Jason D. Anderson
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Jason D. Anderson, usually credited as Jason Anderson, is a video game developer. He started out as a contract artist for Interplay on the USCF Chess project. He was later hired to work on ''
Fallout Nuclear fallout is the residual radioactive material propelled into the upper atmosphere following a nuclear blast, so called because it "falls out" of the sky after the explosion and the shock wave has passed. It commonly refers to the radioac ...
'' for which he became Lead Technical Artist, working on the original game design, interface, and quests. After working on the prototype design for ''
Fallout 2 ''Fallout 2: A Post Nuclear Role Playing Game'' is a 1998 role-playing video game developed by Black Isle Studios and published by Interplay Productions. It is a sequel to ''Fallout (video game), Fallout'' (1997), featuring similar graphics and ...
'', Anderson left with fellow developers Timothy Cain and Leonard Boyarsky to found
Troika Games Troika Games was an American video game developer co-founded by Jason Anderson, Tim Cain, and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for '' Arcanum: Of Steamworks and Magick Obscu ...
. After Troika Games collapsed, Anderson left the game industry for a short time to sell real estate. Interplay reopened in-house development and in 2007 hired Anderson as Creative Director for an unannounced
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. In March 2009, Anderson joined
inXile Entertainment inXile Entertainment, Inc. is an American video game developer and a studio of Xbox Game Studios based in Tustin, California. Specializing in role-playing video games, inXile was founded in 2002 by Interplay co-founder Brian Fargo. The studio ...
as Creative Director. In January 2011, he left inXile to join
Turtle Rock Studios Turtle Rock Studios (known as Valve South between 2008 and 2010) is an American video game developer founded in March 2002 by Michael Booth. It was acquired by Valve in 2008, but was re-founded in 2011 as an independent company by Phil Robb and ...
. In March 2012, inXile announced the
crowdfund Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by crow ...
ed development of ''
Wasteland 2 ''Wasteland 2'' is a post-apocalyptic role-playing video game developed by inXile Entertainment and published by Deep Silver. It is the sequel to 1988's ''Wasteland'', and was successfully crowdfunded through Kickstarter. After the postponement o ...
'' with Anderson as the game's storyline author. In March 2019 it was announced on Twitter that Anderson had rejoined inXile, who in the meantime had been acquired by
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washing ...
alongside Obsidian Entertainment. This indirectly reunites him with Troika colleagues Tim Cain and Leonard Boyarsky, who work for Obsidian.


Biography

Jason Anderson grew up being the youngest of 10 children. He got into
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules ...
(D&D) around the age of 10 when his mom bought him the basic D&D set. Already at a young age, he enjoyed using the D&D and
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settings to imagine his own adventures set in other universes such as ''
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.''He learned basic programming on the
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and created his own dungeon crawling program to simulate dungeons and random encounters from the D&D table top game. After high school he nearly stopped using the computer altogether, focusing on working in construction and getting his degree as Recording engineering from
Golden West College Golden West College (GWC) is a public community college in Huntington Beach, California. Organization Golden West College, Orange Coast College, and Coastline Community College comprise the Coast Community College District (CCCD). The district ...
in 1992. He later purchased an
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and subsequently taught himself to use both
LightWave 3D LightWave 3D is a 3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Car ...
and
3D Studio Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabil ...
(for
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). He sent a sample of his work to
Interplay Entertainment Interplay Entertainment Corp. is an American video game developer and Video game publisher, publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca ...
, which got him started in the computer games industry. He has mentioned '' X-COM'', ''
Jagged Alliance ''Jagged Alliance'' is a tactical role-playing game released in 1995 for MS-DOS. It was developed by Madlab Software and published by Sir-Tech. It is the first game in the ''Jagged Alliance'' series. It was re-released in 2008 on GOG.com and i ...
'' and ''
Planescape Torment ''Planescape: Torment'' is a role-playing video game developed by Black Isle Studios, published by Interplay Entertainment, and released for Microsoft Windows on December 12, 1999. The game takes place in locations from the multiverse of Plane ...
'' as being some of his favorite games.


