our jobs well and made a good showing. Phew! Back before the Fallout 76 launch, a bunch of folks would be at the office working late, and we would often leave around the same time. One of the guys lived within walking distance, but I'd give him a ride home. It just seemed like the right thing to do. I think that sort of camaraderie led to a friendship and trust. Like we're always gonna be brothers-in-arms. Chris RodriguezStudio Technical Director OblivionFirst PlayedFallout 3First WorkCicerio (Skyrim)Fav CharacterFull Circle Vault Boy The first Bethesda Game Studios game I remember playing was Oblivion. I used to work for Johns Hopkins Applied Physics lab in Columbia. I'd left that missile defense job to switch careers to the entertainment industry and ended up going to grad school in Australia in 2006 - right when Oblivion came out. The university had purchased Oblivion and had it playable on the shared lounge Xbox. I played it there and saw it was made by Bethesda Game Studios. I looked them up - they were less than 30 miles from my old job! I'd traveled halfway around the world to find out the company I wanted to work for was just down the road. Obviously, it all worked out in the end. For the Fallout 76 launch party, I convinced Jessica Finster (Sr. Community Director) that I should be allowed to borrow the Vault Boy costume for the party at the office. I got to walk around and high five people through the party and ended up in the Bethesda Game Studios social media feed because Todd asked to jump in my arms and hold him. Dan LeeAssociate Art DirectorMorrowindFirst PlayedOblivionFirst WorkNeloth (Morrowind)Fav CharacterPoisoned Captain 7000 Steps I joined Bethesda Game studios during the development of the original Oblivion and was intrigued by the Radiant AI system. While playtesting a Dark Brotherhood quest, I found the perfect opportunity to take advantage of some newfound knowledge regarding the eating behaviors of our NPCs. In the quest ‘A Watery Grave,’ you’re tasked with killing the captain of a ship. Shortly upon completing the act, two of his compatriots were supposed to come investigate and a fight ensues. Instead, I snuck in while the captain was sleeping, stole all the food in the room, and left a single poisoned apple in his pocket. I left the ship, waited a few hours, and received a quest update that the captain had died. Thoroughly impressed, I raced to see Emil Pagliarulo, the designer of the quest, to praise him for taking such an unorthodox approach into account. To my surprise, he was just as shocked as I. He informed me he did not, in fact, take that into account and it was simply the systems interacting. While not responsible for the rough layout of Skyrim's terrain, I was responsible for refining the shapes of High Hrothgar. I would look at the mountain from various viewpoints and tried to keep the shape interesting. My work on the "Throat of the World" was not limited to sculpting the mountain, but also included cluttering and dressing the mountain with visual effects, plants, and objects. This of course, included the infamous 7,000 steps. Now, I love trying to be as faithful to lore or real-life as possible and I did my darndest to find a way to fit all 7,000 steps into the storied path. However, my best attempt to do so included extending far past Ivartstead, wrapping around the mountain and ending near Whiterun in the frozen tundra. It turns out, 7,000 is quite a lot! By the way, my work did NOT include enemy encounters, so I take no responsibility for the Frost Troll that was the woe of many players. Jeff BrowneGameplay DirectorMorrowindFirst PlayedOblivionFirst WorkLiberty PrimeFav CharacterThe House Dolby Theater Walk-Up Song During my time studying Level Design at the Guildhall at SMU, a friend showed me the October 2004 issue of Game Informer magazine that featured Oblivion on the cover. Reading the content and looking at the screenshots, I became fixated on one screenshot in particular. It was a simple screenshot of a small, thatched roof house. There was something about it that drew me in and sparked my imagination. I wanted to know what was inside, what was in the forest behind it, whether it was near a city or in the middle of the woods, etc. Fast forward to 2005 and I found myself sitting at a desk at my first industry job at Bethesda Game Studios. I was asked to playtest Oblivion and provide feedback. At one point as I was playing the game, and something caught my eye. As I got closer, I stopped and had to take my hands off the keyboard. I was staring at the same thatched roof house that I saw a year before in that Game Informer magazine. A flood of emotions came pouring in, and I had to take a moment and really appreciate the journey that I had been on over the years that led me to this studio and the opportunity I had before me to work with amazing people on games we like to play. Twenty-one years later, and I still think about that moment and still have the same excitement and passion for the people here and the types of games we make. Watching the Fallout 