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What the people who made Morrowind are up to now
Still at BethesdaMatthew Carofano worked as lead artist. Carofano is currently art director at Bethesda and last worked as world art for Fallout 4 and was lead artist for Skyrim.
Guy Carver worked as a programmer and lead Xbox programmer. Carver is currently Bethesda’s technical director and was lead programmer on Fallout 4 and Skyrim.
Brian Chapin worked on additional world art and design. Chapin became a quest designer and writer.
Ashley Cheng worked as an associate producer. Cheng was project lead on Bloodmoon and a senior producer on Oblivion. Starting with Shivering Isles Cheng has been production director.
David DiAngelo worked as an additional programmer. DiAngelo was lead programmer for IHRA Professional Drag Racing 2005. He last worked as a systems programmer for Fallout 4 and a gameplay programmer for Skyrim.
Scott Franke worked as a programmer. Franke last worked as lead graphics programmer for Fallout 4 and Skyrim.
Ahn Hopgood worked as a programmer. Hopgood last worked as a gameplay programmer for Fallout 4 and as lead AI programmer for Skyrim.
Todd Howard worked as project lead and on additional writing/quest design. Howard has continued to work at Bethesda and last was game director of Fallout 4 and Skyrim.
Josh Jones worked on additional character and creature art. Jones left Bethesda in 2001 and after 9 months in 2002 working at DNA Studios, he rejoined Bethesda. Jones has been lead animator for every Bethesda game since Fallout 3.
Mike Lipari worked as a programmer. Lipari last worked as a systems programmer for Fallout 4 and Skyrim.
Christiane Meister worked as lead character artist. Meister is a senior character artist at Bethesda and last worked as a character artist on Fallout 4 and lead character artist on Fallout 4.
Steve Meister worked as a programmer. Meister was lead programmer on Fallout 3 and a gameplay programmer for Fallout 4 and Skyrim.
Gary Noonan worked on world art and building. Noonan last worked on animation for Fallout 4 and Skyrim.
Juan Sanchez worked on character and creature art. Sanchez is currently a character animator and has been at Bethesda since 1993.
Todd Vaughn worked on additional writing and quest design and was an associate producer. In 2002 Vaughn became VP of development for Bethesda.
Craig Walton worked as lead programmer. Walton has continued to work for Bethesda and last worked as a gameplay programmer on Fallout 4.
ElsweyrHope Adams worked on world art and building. Adams continued as an artist through Fallout 3, but then I am unable to trace what they did.
Shirin Alkaissi worked on additional world art and building. This was the only game Alkaissi was credited on, and I’m unable to find what they did next.
Noah Berry worked on world art and building. Berry was a world artist on Fallout 4 and lead environmental artist on Skyrim before leaving Bethesda in 2015.
Hal Bouma worked as an additional programmer. Bouma left Bethesda in 2000. Bouma was also working at High Voltage during this time as a software engineer, and left that company in 2004. Since leaving Bouma has been president of the web hosting company Netwisp and was credited as a programmer on Saint’s Row: Gat Out of Hell.
Victor Brueggemann worked as an additional programmer. I was able to find an IRC interview with some of the Morrowind team where Brueggemann stated he was a programmer “in tharning” and was working on the magic system. I’m unable to find what Brueggemann did after Morrowind.
Mark Bullock worked on world art and building. Bullock left Bethesda in 2002 and in 2003 joined Surreal Software where he worked on The Suffering, its sequel and the unreleased This is Vegas. He next joined Monolith in 2009 as a staff designer who worked on Lord of the Rings: War in the North and Shadow of Mordor. In 2012 Bullock became studio head/creative director of Sticky Toffee Productions and since 2015 has been working as a consultant and doing freelance design.
Bill Burcham worked on additional writing and quest design. Burcham left Bethesda in 2001 and since has been working at Washington Metropolitan Area Transit Authority. He lists himself as senior program coordinatosoftware-systems engineer.
Bryan Card worked on additional world art and building. Card is only credited with work on Morrowind and I’m unable to find what they did afterwards.