Career


Interplay Entertainment (March 1994 – July 1997)

Anderson got his first contract working on USCF Chess and was subsequently offered a full-time position at
Interplay Entertainment Interplay Entertainment Corp. is an American video game developer and Video game publisher, publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca ...
. His first job was 'clean-up artist' on
Stonekeep ''Stonekeep'' is a role-playing video game developed and released by Interplay Productions for the PC in 1995. It is a first-person dungeon crawler game with pre-rendered environments, digitized characters and live-action cinematic sequences. Rep ...
, which was just about to ship. In 1993 he was assigned to the GURPS-related project being developed by
Tim Cain Timothy Cain is an American video game developer best known as the creator, producer, lead programmer and one of the main designers of the 1997 computer game ''Fallout''. In 2009, he was chosen by IGN as one of the top 100 game creators of a ...
; the yet to be named ''
Fallout Nuclear fallout is the residual radioactive material propelled into the upper atmosphere following a nuclear blast, so called because it "falls out" of the sky after the explosion and the shock wave has passed. It commonly refers to the radioac ...
''. Within a short time, he rose to a lead position and became a key member of the Fallout team. His role in making the game started out with supplying Cain with art to test out with the graphics engine he was building. Even though Anderson was hired as an artist, he was allowed to take on several roles in the development process. He attended all design meetings and ultimately designed the way art would be implemented into the ''Fallout'' engine. The small team size also contributed to the diversity of the tasks. Anderson created a large part of the opening cinematic, modeled and animated around half of the creatures, including female humans and mutants. He also built the interface, created many of the landscape tiles and wall sets. Finally, he did significant design work as well, especially concerning the story and the quests. Anderson's wife also contributed to the development of the game, creating the death screen and doing several animations (including the two-headed Brahmin and Mr. Handy) and in-game movies shown when the water levels are lowering, the 'dipped in the vats/turn you into a mutant movie' and the 'exploding mutant vats movie'. One of Anderson's fondest memory from ''Fallout''s development was coming up with the ending to the game in conjunction with Leonard Boyarsky. They figured it would fit the tone of the game, including the xenophobic nature of the vault dwellers, if the main character would actually be rejected by his former people. Cain was skeptical at first, given its unorthodox nature compared to other RPGs which were usually about empowering the player and becoming a hero. But he eventually gave in to the idea. ''Fallout'' shipped in October 1997 and became a commercial success, eventually selling around 600,000 copies. Therefore, Interplay began the initial design work for the sequel. However, the initial team, notably Cain, Anderson and Boyarsky, felt that many design decisions were being taken without their consent such as who should work on the project. Anderson recalls disagreement with Interplay concerning who the next team members should be. Owing to the fact that ''Fallout'' had received little attention internally from Interplay during its development gave the designers extensive freedom to craft the game the way they wanted to. However, that began to change already in the final months before it shipped. Cain says that he was unhappy at how development worked at Interplay while developing Fallout. People neither played games nor like games, were making crucial decisions about marketing the game, its features and shipping date. Consequently, Cain became increasingly discontent with the new working environment at Interplay. Already in July 1997, three months before ''Fallout'' would ship, he had decided that he did not want to work on the sequel. Before Thanksgiving that year, he told
Feargus Urquhart Feargus Urquhart is a Scottish-American video game designer and CEO of Obsidian Entertainment. Career Urquhart is best known for his work at Interplay Entertainment, particularly as leader of Black Isle Studios, Interplay's internal role-pl ...
of his plans of quitting the company, as he was afraid that increased interference from different units of Interplay would hamper his creative freedom of working on the game. Cain ended up working on ''
Fallout 2 ''Fallout 2: A Post Nuclear Role Playing Game'' is a 1998 role-playing video game developed by Black Isle Studios and published by Interplay Productions. It is a sequel to ''Fallout (video game), Fallout'' (1997), featuring similar graphics and ...
'' for a few more months, and was given the role of lead designer and producer. Boyarsky and Anderson wrote the main story line for the game. However, the problems persisted. According to Cain, marketing and sales took counterproductive decisions pertaining inter alia to game box design without consulting him. His wish to become division manager for the marketing department was met with resistance from Urquhart, who saw this as an infringement on his own authority and responsibilities. Cain recalls spending too much time arguing with people and trying to defend the game from devolving into a lesser product . Boyarsky and Anderson were both unwilling to work on a sequel for ''Fallout'' without him. In mid-January 1998, Cain decided to leave Interplay. Anderson and Boyarsky submitted their resignation the day after. Having left Interplay, Cain, Anderson and Boyarsky met the day after to discuss their next moves. None of them had approached any other gaming company to inquire for a job. Originally, they never planned to make their own company as none of them were businessmen but knew that they enjoyed working together. In the following weeks they contacted local companies such as
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded on February 8, 1991, under the name Silicon & Synapse, Inc. by three graduat ...
and
Virgin Interactive Virgin Interactive Entertainment (later renamed Avalon Interactive) was the video game publishing division of British conglomerate the Virgin Group. It developed and published games for major platforms and employed developers, including Westwo ...
, who were more interested in hiring them to work on ongoing projects, rather than let them work on their own idea. Subsequently, they figured that their game would only be made if they formed their own company, so they "switched tactics and began approaching companies for a contract and not for employment". This is when Troika Games was founded.


