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Jeff Browne is a developer who worked at Bethesda Game Studios on Fallout 3 and Fallout 4 as a level designer. He also worked on Fallout 76 as an additional level designer.

Work on the Fallout series[]

For Fallout 3, Browne worked on building several locations across the Capital Wasteland, including, but not limited to:[1]

Browne was also the lead level designer for the Broken Steel add-on.[2][3] During the development of the Point Lookout add-on, the team convinced Browne to do a "hoe-down" in their "ratchet" mocap equipment, which eventually became the dancing animation for the swampfolk at the beachview campsite. Years later, Browne became a mocap artist for Bethesda on Starfield.[4]

On Fallout 4, Browne continued to create more locations, including building the Corvega assembly plant using an industrial kit designed by Nathan Purkeypile.[5] Browne also created the Glowing Sea locations of the forgotten church, O'Neill Family Manufacturing, southern cave and the Vertibird wreckage.

Employment history[]

FromToCompanyRole
?PresentBethesda Game StudiosLevel Designer

Credits[]

Fallout series[]

YearTitleCredited as/for
2008Fallout 3Level Designer
2015Fallout 4Level Designer
2018Fallout 76Additional Level Designer

Other work[]

YearTitleCredited as/for
2006The Elder Scrolls IV: OblivionAdditional Dungeon Artist
2011The Elder Scrolls V: SkyrimLead Level Designer

Notes[]

In addition to his work on named locations, Browne also designed several unmarked points of interest in the northwest region of the Commonwealth, as seen below.

Gallery[]

References[]

  1. Jbrowne's profile at the original GECK Wiki (archived)
  2. Forging the Steel
  3. Creating Downloadable Content
  4. Fallout 4 Point Lookout Mod with Joel Burgess and Nate Purkeypile (1:03:39)
    Kenneth Vigue: "The dance animation... where did that come from?"
    Joel Burgess: "In a word? Jeff. We had the most ratchet MOCAP situation during Point Lookout, right? We had a very weird architectural corner, like an ugly bump in the hallway. And we had some very outdated MOCAP tech there that we sort of rigged together. And we convinced Jeff Browne, who's a level designer, lead LD on Skyrim. We convinced him because he's this tall guy, so he's sort of like, had the right proportions. We said like, 'alright, we're gonna strap some MOCAP ping-pongs on you and we just want you to do a hoedown.' And we just had him dancing for like 45 minutes in the corner of the studio. And that kneeslapper, that was gold, so that went straight in with some cleanup."
    Nathan Purkeypile: "'Trust us Jeff, this is important.'"
    Zanthir: "How many takes did you force him to do?"
    Joel Burgess: "He was there for a while. Yeah, in fact, that's probably why it almost got cut, because we kept Jeff too long on the MOCAP stage."
  5. Fallout 76's lead artist is building a creepy single-player open world in The Axis Unseen
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