4 presentation from Todd live at the Dolby Theater in 2015 remains one of my most memorable moments at Bethesda Game Studios. The anticipation, anxiety, and excitement building up over the weeks before the event and culminating into one of the best presentations of a game I’ve ever seen. The energy from the fans in the theater reacting to our work on the big screen combined with the confidence and delivery from Todd made for such a memorable night. And being able to share that moment with members of the team, live, was such an experience. I still get chills watching that presentation years later. The main title tracks of our games play such an important role in setting the tone for the game. At one of our monthly team meetings during Skyrim’s development, we got to hear the final cut of the main title track. The lights were dimmed in the theater, and the volume was cranked up. As we sat there, listening to the track, the hairs on my arms stood up and remained that way through the entire song. After hearing it, I knew this was something special and memorable that would stand the test of time. Just this past year, one of my daughters chose this track as her walk-up song for softball, and it was such a great moment the two of us shared. Rick VicensArt DirectorOblivionFirst PlayedSkyrimFirst WorkNick ValentineFav CharacterThe Skeptic I’ve been a huge RPG fan for as long as I can remember, but my love for Bethesda didn’t start as you would expect. I was originally a skeptic, but let me explain. Growing up, most of my experience was playing JRPGs. During my senior year in art school, I had a classmate who did this huge presentation gushing about how amazing Morrowind was. You could feel his deep love for it as he spoke about how it had affected him. Even with his massive endorsement, I still missed the boat on Morrowind. A few years later, Oblivion dropped. I was working as an animator on cinematics. My former Art Director and friend said, “Rick, you HAVE to play this game.” He went as far as gifting me a copy of the game for Xbox! Just like my former classmate, he also couldn’t stop praising it. He described that it was first-person and it looked amazing. A game full of depth and different systems. The skeptic in me immediately asked, “First-person? Why would you do that? It’s not a shooter?” So that night I went home and fired it up. Minutes turned to hours. I couldn’t put it down. People at work started playing it, and we would tell stories of our adventures. Soon, multiple people were hooked. Oblivion completely changed the way I saw RPGs, and I knew that someday I needed to be a part of making that magic come to life for others. Alan NanesDesign DirectorArenaFirst PlayedOblivionFirst WorkPaarthurnaxFav CharacterQA Days, pt 1 QA Days, pt2 One of my fondest memories of working at Bethesda is the story of how my career began. My first exposure to the studio was during the tail end of development on Morrowind. The game was in early beta, and I was good friends with a few folks who worked in various departments. Things were a bit “Wild West” back then, and my friends allowed me to hang out (yes, before I was an employee) there, playing multiplayer games with them and just getting to know everyone. Eventually, Todd Howard noticed my presence in the studio and asked me if I wanted to test out their new game. So, they plunked me down in the studio’s lounge in front of a big old CRT television, put a chunky original Xbox controller in my hand, and let me explore Vvardenfell. I started writing down my thoughts on a yellow legal pad of paper and played, took notes, played some more, took notes and so forth and so on. Eventually, I started to notice the developers standing behind me watching my play. They’d ask me questions like “So, is that area too difficult?” or “Did you understand what was going on in the quest?” and the like. I could hear them talking among themselves, sometimes taking notes on what I was doing, having fun debates on whether to make adjustments or just having a good laugh. It was an extraordinary feeling, the first time I felt like I was contributing to the creation of an actual video game (I believe you can find my name in the Morrowind manual’s credits under “Special Thanks”). After this became a regular occurrence, Todd Howard and Ashley Cheng seemed to decide having full-time, in studio QA would be a valuable addition to the team, and I took on that mantle… one of the first QA testers working fulltime at Bethesda Game Studios. It was a crazy, informal, exhilarating time and how I broke into the industry. It wasn’t until Oblivion that I became a Quest Designer and my career took on an entirely new direction, but those days, sitting in that lounge with that controller in my hand and experiencing Morrowind for the first time will still rank as one of the defining moments of my entire life. Mike MerriamSenior Content Producer OblivionFirst PlayedSkyrimFirst WorkDogmeatFav CharacterSchool Days The first time I played a Bethesda Game Studios game was when I was in middle school. My friend had