Troika Games (April 1998 – April 2005)

Troika Games Troika Games was an American video game developer co-founded by Jason Anderson, Tim Cain, and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for '' Arcanum: Of Steamworks and Magick Obscu ...
was incorporated on 1 April 1998 by Tim Cain, Jason Anderson and Leonard Boyarsky, with all three having the title of "Joint CEO". According to Anderson, each had their unique specialty: Cain being a talented programmer, Leonard a talented artist while Anderson created solutions for merging art and programming . The name ‘Troika’ was originally coined by
Feargus Urquhart Feargus Urquhart is a Scottish-American video game designer and CEO of Obsidian Entertainment. Career Urquhart is best known for his work at Interplay Entertainment, particularly as leader of Black Isle Studios, Interplay's internal role-pl ...
, referring to their ability to work together and complement each other's skills. Anderson described the workplace at Troika as having a casual environment and working hours, with frequent social activities such as barbecues and trips to the movie theater. Also, Troika offered competitive remuneration packages including retirement plans. Anderson carried out a plethora of tasks at Troika. While doing considerable work on two of the company's three released titles ('' Arcanum: Of Steamworks and Magick Obscura'' and '' Vampire: The Masquerade – Bloodlines''), he also handled managerial tasks related to running the company. These included creating design documents for future games, managing projects, interactions with publishers and directing artists. ''Arcanum'' was the first game from Troika Games. The initial design of the game was conceived by Cain, Anderson and Boyarsky after leaving Interplay. While reflecting on what game to make next, they decided that they wanted their turn at making an RPG set in a fantasy setting. The post-apocalyptic setting of ''Fallout'' had been a conscious design-choice to distance themselves from fantasy-titles like the
Might and Magic ''Might and Magic'' is a series of role-playing video games from New World Computing, which in 1996 became a subsidiary of The 3DO Company. The original ''Might and Magic'' series ended with the closure of the 3DO Company. The rights to the ''Mi ...
series and other games based on Dungeons and Dragons. However, they did not want to make a ‘typical’ fantasy game set in the 14th century, often the case for games in the genre. ''Arcanum: Of Steamworks and Magick Obscura'' was thus set in the 18th century, imaging what would happen in a world where magic co-existed with the industrial revolution. Indeed, the desire to mix magic and technology was a given from the start. They drafted ideas for how each race in the world would be affected by technology, with Boyarsky stating that "the orcs would be used as the slaves of all the capitalist machinery". Cain remembers that ideas came swiftly, and they were happy with the outline of the game. Cain, Anderson and Boyarsky worked on the initial design of ''Arcanum'' by themselves for five months until they landed a contract by with
Sierra Entertainment Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, ...
, which let them expand the team to 12 people. Because ''Arcanum'' was made with a modest sized team (later increased to 14 people), Anderson took on a number of different responsibilities. These included art, movies, design, dialogue, scripting, music and sound effects. Added to this came also business-related tasks where he wrote business plans, managed budgeting, wrote proposals, pitched games to publishers, co-negotiated contracts and created and maintained schedules. The decision to keep the team small was a decision that would cost the team many nights and weekends, remembers Boyarsky. He recalls that the company was in a near constant state of ‘crunch mode’ (working beyond the normal 40-hour work week), and the staff always felt under pressure. According to Boyarsky, Troika's original goal had been to work exclusively for one publisher, as a kind of their external RPG dev team. This way, they thought they would maintain a staple flow of contracts.
Sierra Entertainment Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, ...
was their first choice of publisher, which kept the team busy even while they were unsure about making an Arcanum sequel. But when Sierra faced economic problems, the partnership with Troika was cut short. Having concluded their dealings with Sierra Entertainment, Troika got a contract from
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French publisher Atari SA through a subsidiary named Atari Interactive. The original Atari, Inc. (1972–1992), Atari, Inc., ...
to work on ''
The Temple of Elemental Evil ''The Temple of Elemental Evil'' is an adventure module for the fantasy role-playing game ''Dungeons & Dragons'', set in the game's ''World of Greyhawk'' campaign setting. The module was published by TSR, Inc. in 1985 for the first edition ' ...
'' in 2001. Cain spearheaded that project, which was released in 2003 to generally favorable reviews. Anderson and Boyarsky would focus on a game set in the Vampire: The Masquerade universe. Boyarsky expressed the desire to build a game in a new setting, to challenge themselves ." The project began when Boyarsky and Anderson were invited to Seattle to see the latest build of the Source engine. Subsequently, they had discussions with Scott Lynch of
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about using the
Source game engine Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the release of '' Counter-Strike: Source'' and ''Half-Life 2''. Updates to Source were released in incremental versions, with the engine being suc ...