Gavin Carter worked on additional world art and building. Carter was an intern at Bethesda in both 2001 and 2002. He joined full time in 2003 and worked as a producer for Oblivion and was lead producer for Fallout 3. Carter joined 343 in 2009 and worked as multiplayer production lead. Carter joined Motiga in 2014 and in late 2016 joined Double Fine as a senior producer.
Wan Chiu worked on additional character and creature art. Chiu left Bethesda in 2002 and joined Savage Entertainment, where he worked until 2010. In 2005 and 2006 Chiu also worked as a contract artist with EA through Savage, working on Battlefront 2 and Rogue Agent. Chiu next joined Leovation Limited as lead artist/interactive producer in 2011 before joining MotherApp in late 2012 as lead interactive developer (a job he worked until 2015). Since 2012 Chiu has taught at Savannah College of Art and Design.
Royal Connell worked on additional world art and building. Connell left Bethesda in 2002 and next joined Single Source Solutions. In 2005 he joined DavCo Restaurants as a technical specialist. Connell next joined Blue Omega Software in 2008 as a project manager before joining Micros Systems in 2009. In 2010 Connell joined Mercury Payment Systems before joining Pivotal Payments in 2014. He currently works at Oracle as an implementation consultant.
Chandana Ekanayake worked on additional character and creature art. Ekanayake left Bethesda in 2001 to join Shiny Entertainment. At Shiny Ekanayake was an artist on Enter the Matrix and art director for The Matrix: Path of Neo. In 2006 Ekanayake joined Gas Powered Games and worked on Supreme Commander. Since 2008 Ekanayake has worked as art director for Uber Entertainment. Ekanayake also played Charles Maximilian in the game Roundabout and Max in 100ft Robot Golf.
Sean Foyle worked on additional character and creature art. Foyle left Bethesda in 2002 and became a digital artist at DNA Studios. Foyle next joined Real Art Design group in 2006 and since 2010 has been working freelance. He makes some fun animation.
Michael Fridley worked as quality assurance lead. Fridley continued at Bethesda until 2007 when he joined Big Huge Games. Before Big Huge Games closed Fridley had become development director, and after the closing in 2012 Fridley became executive producer at Impossible Studios. In 2013 Fridley joined EA as franchise development director.
Douglas Goodall worked on writing and quest design. Goodall left Bethesda in 2002 and only other game credit is working as a game designer on Fallen Earth. I’m unable to find what Goodall is currently doing. I was able to find an interview Goodall did with The Imperial Library in 2005 that was heavily critical of the game. The interview was later removed on the request of Goodall, who stated that he "failed” working on Morrowind (and with the interview) and he was the only one who became burned out on the game.
O'dell Hicks worked as an additional programmer. I’m unable to find out what Hicks did after this game. I found a uesp page that stated Hicks left to study pharmacy but I was unable to verify this claim.
Scott Hofmann worked as an additional programmer. Hofmann states he designed the collision system, managed the graphics hardware interface code, implemented tools for the art department and was system architect/lead programmer for internal R&D project developing a next-generation graphics engine. Hofmann left in 2001 and in 2002 became a senior graphics programmer for Mythic. He next joined SAIC in 2004 and in 2006 joined Vigil Games. Hofmann was part of the core technologies team that developed the engine used on Darksiders and other THQ games. He next joined AtGames Cloud Gaming in 2013 before joining Big Bang Entertainment later that year. Hofmann worked with THQ Nordic during this time and in 2015 joined THQ Nordic. He is currently a senior software engineer working on games including Darksiders and MX vs. ATV.
Chris Innanen worked as a programmer. Innanen continued at Bethesda until 2006 and worked primarily on GUI for Oblivion and Fallout 3. Innanen next joined STS International (a defense company that works with the US government) and worked on security software (an interesting note is that STS used Gamebryo). In 2010 Innanen joined Bruhn NewTech and worked on technology including CBRN (chemical, biological, radiological and nuclear) warning, prevention and reporting software. In 2013 Innanen joined Tricerat as a senior software engineer. Innanen most recently joined Sigma Space Corporation in 2015.
