Jason D. Anderson

After working on the prototype design for Fallout 2, Anderson left with fellow developers Timothy Cain and Leonard Boyarsky to found Troika Games.

[1] Interplay reopened in-house development and in 2007 hired Anderson as Creative Director for an unannounced massively multiplayer online 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 in 1992.

Anderson created a large part of the opening cinematic, modeled and animated around half of the creatures, including female humans and mutants.

[5] 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.

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.

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.

[1] As 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.

Before Thanksgiving that year, he told Feargus Urquhart 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.

According to Cain, marketing and sales took counterproductive decisions pertaining inter alia to game box design without consulting him.

Troika Games was incorporated on 1 April 1998 by Tim Cain, Jason Anderson and Leonard Boyarsky, with all three having the title of "Joint CEO".

[8] 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.

These included creating design documents for future games, managing projects, interactions with publishers and directing artists.

The post-apocalyptic setting of Fallout had been a conscious design-choice to distance themselves from fantasy-titles like the Might and Magic series and other games based on Dungeons and Dragons.

Arcanum: Of Steamworks and Magick Obscura was thus set in the 18th century, imagining what would happen in a world where magic co-existed with the industrial revolution.

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, Anderson and Boyarsky worked on the initial design of Arcanum by themselves for five months until they landed a contract by with Sierra Entertainment, which let them expand the team to 12 people.

Subsequently, they had discussions with Scott Lynch of Valve about using the Source game engine to create a brand new, groundbreaking first-person RPG.

Activision (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.

First, he learned that the main point liked was Vampire's focus on character interaction with stats, items, and powers taking a backseat.

First, compared to the relative freedom they enjoyed during the development of Arcanum, Vampire's design choices had more checks and balances as both White Wolf and Activision wanted to validate their decisions.

[17] 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.

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.

They continued to present game ideas to publishers, Anderson's favorite being "Dreadlands, an [MMOG] set in mythical mid 19th century Eastern Europe".

[20] However, Troika faced difficulty finding new publisher deals, haunted by a track record of great ideas with lackluster implementation.

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.

His wife acquired her Real Estate License and the couple bought another old house, which Anderson spent around 3 months fixing.

Nevertheless, although he enjoyed working on the project, Anderson later decided to leave Interplay to accept an offer from InXile Entertainment who presented him with "a more stable opportunity".

Since both InXile and Obsidian were acquired by Microsoft, this in-directly reunites the Troika: Tim Cain, Leonard Boyarsky and Jason Anderson.

He enjoys playing his guitar and prefers heavy, aggressive music such as Quicksand, Tool and Sepultura, which he listened to during the development of Fallout.

Screenshot from Boneyard: JDA did many landscape tiles and wall sets in Fallout
Fallout creators Tim Cain, Leonard Boyarsky and Jason Anderson