to create a brand new, groundbreaking first-person RPG. Troika was thus the first external team to be allowed using the Source engine.
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
(who had recently founded a partnership with Valve), suggested them to make a game using the Vampire: The Masquerade setting, for which they had the license. Troika began to research the World of Darkness and the Vampire system before agreeing that it would be a great fit. " Anderson's responsibilities on ''Vampire: The Masquerade – Bloodlines'' included game design, level design and creation, sound effects, and design and implementation of interface and artwork. He liked the game world compared to his last two games (''Fallout'' and ''Arcanum'')and was happy that he able to make a game about vampires. However, he was not familiar with the Vampire: The Masquerade table-top games, and had to do some research to understand the setting and translate it to a video-game experience. Anderson relied on player experiences from colleagues and online forums, to understand what drew players to the game. First, he learned that the main point liked was Vampire's focus on character interaction with stats, items, and powers taking a backseat. Main elements for the players’ experiences were constantly changing intricacies of the world and vampiric society. Second, Anderson had to reproduce the pen-and-paper experience to satisfy fans of the setting and give newcomers an accurate introduction. Generally, the character attributes from Vampire were easily implemented into the video-game format, while others (such as ‘knowledge of law') had to be left out. Also, dice rolls and randomness were removed as they would not have fit in a first-person setting. Disciplines were confusing and thus challenging to implement. Thus, a deviation from the board game was made to streamline the disciplines into the game. Furthermore, Anderson designed the ‘haunted mansion’ level of the game, which is famous for being "eerily atmospheric" and well-paced. Boyarsky recalls that "several people took turns trying to make that work, but it wasn’t until Jason took it over that it really began to shine". The development of Bloodlines was challenging for Troika. First, compared to the relative freedom they enjoyed during the development of ''Arcanum'', ''Vampire''s design choices had more checks and balances as both
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and
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wanted to validate their decisions. Second, the deteriorating working relationship with Activision and constant deadlines had damaged the morale of the development staff. Cain recalls an embargo being placed on the game. In fact, Troika was not allowed to work on it for several months before the release date, as Activision kept a gold version master until the release date. Any patches and fixes that Troika worked on, where thus not allowed to be included in the game. This also included improvements made to the Source engine such as advancements in physics, modelling and facial animation which Bloodlines did not have. The embargo hurt the morale of the team, who had finished a game that could not be shipped, changed, or talked about. Furthermore, Activision wanted to ship it as soon as possible, resulting in many features being cut and forcing the Troika staff to work long hours. Anderson later stated that the vast majority of Bloodline's development time was spent in 'crunch-mode' . While ''Bloodlines'' received favorable reviews and praise from RPG fans, its numerous bug and imperfections were flagrant. Anderson reflected that their publishers were not willing to give the Troika team the necessary time to polish their games, pulling an unfinished product from their hands. Furthermore, Cain adds that they never imagined that Activision would ship ''Vampire'' on the same day as Half-Life 2. He finds that postponing launch day would have given the team time to polish the game using a stable engine, avoiding direct competition with the very popular Half-Life 2. Bloodlines was finally released on 16 November 2004 and has become somewhat of a cult classic among RPGs, which is still being updated to this day. Nevertheless, initial sales figures were weak, failing to ensure financial stability to the company. They continued to present game ideas to publishers, Anderson's favorite being "Dreadlands, an MOGset in mythical mid 19th century Eastern Europe". They also worked on a game set in a post-apocalyptic setting reminiscent of ''Fallout'', for which an engine demonstration was released. However, Troika faced difficulty finding new publisher deals, haunted by a track record of great ideas with lackluster implementation. Consequently, Troika shut down their business operations in 2005. Reminiscent on the fate of Troika, Anderson said that Troika's games were considered B-titles, Something that publishers shun away from. He adds, "Unfortunately, although our games had depth and vision, we were never able to release a game that had been thoroughly tested and rid of bugs". Leonard Boyarsky has since joined Obsidian Entertainment on April 1, 2016, and is currently working on an unannounced RPG with Tim Cain. This made fans hope that Anderson might join the company as well, effectively reuniting the Troika team. In an interview with RPGCodex from September 2016, Boyarsky said that the three are still friends and meet several times per year. He remains positive towards bringing the team together again, although they would have to find new ways of working together, given the differing experiences they have all had over the years.


