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Jason D. Anderson

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549:)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". 572:
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
590:, 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". 619:, 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". 435: 348:
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
667:'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 340:. 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 490:
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.
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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
359:. 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. 25: 415:, 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. 431:, 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. 371:
Interplay while developing Fallout. People who neither played nor liked games were making crucial decisions about marketing the game, its features, and the shipping date. Consequently, Cain became increasingly discontent with the new working environment at Interplay. Already in July 1997, three months before
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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
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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,
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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,
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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
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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,
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was thus set in the 18th century, imagining 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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
534:(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. " 622:
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.
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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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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.
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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
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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
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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.
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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
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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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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.
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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.
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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.
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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.
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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
454:), 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. 407:
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
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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.
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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 (
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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
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Anderson's favorite being "Dreadlands, an set in mythical mid 19th century Eastern Europe". They also worked on a game set in a post-apocalyptic setting reminiscent of
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In November 2007, it was announced that Interplay Entertainment had resumed development activities and hired Anderson to lead their first project . Anderson worked on
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for which he became Lead Technical Artist, working on the original game design, interface, and quests. After working on the prototype design for
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On June 11, 2023, Xbox Games Showcase revealed the new game he has been working on in collaboration with Chad Moore: Clockwork Revolution.
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alongside Obsidian Entertainment. This indirectly reunites him with Troika colleagues Tim Cain and Leonard Boyarsky, who work for Obsidian.
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The development of Bloodlines was challenging for Troika. First, compared to the relative freedom they enjoyed during the development of
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such as who should work on the project. Anderson recalls disagreement with Interplay concerning who the next team members should be. As
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to create a brand new, groundbreaking first-person RPG. Troika was thus the first external team to be allowed using the Source engine.
240:(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 1858: 1307: 1247: 1213: 655:. However, Bethesda later disputed this right in a legal case, which further stalled its development. Anderson had been in talks with 640: 1816: 1556: 1475: 1449: 1142: 1027: 198: 442:
Anderson carried out a plethora of tasks at Troika. While doing considerable work on two of the company's three released titles (
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was kept . The Kickstarter campaign directly mentions Anderson's work on the storyline, which was retained for the final game.
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Anderson was hired as Creative Director at InXile Entertainment. His role was to do design work and elaborate on the story for
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In March 2019 it was announced on Twitter that Anderson had rejoined inXile, who in the meantime had been acquired by
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attempted to generate publisher interest and secure their backing by having Anderson (Fallout lead designer),
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would ship, he had decided that he did not want to work on the sequel. Before Thanksgiving that year, he told
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Interplay reopened in-house development and in 2007 hired Anderson as Creative Director for an unannounced
2166: 2130: 1903: 1803: 1630:"RPG Codex Interview: Leonard Boyarsky on joining Obsidian, Fallout & Bloodlines cut content and more" 698: 612: 408: 162:, usually credited as Jason Anderson, is a video game developer. He started out as a contract artist for 2025: 1915: 564: 330:, which was just about to ship. In 1993 he was assigned to the GURPS-related project being developed by 257: 236: 194:. After Troika Games collapsed, Anderson left the game industry for a short time to sell real estate. 83: 2135: 1968: 1889: 1561: 925: 914: 897: 880: 863: 846: 829: 812: 806: 795: 778: 668: 527: 495: 479: 399: 336: 202: 172: 132: 119: 1794: 1961: 1877: 908: 733: 728: 512:
in 2001. Cain spearheaded that project, which was released in 2003 to generally favorable reviews.
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had been a conscious design-choice to distance themselves from fantasy-titles like the
1531:"RPG Codex Retrospective Interview: Leonard Boyarsky on Fallout, Interplay and Troika" 1272:"RPG Codex Retrospective Interview: Leonard Boyarsky on Fallout, Interplay and Troika" 502:
Having concluded their dealings with Sierra Entertainment, Troika got a contract from
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s development was coming up with the ending to the game in conjunction with
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Screenshot from Boneyard: JDA did many landscape tiles and wall sets in
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settings to imagine his own adventures set in other universes such as
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Jason Anderson grew up being the youngest of 10 children. He got into
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by themselves for five months until they landed a contract by with
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Fallout creators Tim Cain, Leonard Boyarsky and Jason Anderson
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as Creative Director. In January 2011, he left inXile to join
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programming . The name ‘Troika’ was originally coined by
50: 1476:"Vampire: The Masquerade - Bloodlines Designer Diary #2" 1450:"Vampire: The Masquerade - Bloodlines Designer Diary #1" 1302:. Apress; 1 edition (8 February 2012). pp. 96–106. 1242:. Apress; 1 edition (8 February 2012). pp. 96–106. 1208:. Apress; 1 edition (8 February 2012). pp. 96–106. 284:, which got him started in the computer games industry. 46: 1344: 1342: 1340: 1338: 1336: 1334: 1332: 1330: 1328: 1326: 515:
Anderson and Boyarsky would focus on a game set in the
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Interplay Entertainment (October 2007 – February 2009)
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s design choices had more checks and balances as both
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and was subsequently offered a full-time position at
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Gamers at Work: Stories Behind the Games People Play
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Gamers at Work: Stories Behind the Games People Play
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Gamers at Work: Stories Behind the Games People Play
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who presented him with "a more stable opportunity".