Mark Jones worked on additional character and creature art. Here is a link to what Jones made. Jones started in the industry in 1986 working on Renegade and worked at Bethesda from 1993 to 1998. Since leaving Jones has been working freelance. The last released game he worked on was Exiles in 2014. Here in an article he wrote about making Clannfear for Daggerfall and his recreation of the creature.
Tohan Kim worked on character and creature art. Kim joined Mythic in 2002 as an artist. While at Mythic Kim worked on games including Dark Age of Camelot, Warhammer Online and Dragon Age 2. In 2010 Kim joined Vigil Games as a character artist until 2013. Kim next joined Crytek before joining Gunfire Games in 2014.
Michael Kirkbride worked on concept art and additional writing & quest design. Kirkbride was art director on Morrowind before leaving Bethesda in 2000. Kirkbride next worked for e-nexus and Savage Entertainment before joining 7studios in 2001. In 2002 Kirkbride joined EA and worked as a designer. He returned to 7studios in 2006 before joining Secret Level/Sega Studios San Franciso in 2007. After SSSF closed in 2010 Kirkbride did contract work for Paragon Studios in 2011 before joining 6waves Lolapps for 6 months. In 2013 Kirkbride joined Gameloft as a senior designer before joining Telltale in 2015. Kirkbride also worked freelance on Oblivion and Knights of the Nine.
Mat Krohn worked as a programmer. Krohn worked on systems programming for Skyrim before leaving Bethesda in 2012. In 2015 Krohn became a game development engineer for John Hopkins University Applied Physics Laboratory.
Christine Miller worked on world art and building. Miller left Bethesda in 2003 And next spend under a year at both Surreal Software and Amaze Entertainment. In 2004 Miller joined Zipper Interactive as a level artist. She next worked on Forza 3 before joining Zombie Studios as a level designer. She next joined Float Hybrid for 2 months in 2011 while working at Disney on Club Penguin. In 2013 Miller became outsource manageassociate content producer for Project Spark. In 2016 she joined Turn 10 as project manager on Forza.
Mark Nelson worked on writing and quest design. Nelson continued to work at Bethesda until 2007 and was lead designer on Shivering Isles. Nelson next joined Big Huge Games as creative director on Kingdom of Amalur: Reckoning before leaving in 2011 before the game released. Nelson joined Zynga next and was lead designer on CityVille 2 before leaving in 2013 when the studio shut down. In 2014 Nelson joined Sphero as director of design and was designer of their BB-8 robot before leaving in 2016. Since 2013 Nelson has worked as a consultant/writer for games.
Andrew Nunn worked as an additional programmer. I’m unable to find what Nunn did after this game.
Casey O'Toole worked as an additional programmer. O'Toole left Bethesda in 2002 to join Firaxis, and last worked as a lead gameplay engineer for XCOM 2 and as lead engineer for XCOM.
Erik Parker worked as an additional programmer. Parker worked on class hierarchy, physics, collisions and more. He joined High Voltage in 2001 and in 2003 joined Mythic. Parker continued to work at Mythic until 2009, when he joined Garmin International. In 2011 Parker started teaching, first at Tribeca Flashpoint Media Arts Academy then at Johnson County Community College the following year. Parker is currently a senior software engineer at Garmin.
Ted Peterson worked on additional writing and quest design for the game. Peterson worked on contract on Morrowind and Oblivion writing in-game books. Peterson was design director Savage Entertainment from 1998 to 2011. In 2010 Peterson worked with Disney working as lead designer on Toontown and creating the design document for Toontown 2. In 2011 Peterson spent under a year at Six Degree Games and Bento Box Entertainment before joining Mogol Inc in 2013 for over 2 years. Since 2012 Peterson has also worked freelance as a consultant, writer and game designer. Peterson also wrote and was a story editor for the final season of the TV show Bones.
