GameDevHistory's profile picture. Dedicated to covering people in the game industry who aren't always celebrated.

AnotherSideOf

@GameDevHistory

Dedicated to covering people in the game industry who aren't always celebrated.

Pinned

Please check my Moments tab for an easy-to-navigate list of all the people featured on this account so far.


He's currently employed at Cliff Bleszinski's Boss Key Productions, where he served as the art director of their recently released multi-player FPS Lawbreakers (2017). youtube.com/watch?v=5w3006…

GameDevHistory's tweet card. 19 Minutes of Lawbreakers Gameplay

youtube.com

YouTube

19 Minutes of Lawbreakers Gameplay


He also worked as the art director on the ill-fated Duke Nukem Forever (2011) while it was under development by 3D Realms.

GameDevHistory's tweet image. He also worked as the art director on the ill-fated Duke Nukem Forever (2011) while it was under development by 3D Realms.

He later returned as the senior art director for its sequel, Planetside 2 (2012). He described his role on the game as "being in charge of everything you see on the screen." youtube.com/watch?v=kyjMWI…

GameDevHistory's tweet card. Planetside 2 Gameplay Footage

youtube.com

YouTube

Planetside 2 Gameplay Footage


After leaving Interplay, he worked as the art director of the innovative MMO-FPS Planetside (2003) and all of its expansions. youtube.com/watch?v=g4CMGT…

GameDevHistory's tweet card. Planetside 1 - Galaxy Tower Drop - Azure Twilight 2012

youtube.com

YouTube

Planetside 1 - Galaxy Tower Drop - Azure Twilight 2012


Isaac then became a lead artist on Fallout 2 (1998) (in which a character with his nickname, "T-Ray", appeared) and also worked as an artist on Descent to Undermountain (1998) and Icewind Dale (2000). (Fallout 2 depicted.) youtube.com/watch?v=xSfwDg…

GameDevHistory's tweet card. Fallout 2 gameplay

youtube.com

YouTube

Fallout 2 gameplay


Among many other art duties, he was also responsible for the design of the Robobrains, which went on to appear in every major Fallout game.

GameDevHistory's tweet image. Among many other art duties, he was also responsible for the design of the Robobrains, which went on to appear in every major Fallout game.
GameDevHistory's tweet image. Among many other art duties, he was also responsible for the design of the Robobrains, which went on to appear in every major Fallout game.
GameDevHistory's tweet image. Among many other art duties, he was also responsible for the design of the Robobrains, which went on to appear in every major Fallout game.

(Left: The earliest drawing made of the Vault Boy, created by Fallout art lead Leonard Boyarsky. Right: Isaac's design.)

GameDevHistory's tweet image. (Left: The earliest drawing made of the Vault Boy, created by Fallout art lead Leonard Boyarsky. Right: Isaac's design.)
GameDevHistory's tweet image. (Left: The earliest drawing made of the Vault Boy, created by Fallout art lead Leonard Boyarsky. Right: Isaac's design.)

After getting his start in the game industry in the mid-90s, Isaac made his way to Interplay, where he worked as an artist on Fallout (1997). For this, he created the now-famous Vault Boy design (based on Mr. Moneybags from Monopoly) and most of the accompanying illustrations.

GameDevHistory's tweet image. After getting his start in the game industry in the mid-90s, Isaac made his way to Interplay, where he worked as an artist on Fallout (1997). For this, he created the now-famous Vault Boy design (based on Mr. Moneybags from Monopoly) and most of the accompanying illustrations.

Tramell Ray "T-Ray" Isaac: Artist and art director. 20+ year industry veteran. Worked on Fallout, Icewind Dale and Planetside 2, among many other games. Created the iconic Vault Boy design for Fallout. (Pictured '06.)

GameDevHistory's tweet image. Tramell Ray "T-Ray" Isaac: Artist and art director. 20+ year industry veteran. Worked on Fallout, Icewind Dale and Planetside 2, among many other games. Created the iconic Vault Boy design for Fallout. (Pictured '06.)

After being laid off from Mattel, Terjung left the game industry and worked as a programmer for companies such as Citicorp. (1)


Terjung later stated that she was particularly proud of her Atari 2600 version of Tower of Mystery, and regretted its cancellation. (2)

GameDevHistory's tweet image. Terjung later stated that she was particularly proud of her Atari 2600 version of Tower of Mystery, and regretted its cancellation. (2)

The game was released as Tower of Doom (1986), the name being changed to avoid licensing complications. youtube.com/watch?v=IwNxus…

GameDevHistory's tweet card. Tower of Doom for the Mattel Intellivision

youtube.com

YouTube

Tower of Doom for the Mattel Intellivision


They obtained the Intellivision version of TOWER OF MYSTERY, and it was finished there by former developers from Mattel. (9)

GameDevHistory's tweet image. They obtained the Intellivision version of TOWER OF MYSTERY, and it was finished there by former developers from Mattel. (9)

The Intellivision continued selling, and INTV Corp. began releasing new games for it, many of them unfinished projects from Mattel. (8)

GameDevHistory's tweet image. The Intellivision continued selling, and INTV Corp. began releasing new games for it, many of them unfinished projects from Mattel. (8)

They sold the rights to their games and to the Intellivision system to INTV Corp., a company headed by a former Mattel executive. (8)

GameDevHistory's tweet image. They sold the rights to their games and to the Intellivision system to INTV Corp., a company headed by a former Mattel executive. (8)

After Terjung departed, Mattel ended '83 with a $300 million loss due to the game industry crash, and closed its game division in '84. (8)

GameDevHistory's tweet image. After Terjung departed, Mattel ended '83 with a $300 million loss due to the game industry crash, and closed its game division in '84. (8)

No footage of the Atari 2600 version is available. Below is footage of the Intellivision version. youtube.com/watch?v=DaxFl_…


This account does not follow anyone
Loading...

Something went wrong.


Something went wrong.