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that they never imagined that Activision would ship
2118: 2087: 2055: 1979: 1953: 1914: 1876: 1846: 1443: 1441: 1084:"Wasteland 2 by inXile entertainment — Kickstarter" 125: 115: 101: 93: 74: 960:, which he listened to during the development of 675:InXile Entertainment (March 2009 – December 2010) 1028:"Interplay MMORPG Interview with Jason Anderson" 1021: 1019: 1017: 1015: 1013: 1011: 715:. However, Anderson's work during his time with 314:Interplay Entertainment (March 1994 – July 1997) 1652: 1650: 1197: 1195: 1193: 1191: 731:in 2011. They shipped the first-person shooter 482:, which let them expand the team to 12 people. 1416:"Matt Chat 68: Arcanum and More With Tim Cain" 1112:"Fallout Developer Profile: Jason D. Anderson" 685:. Before successfully funding the project via 219:with Anderson as the game's storyline author. 2033: 1824: 170:Chess project. He was later hired to work on 45:. Consider transferring direct quotations to 8: 1585:"Troika Games Untitled Post-apocalyptic RPG" 1170:"Fallout Developer Profile: Sharon Shellman" 817:Lead Technical Artist, original game design 268:and subsequently taught himself to use both 1659:"Jason Anderson Discusses Next InXile Post" 1613:: CS1 maint: numeric names: authors list ( 1380: 1378: 1376: 318:Anderson got his first contract working on 2040: 2026: 2018: 1831: 1817: 1809: 1804:Terra Arcanum's entry on Jason D. Anderson 979: 977: 756: 82: 71: 2064:Arcanum: Of Steamworks and Magick Obscura 1498: 1496: 1409: 1407: 1105: 1103: 1101: 1099: 1097: 1095: 1093: 841:Arcanum: Of Steamworks and Magick Obscura 471:Arcanum: Of Steamworks and Magick Obscura 445:Arcanum: Of Steamworks and Magick Obscura 326:. His first job was 'clean-up artist' on 139:Arcanum: Of Steamworks and Magick Obscura 1143:"Interplay Unannounced MMORPG Interview" 1628:Jedi Master Radek (30 September 2016). 973: 182:, Anderson left with fellow developers 1606: 1038:from the original on 24 September 2015 419:Troika Games (April 1998 – April 2005) 209:. In March 2012, inXile announced the 1595:from the original on 19 December 2021 1448:Boyarsky, Leonard (17 October 2003). 1426:from the original on 19 December 2021 1110:Beekers, Thomas (25 September 2007). 305:as being some of his favorite games. 7: 2078:Vampire: The Masquerade – Bloodlines 1474:Anderson, Jason (19 November 2003). 1172:. No Mutants Allowed. Archived from 858:Vampire: The Masquerade – Bloodlines 539:Vampire: The Masquerade – Bloodlines 451:Vampire: The Masquerade – Bloodlines 251:He learned basic programming on the 145:Vampire: The Masquerade – Bloodlines 1141:Beekers, Thomas (2 December 2007). 1026:Beekers, Thomas (2 December 2007). 741:InXile Entertainment (2019–present) 280:). He sent a sample of his work to 1866:Baldur's Gate III: The Black Hound 1503:Ocampo, Jason (17 November 2004). 1387:"LinkedIn Profile: Jason Anderson" 1349:Blancato, Joe (26 December 2006). 1296:Ramsay, Morgan (31 January 2012). 1236:Ramsay, Morgan (31 January 2012). 1202:Ramsay, Morgan (31 January 2012). 984:Blancato, Joe (26 December 2006). 14: 1769:Greenberg, Aaron (11 June 2023). 1555:Greyson, Nathan (25 April 2014). 201:. In March 2009, Anderson joined 199:massively multiplayer online game 598:Post-Troika hiatus (2004 – 2007) 23: 1859:Baldur's Gate: Dark Alliance II 723:Turtle Rock Studios (2011–2019) 537:Anderson's responsibilities on 264:in 1992. He later purchased an 2162:Interplay Entertainment people 1505:"Bloodlines Review - Gamespot" 1: 2177:American video game designers 1657:Remo, Chris (19 March 2009). 