Post-Troika hiatus (2004 – 2007)

After Troika shut down, Anderson took some vacation with his wife and family. They decided that they needed a break from the entertainment industry, in order to spend more time together. 2004 had been a difficult year, with several family issues on top of the demise of Troika. Anderson, who is skilled in many facets of construction, spent a few months repairing his house, remodeling the kitchen and baths, removing the sound room and replacing the balcony. After selling the house, they settled down in
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and got active in the real estate business. His wife acquired her Real Estate License and the couple bought another old house, which Anderson spent around 3 months fixing. Anderson also home-schooled his daughters during this period. While contemplating his return to the game industry, Anderson considered working at the new studios of his former Troika partners (Boyarsky and Cain subsequently found jobs at
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded on February 8, 1991, under the name Silicon & Synapse, Inc. by three graduat ...
and
Carbine Studios Carbine Studios was a video game developer and subsidiary of NCSOFT, founded in 2005 by former members of Blizzard Entertainment. They were the developers of the online role-playing game '' WildStar''. History Carbine's founders were 17 former ...
, respectively). However, Anderson did not get along with Boyarsky's project leader at Blizzard, and never got around to applying at Carbine. Moreover, he reflected on the seven years he spent with Boyarsky and Cain as "closely...related to a marriage", coupled with stressful publisher relations, frequent deadlines and the constant fear that the studio would have to close its doors. When the studio closed, they started seeing either other less frequently. However, Anderson "would like to work with them again someday". Spending time away from game development also allowed Anderson to reflect on the aspects he liked and did not like about his career as a game designer. Also, he had the opportunity to enjoy playing games, regaining the enthusiasm he had upon first entering the industry.


Interplay Entertainment (October 2007 – February 2009)

In November 2007, it was announced that Interplay Entertainment had resumed development activities and hired Anderson to lead their first project . Anderson worked on
Project V13 ''Project V13'' is a role-playing video game under development by the resurrected Black Isle Studios. The game is the successor to the cancelled Interplay Entertainment '' Fallout Online'' project. The game is reliant on the Black Isle Mayan Ap ...
with fellow ''Fallout'' creator Chris Taylor. Although it was never officially stated, the project he worked on was believed to be a ''Fallout''-related MMO. Interplay retained the rights for such a title after selling the ''Fallout'' rights to
Bethesda Softworks Bethesda Softworks LLC is an American video game publisher based in Rockville, Maryland. The company was founded by Christopher Weaver in 1986 as a division of Media Technology Limited, and in 1999 became a subsidiary of ZeniMax Media. In its ...
. However, Bethesda later disputed this right in a legal case, which further stalled its development. Anderson had been in talks with Hervé Caen (
Brian Fargo Frank Brian Fargo (born December 15, 1962) is an American video game designer, producer, programmer and executive, and founder of Interplay Entertainment, inXile Entertainment and Robot Cache. Biography Early life A descendant of the family t ...
's successor after
Titus Software Titus Interactive SA,Contact
. Titus Interactiv ...
's acquisition of Interplay Entertainment in 2001) about the project for nearly a year, and felt it was one of the few projects that could entice him to get back into the video-game industry. As Creative Director, Anderson was responsible for a putting a team together and overseeing progress on the game. Nevertheless, although he enjoyed working on the project, Anderson later decided to leave Interplay to accept an offer from
InXile Entertainment inXile Entertainment, Inc. is an American video game developer and a studio of Xbox Game Studios based in Tustin, California. Specializing in role-playing video games, inXile was founded in 2002 by Interplay co-founder Brian Fargo. The studio ...
who presented him with "a more stable opportunity".


