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JasonFader's profile
Jason Fader
Jason Fader
Jason Fader
@JasonFader

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Jason Fader

@JasonFader

Freelance producer/designer. Worked on other stuff like Fallout: New Vegas, WoW, Warcraft 3, System Shock (2016), ThreadSpace: Hyperbol, and Steam Bandits.

Irvine, CA
Joined May 2009

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    1. Jason Fader‏ @JasonFader 8 Jul 2018
      Replying to @TriangleCity_

      Oh, and as far as how long it took, FNV had A LOT of lines to record. I think I ended up doing temp VO for 70% of the game. It took me about 10-20 hours per week spent after work on my own time. I had a lot of fun doing it and gladly volunteered my time for it.

      2 replies 0 retweets 0 likes
    2. Griffin Lambert‏ @TriangleCity_ 11 Jul 2018
      Replying to @JasonFader

      You mentioned you would've voiced the host of WW radio if you couldn't get Art Bell, but did you have you own character who would've called in as well?

      3 replies 0 retweets 0 likes
    3. Jason Fader‏ @JasonFader 11 Jul 2018
      Replying to @TriangleCity_

      Sort of... I was planning on using my temp VO voices for the commercials that would play in between callers. Like an ad for Mentats, Fancy Lads, and some other stuff. Oh, and an ad from a "Used Wind Brahmin Dealer".

      2 replies 0 retweets 1 like
    4. Griffin Lambert‏ @TriangleCity_ 12 Jul 2018
      Replying to @JasonFader

      Yeah I vaguely remember you mentioning that it would've been like the movie Rubber? Haha! Presumably the wind Brahmin encounter would've happened at the Brooks Tumbleweed Ranch? I know there's a Nightkin there that tries to sell the player a Wind Brahmin.

      1 reply 0 retweets 0 likes
    5. Jason Fader‏ @JasonFader 12 Jul 2018
      Replying to @TriangleCity_

      Oh, we were planning on having it happen anywhere. Just randomly spawning in the tumbleweed in the distance and letting observant players notice the pattern.

      1 reply 0 retweets 1 like
    6. Griffin Lambert‏ @TriangleCity_ 12 Jul 2018
      Replying to @JasonFader

      The more you tell me about WW radio, the sadder I get it was cut. :( You mentioned the list of WW radio characters isn't available to you anymore. Is that because you typically lose access to design documents when a game is finished? Or was it simply lost over time?

      1 reply 0 retweets 0 likes
    7. Jason Fader‏ @JasonFader 13 Jul 2018
      Replying to @TriangleCity_

      Well, I personally don't have access to the design doc since I'm no longer with Obsidian. I think a few characters were called out in it, but not a full list. I had most of that in my head and it would have gone into a spreadsheet if the feature moved forward.

      1 reply 0 retweets 1 like
    8. Griffin Lambert‏ @TriangleCity_ 13 Jul 2018
      Replying to @JasonFader

      Ah, that makes sense. It made me curious when you mentioned how much time you spent recording Temp VO. Was that kind of after work volunteering common during NV's development?

      1 reply 0 retweets 0 likes
    9. Jason Fader‏ @JasonFader 14 Jul 2018
      Replying to @TriangleCity_

      For me, yes. I had a lot of free time back then and loved working on the project. When I wasn't doing temp VO, I was doing tools programming to get things more efficient for the dev team. I basically did whatever I could to help the project :-)

      1 reply 0 retweets 1 like
    10. Griffin Lambert‏ @TriangleCity_ 14 Jul 2018
      Replying to @JasonFader

      Ah that's a fantastic quote! I think it's undeniable when you play NV that it was made with a lot of passion, and your response depicts that. :) In terms of programming, level design, scripting, modeling, etc, were there any particularly memorable bugs or issues?

      1 reply 0 retweets 0 likes
      Jason Fader‏ @JasonFader 17 Jul 2018
      Replying to @TriangleCity_

      My favorite was "Bob from Accounting". At the start of Honest Hearts (I think), you enter a cave and instead of emerging on the other side, you enter a dark room with an NPC named Bob from Accounting. If you spoke to him, your game crashed. We were all very confused :-p

      11:22 AM - 17 Jul 2018
      • 1 Like
      • Griffin Lambert
      2 replies 0 retweets 1 like
        1. New conversation
        2. Griffin Lambert‏ @TriangleCity_ 17 Jul 2018
          Replying to @JasonFader

          I think I remember reading a quote where Chris Avellone mentioned that! :) Didn't the bug involve the player having a certain item in their inventory?

          1 reply 0 retweets 0 likes
        3. Jason Fader‏ @JasonFader 17 Jul 2018
          Replying to @TriangleCity_

          Hmm, don't recall if a certain item was needed, but I'd trust what Chris says. He has an amazing memory and was my mentor/boss/friend for most of the project.

          2 replies 0 retweets 1 like
        4. Show replies
        1. New conversation
        2. Griffin Lambert‏ @TriangleCity_ 17 Jul 2018
          Replying to @JasonFader

          Speaking of the DLC’s, I've noticed they have very little unused content. Was there a shift in the way the DLC’s were developed in comparison to the main game? If so, was this related to the team being more familiar with what they could implement, in the limited time you had?

          1 reply 0 retweets 0 likes
        3. Jason Fader‏ @JasonFader 17 Jul 2018
          Replying to @TriangleCity_

          Hehe, the shift was I became the Lead Producer on the project and we stuck to a content creation schedule with a high degree of accuracy thanks to what we learned from creating the main game :-)

          0 replies 0 retweets 1 like
        4. End of conversation

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