1583:Noir82, Film (29 July 2006). 1414:Barton, Matt (11 June 2010). 1351:"The Rise and Fall of Troika" 1057:Remo, Chris (19 March 2009). 986:"The Rise and Fall of Troika" 727:Anderson subsequently joined 16:American video game developer 2071:The Temple of Elemental Evil 697:(lead designer on the first 509:The Temple of Elemental Evil 2172:American video game artists 1529:Bee, Crooked (7 May 2012). 1270:Bee, Crooked (7 May 2012). 2193: 81: 1168:Beekers, Thomas (2007). 43:summarize the quotations 2126:Interplay Entertainment 518:Vampire: The Masquerade 324:Interplay Entertainment 282:Interplay Entertainment 2131:Obsidian Entertainment 1746:. 2007. Archived from 1690:. 2012. Archived from 613:Blizzard Entertainment 439: 409:Blizzard Entertainment 403: 334:; the yet to be named 237:Dungeons & Dragons 437: 396: 258:Recording engineering 1562:Rock, Paper, Shotgun 926:Clockwork Revolution 669:InXile Entertainment 496:Sierra Entertainment 480:Sierra Entertainment 203:inXile Entertainment 120:inXile Entertainment 1962:Planescape: Torment 936:Principal Designer 851:Creative principal 834:Main story outline 729:Turtle Rock Studios 663:'s successor after 302:Planescape: Torment 262:Golden West College 207:Turtle Rock Studios 106:Video game designer 36:too many quotations 2157:Black Isle Studios 1840:Black Isle Studios 1688:No Mutants Allowed 1361:on 11 October 2014 1116:No Mutants Allowed 902:Main Story Author 885:Creative Director 868:Creative Director 653:Bethesda Softworks 528:Source game engine 440: 413:Virgin Interactive 404: 2144: 2143: 2100:Jason D. Anderson 2015: 2014: 1992:Jason D. Anderson 1385:Anderson, Jason. 940: 939: 526:about using the 287:He has mentioned 160:Jason D. Anderson 157: 156: 110:video game artist 76:Jason D. Anderson 68: 67: 2184: 2105:Leonard Boyarsky 2042: 2035: 2028: 2019: 2002:Leonard Boyarsky 1987:Feargus Urquhart 1833: 1826: 1819: 1810: 1782: 1781: 1779: 1777: 1766: 1760: 1759: 1757: 1755: 1736: 1730: 1729: 1727: 1725: 1710: 1704: 1703: 1701: 1699: 1680: 1674: 1673: 1671: 1669: 1654: 1645: 1644: 1642: 1640: 1625: 1619: 1618: 1612: 1604: 1602: 1600: 1580: 1574: 1573: 1571: 1569: 1552: 1546: 1545: 1543: 1541: 1526: 1520: 1519: 1517: 1515: 1500: 1491: 1490: 1488: 1486: 1471: 1465: 1464: 1462: 1460: 1445: 1436: 1435: 1433: 1431: 1411: 1402: 1401: 1399: 1397: 1382: 1371: 1370: 1368: 1366: 1357:. Archived from 1346: 1321: 1320: 1318: 1316: 1293: 1287: 1286: 1284: 1282: 1267: 1261: 1260: 1258: 1256: 1233: 1227: 1226: 1224: 1222: 1199: 1186: 1185: 1183: 1181: 1165: 1159: 1158: 1156: 1154: 1138: 1132: 1131: 1129: 1127: 1118:. 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Index

too many quotations
summarize the quotations
Wikiquote
Wikisource

Video game designer
video game artist
inXile Entertainment
Fallout
Arcanum: Of Steamworks and Magick Obscura
Vampire: The Masquerade – Bloodlines
Evolve
Interplay
USCF
Fallout
Fallout 2
Timothy Cain
Leonard Boyarsky
Troika Games
massively multiplayer online game
inXile Entertainment
Turtle Rock Studios
crowdfunded
Wasteland 2
Microsoft
Dungeons & Dragons
Avalon Hill
Blade Runner
Apple II
Recording engineering

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