InXile Entertainment (March 2009 – December 2010)

Anderson was hired as Creative Director at InXile Entertainment. His role was to do design work and elaborate on the story for ''
Wasteland 2 ''Wasteland 2'' is a post-apocalyptic role-playing video game developed by inXile Entertainment and published by Deep Silver. It is the sequel to 1988's ''Wasteland'', and was successfully crowdfunded through Kickstarter. After the postponement o ...
''. Before successfully funding the project via
Kickstarter Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, ...
,
Brian Fargo Frank Brian Fargo (born December 15, 1962) is an American video game designer, producer, programmer and executive, and founder of Interplay Entertainment, inXile Entertainment and Robot Cache. Biography Early life A descendant of the family t ...
attempted to generate publisher interest and secure their backing by having Anderson (Fallout lead designer), Mike Stackpole (lead designer on the first
Wasteland Wasteland or waste land may refer to: * Desert or barren area * an uncultivated area of land, whether wooded or not, whether common land or not Art, entertainment, and media Comics * ''Wasteland'' (DC Comics), 1987–1989 anthology-style horror ...
) and someone who helped produce both games following the success of
Fallout 3 ''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
. Fargo was surprised at how little publisher interest there was. Subsequently, Anderson left the company before ''Wasteland 2'' launched on
Kickstarter Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, ...
. However, Anderson's work during his time with
InXile inXile Entertainment, Inc. is an American video game developer and a studio of Xbox Game Studios based in Tustin, California. Specializing in role-playing video games, inXile was founded in 2002 by Interplay co-founder Brian Fargo. The studio ...
was kept . The Kickstarter campaign directly mentions Anderson's work on the storyline, which was retained for the final game.


Turtle Rock Studios (2011–2019)

Anderson subsequently joined
Turtle Rock Studios Turtle Rock Studios (known as Valve South between 2008 and 2010) is an American video game developer founded in March 2002 by Michael Booth. It was acquired by Valve in 2008, but was re-founded in 2011 as an independent company by Phil Robb and ...
in 2011. They shipped the successful first-person shooter '' Evolve'' in 2015. Anderson's exact role in that project is unknown, although he is credited for level design on the company's forum. He has stated that there are no titles at the company, as everyone is equal.


InXile Entertainment (2019–present)

On March 26, 2019, Anderson re-joined InXile Entertainment. This was announced by Chad Moore on Twitter, whom Anderson had worked with both at Interplay and Troika. Since both InXile and Obsidian were acquired by Microsoft, this in-directly reunites the Troika: Tim Cain, Leonard Boyarsky and Jason Anderson.


Works


Personal life

Apart from video games, music is one of Anderson's main hobbies. He has had an ear for music since being a child, and has composed several pieces on his own. He enjoys playing his guitar and prefers heavy, aggressive music such as
Quicksand Quicksand is a colloid A colloid is a mixture in which one substance consisting of microscopically dispersed insoluble particles is suspended throughout another substance. Some definitions specify that the particles must be dispersed in a ...
,
Tool A tool is an object that can extend an individual's ability to modify features of the surrounding environment or help them accomplish a particular task. Although many animals use simple tools, only human beings, whose use of stone tools dates ba ...
and
Sepultura Sepultura (, "grave")Barcinski & Gomes 1999, page 17. is a Brazilian heavy metal band from Belo Horizonte. Formed in 1984 by brothers Max and Igor Cavalera,Barcinski & Gomes 1999, page 16. the band was a major force in the groove metal, thra ...
, which he listened to during the development of ''Fallout''.


References


External links

*
Terra Arcanum's entry on Jason D. Anderson
{{DEFAULTSORT:Anderson, Jason Black Isle Studios Fallout (series) developers Interplay Entertainment people Living people Video game artists Video game designers Year of birth missing (living people)