Matthew Picioccio worked as a programmer. Picioccio designed and developed the magic system, 24 hour sky, water rendering and more for Morrowind. Picioccio worked on Oblivion before leaving in 2004 and joining Microsoft. Picioccio worked as an engineer at Microsoft until 2012, and worked on XNA, DirectX, Kinect and more. Picioccio next joined Groundspeak and in 2013 joined Glu mobile. In 2016 Picioccio became a lecturer at DigiPen and later that year rejoined Microsoft as a senior software engineer.
Andrew Rai worked on additional character and creature art. Rai left in September 2001 and joined Savage Entertainment in 2002. Savage worked with EA during Rai’s time at the company and Rai left in 2009. Rai joined Specular Interactive in 2010 and is currently art director for the company.
Ken Rolston worked as lead designer and worked on writing /quest design. Rolston had previously worked as a designer for tabletop games including Dungeons & Dragons. Rolston was also lead designer for Oblivion before joining Big Huge Games/38 Studios to work as executive design director for Kingdoms of Amalur: Reckoning. Rolston retired from game design but afterwards worked on some tabletop games along with The Long Dark.
Jason Ruddy worked on sound effects. Ruddy was creative director of Zenimax and left Bethesda in 2002 and moved to Japan, where he joined TBWA/Tequila as a web producelead designer. Ruddy next worked at the Level 4 and Concent before joining Research & Development in 2005 as creative director. In 2008 Ruddy joined Qript before joining Climarks late that year. In 2010 Ruddy co-founded Art & Strategy Tokyo and in 2014 moved back to America and joined Tred. Since 2016 Ruddy has worked as UX design lead at Amazon. Ruddy has also lectured and worked as a consultant with the company Iconologic.
Kerry Sergent worked as a programmer. Sergent is credited for additional programming on Quake 4 and is thanked in the credits of Wolfenstein (2009) but I’m unable to track what Sergent is currently doing.
Kevin Shriner worked on additional world art and building. I’m unable to track what Shriner did after Morrowind.
Michael Smith worked on additional character and creature art. Smith left in September 2001 and next joined Big Huge Games as an artist on games such as Rise of Nations. Smith left in 2005 and next worked freelance for Blue Heat and Liquid Developments. In 2008 Smith joined Rosetta Stone as an interactive developer for almost 5 years. He next worked contract for Byte Sized Studios and worked freelance before joining InMotion near the end of 2013. In 2014 Smith joined Red Fly before becoming a freelance UI designer in 2015.
Jeremy Soule composed and produced original music for the game. Soule continued to compose music for The Elder Scrolls game but is not part of Bethesda. Soule has composed for games and films including Neverwinter Nights, Knights of the Old Republic, Harry Potter, Skyrim and more. Soule was music director at SOE from 2013 to 2015 and was a producer at Universal Music Group/Music for the Planet from 2009 to 2012. Since 2015 he has been executive director of Roland Virtual Sonics.
Frank Ward worked on additional world art and building. Ward was an intern for Bethesda on the games. Ward next worked as a level designedungeon artist for Oblivion before leaving in 2006. Ward next joined Edge of Reality as a level designer before joining SOE in 2008. Ward worked as a senior game designer for DC Universe Online before starting Batten Down in 2011. In 2015 Ward joined Armature and worked as a designer on ReCore.
Ka-Kei Wong worked on additional character and creature art. Wong worked as a 3D artist for Bethesda from 2003 to 2005. In the next few years Wong worked freelance and at Simulat, Claria and Agency.com. Wong joined Cisco in 2009 as a visual designer before joining ModCloth in 2011. In 2012 Wong next joined Intel before joining TDMK in late 2015 as a senior UX/UI designer.
- 16 of the 54 people (or 30%) researched still work at Bethesda. If I take away people who were credited only for "additional" work (since most of them left Bethesda during the development of Morrowind) 13 out of 26 (or 50%) still work at Bethesda.
- It seems like some of the people credited for additional work on the game were doing internships at Bethesda in 2001/2002.
- Multiple people left Bethesda in September 2001. This was due to a lack of funding from investors. Because of this the Los Angeles offices were closed.
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