told me about a game he was playing called Morrowind and he was obsessed. Once I got home, I asked my Dad if we could go to Blockbuster to rent it so I could give it a shot as well. Turns out it was a bit over my head at the time, and I ended up bouncing off of it because it was too open ended with the possibilities and systems in the game. Basically, everything that made the game great was wasted on me at that time. Fast forward a few years and I was in high school and landed on playing Oblivion and I was absolutely hooked. The summer after Oblivion released, I am fairly certain that I didn't see any friends or family...I only spent it playing Oblivion. Katie Merriam Lead Technical WriterStarfieldFirst PlayedStarfieldFirst WorkDogmeatFav CharacterTo What’s Next One of my favorite memories from my time here at Bethesda Game Studios is the day Starfield launched. As a studio, we all gathered to celebrate the early access and launch by watching people's reactions and live streams; we stayed late into the evening to celebrate the product of our work together. Getting to experience Bethesda Game Studios throughout the years, both before my time working here as well as now, from Skyrim to Fallout 4, holiday parties to summer picnics, to Fallout Day and Make-A-Wish, I have been very fortunate to have gained some of my fondest memories and closest friends from this life experience. I can't wait to see what the future holds for Bethesda and the projects to come! Troy IrvingSenior AnimatorOblivionFirst PlayedThe Elder Scrolls VIFirst WorkReillyFav CharacterToo Many Scrolls Cool Uncle Midnight Launch Chasing Signal Oblivion was my first experience with a Bethesda Game Studios game, and as a kid, I duplicated so many scrolls in the Imperial City that it crashed my Xbox any time I tried to return. After watching my uncle play Fallout 3 when I was 11 (and not understanding what was going on at all) I gave New Vegas a shot when it came out a couple years later. The game was at my uncle’s house, and I kept going back every weekend and staying up all night to play it. After I beat it, I played Fallout 3 and Fallout became my favorite media property of all time. Skyrim was one of the last midnight launches I attended, and it was also the game that got me into PC gaming. I saw it on a friend's PC at 60 FPS, and it blew my mind. For the Fallout 4 reveal I was on vacation with some friends in a remote cabin. We went out on a boat in the middle of nowhere just to get service on our phones to watch because we were all so excited. Frank ZeccaSupervising Build ProgrammerThe TerminatorFirst PlayedFallout 4First WorkNick ValentineFav CharacterCollector Priceless My first Bethesda game was 1991's The Terminator. I got it in 1993, after having seen Terminator 2 for the first time. I was pretty new to PC gaming in general, since my family had only recently gotten our first computer. It was unlike anything I'd ever experienced. The openness of the game and its graphics were so impressive compared to my previous gaming experiences on consoles. I was instantly hooked, and for as long as I still had that old machine, I would keep going back to play it. It remains one of my favorite games, so I've held on to it this entire time, even though the floppies have long since succumbed to bit rot. Along with a few other copies of games from that time, it's a reminder to me of some of my favorite gaming experiences of all time. My time here has been fantastic, and I've had the opportunity to work with so many amazing people. One of the particularly wild things is working with the people who actually worked on the 1990s and early 2000s Bethesda Game Studios games that I've played, including The Terminator! I remember showing my copy to one of the programmers who actually worked on The Terminator, and his reaction to meeting someone who still had a copy of the game was priceless. Jae EspinosaPrincipal Systems DesignerFallout 3First PlayedFallout 76First WorkBrelyna MaryonFav CharacterPaycheck Trip Twenty Million Finally, In Person My first Bethesda Game Studios game was technically Fallout 3...but my first real Bethesda game experience was actually Skyrim! My mother, brother and I were big gamers. I remember seeing my brother play it day one. I saw a dragon and a magic spell and I thought "Oh, I gotta get in there." But he wouldn't let me play or keep my file! Maybe a year or two later, I found it on sale during my usual "Paycheck Trip" to a local game store. I grabbed it and couldn't be torn away. Must have been hundreds of hours. Taking the hike to Winterhold...learning spells and potions...taking odd jobs...oh, and "camping" in the forest so I could listen to the world while I did my homework. I eventually made my way backward to Oblivion and Morrowind, but Skyrim was my only game for a very, very long time. I did not realize how many of my design methodologies and philosophies were established from my time with Skyrim until I got here. Life finds a way, I guess! I've been here a while, but my time shies in comparison to many others. So, my