Steve Cornett is a developer who worked at Bethesda Game Studios on Fallout 4 and Fallout 76 as a level designer.
Work on the Fallout series[]
For both Fallout 4 and Fallout 76, Cornett worked on level design and the creation of random encounters. Some of the random encounters Cornett created for Fallout 4 include the Preston Garvey impersonator and the moonshiner. For the add-on Far Harbor, Cornett helped script out the gulper battle at the start of Walk in the Park, as he was called in to assist with the elaborate sequence.[1] For the add-on Nuka-World, Cornett was the level designer on the boss fight against Colter in the Cola-cars arena[2] and also created the Dunmore homestead.
In Fallout 76, Cornett was the primary designer of the Whitespring as it appeared at the game's release, described as a passion project. This extended to the creation of the Whitespring's architecture and modeling, as well as the assault-type random encounters at the resort.[3][4]
Employment history[]
From | To | Company | Role |
---|---|---|---|
2002 | 2005 | Indiana University Bloomington | Associate Instructor |
2006 | 2010 | Liquid Entertainment | Designer |
2010 | Present | Bethesda Game Studios | Level Designer |
Credits[]
Fallout series[]
Year | Title | Credited as/for |
---|---|---|
2015 | Fallout 4 | Level Designer CIT student (uncredited) |
2018 | Fallout 76 | Level Designer Chris Evetts (uncredited) |
Other work[]
Year | Title | Credited as/for |
---|---|---|
2011 | The Elder Scrolls V: Skyrim | Level Designer |
Notes[]
Steve designed many points of interest in the southeast region of the Commonwealth.
Gallery[]
References[]
- ↑ Level and Quest Design Collaboration from 'Skyrim' to 'Starfield' (21:15 - 28:23)
- ↑ Mark Teare on Tumblr
- ↑ BGS_Steve on Bethesda Game Studios' official Discord
- ↑ Editor IDs in the game's files for static objects at the Whitespring use the same initialing system as random encounters (SC).