Developer Kevin Manning | ||||||||||||||||||||||||||||||||||||||||||||||||
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New Vegas was a pretty big chunk of my career in games. Not only was it the most high profile and successful release but it was also one hell of a challenge. I joined the Fallout team as the only character artist on day 1. Before we had source, before we even had a game. I was to lock down a character pipeline and figure out just how far we could take our new title. With very little experience in modding I learned A LOT about production those first few months. After we received source and really locked down the game we were going to make Daniel Alpert joined me in the character pit. Between him and I, we created every character asset, variation and melee weapon in the game. On an average of a character set every 3 days we became a two man wrecking crew After New Vegas shipped I was promoted to lead character artist and Chris Willis joined the pit for the first two DLCs. Halfway though production on DLC2 I was offered a position in my home town (Michigan) said my sad goodbyes and headed out.
”Kevin Manning is a developer who works at Obsidian Entertainment on Fallout: New Vegas as a character artist.
Employment history[]
From | To | Company | Role |
---|---|---|---|
2007 | 2010 | Obsidian Entertainment | ? |
2005 | 2007 | Volition Inc | ? |
2004 | 2005 | Luma Pictures | ? |
Credits[]
Fallout series[]
Year | Title | Credited as/for |
---|---|---|
2010 | Fallout: New Vegas | Character artist |
Other work (excerpt)[]
Year | Title | Credited as/for |
---|---|---|
2010 | Alpha Protocol | ? |
2009 | Red Faction: Guerilla | ? |
Gallery[]
Night stalker render
Rex render
Securitron render