biggest moment is on the more recent side. The biggest moment for me here was when Fallout 76 made TOP-SELLING GAME on Steam and reached 20 million players! Around the same time, we also earned a Nyx Game Award in 2025 for Fallout 76 for best ongoing game. I was hired shortly after launch and worked diligently to keep elevating it to the next level. Seeing it so high on the Steam list after my contributions felt so surreal. We printed out the steam screenshot along with a cool poster and ran around flailing them around the office. It was a good time. My favorite event was probably the Starfield launch party. The pandemic was hard, of course, and we had hired so many folks across studios that I'd built strong relationships with but had never met in person. The hype was SO real. We all started planning our outfits like it was a celebrity event...IN SPACE! The suits were impeccable. The dresses were outstanding. I wore a sparkling black, serpent-like sequin dress and a chandelier mask in my attempt at House Va'ruun glam. But we also got to see each other and hang out in our natural element in the downtime between the event and flights. Apparently, the mac & cheese bar was a hit, but I'm lactose intolerant. Philip NelsonLead Gameplay Producer OblivionFirst PlayedFallout 3First WorkMiraakFav CharacterCapital Creation Making It Real The Robot Store Before joining Bethesda Game Studios, I worked for a game studio in Texas called Terminal Reality. My parents were proud because I was happy, but the scale of what I was doing never seemed as big or exciting to others in the way it did to me. My time at Terminal was great, and a few folks even came to Bethesda where I still work with them 20 years later, but it was a small studio tucked into an office building with a Samurai Showdown machine in the lobby.
I joined Bethesda Game Studios in 2007 as a Level Designer on Fallout 3. The dev team size wasn’t much larger than Terminal, but we had an enormous building with a cafeteria and an amazing atrium showcasing our work. We'd hop on the metro and take regular trips into Washington DC, gathering references and studying the neighborhoods and locations we were recreating in the game. It was a unique experience, building a city while living right next to it. The trips were a fantastic team bonding experience and gave us a deeper appreciation for the area. The Fallout 3 DC Metro Takeover campaign transformed DC into a vision of what we'd been working so hard on. Now our trips into the city had an extra hit of pride. We'd take the metro in to see a Caps game or grab some food, and the city itself was showcasing our work. When my parents visited and saw our game covering stations throughout the nation's capital, for the first time, I felt they could see what I saw. Video games weren't just my hobby that happened to pay the bills. It felt as important and real to them as it had always felt to me. More than a decade later, I got to experience that rush again, but this time I was the parent. As more studios joined, we got even cooler statues and artifacts for display in the atrium, which culminated with the addition of the animatronic Mr. Handy from Fallout 4. In 2019, my wife and 3-year-old son swung by and my son was absolutely blown away. For years he proudly told everyone that his dad worked at "the Robot Store," and he regularly asked to go to just hang out in the atrium. Last year was the first time both my sons were old enough to participate in our fantastic Take Your Kids To Work Day and after spending the day they both agreed they wanted to "live here forever.”
Early in my career, I hoped my parents could understand why making games meant so much to me. Years later, I got to watch my own kids walk through our atrium with that same sense of wonder and excitement. At some point along the way, this stopped being just a cool job and became something I could share with the people who matter most to me. It has been an honor to spend that journey at the Robot Store. Maja JevremovicLead ProducerSkyrimFirst PlayedStarfieldFirst WorkKarliahFav CharacterInto the Arena Prime Time Birthday Detour For Bethesda Game Days at PAX East 2019, the Events Team and IT set up playtest areas at a more intimate venue across the street from the convention center. I remember a few of us played through The Elder Scrolls: Arena long enough to escape the dungeon and made a save in the overworld for our fans. For some of us, including me, it was our first time ever playing The Elder Scrolls: Arena. I remember being in awe of the decorations and theming for the Fallout 76 launch party. Looking at those pictures now, who would have known that, 6 years later, we would see Fallout debut on Amazon Prime as its own TV show. I really loved seasons 1 and 2, and I’m very much looking forward to season 3. I went to the office to shoot my interview for the 2023 Starfield Direct before immediately driving to the airport and boarding a flight to Disney/out-of-state for my birthday. I didn’t want to miss the incredible opportunity to talk about New Atlantis!