Jason D. Anderson, usually credited as Jason Anderson, is a video game developer. He started out as a contract artist for
Interplay on the
USCF Chess project. He was later hired to work on ''
Fallout
Nuclear fallout is residual radioactive material that is created by the reactions producing a nuclear explosion. It is initially present in the radioactive cloud created by the explosion, and "falls out" of the cloud as it is moved by the ...
'' for which he became Lead Technical Artist, working on the original game design, interface, and quests. After working on the prototype design for ''
Fallout 2
''Fallout 2'' (also known as ''Fallout 2: A Post Nuclear Role Playing Game'') is a 1998 role-playing video game developed by Black Isle Studios and published by Interplay Productions. It is a sequel to ''Fallout (video game), Fallout'' (1997), ...
'', Anderson left with fellow developers
Timothy Cain and
Leonard Boyarsky to found
Troika Games
Troika Games was an American video game developer co-founded by Jason Anderson (artist), Jason Anderson, Tim Cain, and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for ''Arcanum: Of Steam ...
. After Troika Games collapsed, Anderson left the game industry for a short time to sell real estate.
Interplay reopened in-house development and in 2007 hired Anderson as Creative Director for an unannounced
massively multiplayer online game
A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
.
In March 2009, Anderson joined
inXile Entertainment
inXile Entertainment, Inc. is an American video game developer and a studio of Xbox Game Studios based in Tustin, California. Specializing in role-playing video games, inXile was founded in 2002 by Interplay co-founder Brian Fargo. The studio ...
as Creative Director. In January 2011, he left inXile to join
Turtle Rock Studios
Turtle Rock Studios (known as Valve South between 2008 and 2010) is an American video game developer founded in March 2002 by Mike Booth. It was acquired by Valve in 2008, but was re-founded in 2010 as a subsidiary of Slamfire Inc. by Phil Rob ...
. In March 2012, inXile announced the
crowdfund
Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance, to fund projects "without standard financial ...
ed development of ''
Wasteland 2'' with Anderson as the game's storyline author.
In March 2019 it was announced on Twitter that Anderson had rejoined inXile, who in the meantime had been acquired by
Microsoft
Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
alongside Obsidian Entertainment. This indirectly reunites him with Troika colleagues Tim Cain and Leonard Boyarsky, who work for Obsidian.
Biography
Jason Anderson grew up being the youngest of 10 children. He got into ''
Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
'' (D&D) around the age of 10 when his mom bought him the basic D&D set. Already at a young age, he enjoyed using the D&D and
Avalon Hill
Avalon Hill Games Inc. is a game company that publishes wargames and strategic board games. It has also published miniature wargaming rules, role-playing games and sports simulations. It is a subsidiary of Hasbro, and operates under the compan ...
settings to imagine his own adventures set in other universes such as ''
Blade Runner
''Blade Runner'' is a 1982 science fiction film directed by Ridley Scott from a screenplay by Hampton Fancher and David Peoples. Starring Harrison Ford, Rutger Hauer, Sean Young, and Edward James Olmos, it is an adaptation of Philip K. Di ...
.'' He learned basic programming on the
Apple II
Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
and created his own dungeon crawling program to simulate dungeons and random encounters from the D&D table top game. After high school he nearly stopped using the computer altogether, focusing on working in construction and getting his degree as Recording engineering from Golden West College in 1992. He later purchased an Amiga and subsequently taught himself to use both LightWave 3D and 3ds Max, 3D Studio (for Windows). He sent a sample of his work to
Interplay Entertainment
Interplay Entertainment Corp. is an American video game developer and publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca Heineman, as well a ...
, which got him started in the computer games industry.
He has mentioned ''
X-COM'', ''
Jagged Alliance
''Jagged Alliance'' is a series of turn-based tactics video games. The first games in the series were released for DOS. From ''Jagged Alliance 2'' on, the games were developed using DirectX for native Windows operation. ''Jagged Alliance 2'' was ...
'' and ''
Planescape: Torment'' as being some of his favorite games.
Career
Interplay Entertainment (March 1994 – July 1997)
Anderson got his first contract working on
USCF Chess and was subsequently offered a full-time position at
Interplay Entertainment
Interplay Entertainment Corp. is an American video game developer and publisher based in Los Angeles. The company was founded in 1983 as Interplay Productions by developers Brian Fargo, Jay Patel, Troy Worrell, and Rebecca Heineman, as well a ...
. His first job was 'clean-up artist' on
Stonekeep, which was just about to ship.
In 1993 he was assigned to the GURPS-related project being developed by
Tim Cain; the yet to be named ''
Fallout
Nuclear fallout is residual radioactive material that is created by the reactions producing a nuclear explosion. It is initially present in the radioactive cloud created by the explosion, and "falls out" of the cloud as it is moved by the ...
''. Within a short time, he rose to a lead position and became a key member of the Fallout team. His role in making the game started out with supplying Cain with art to test out with the graphics engine he was building. Even though Anderson was hired as an artist, he was allowed to take on several roles in the development process. He attended all design meetings and ultimately designed the way art would be implemented into the ''Fallout'' engine.
The small team size also contributed to the diversity of the tasks. Anderson created a large part of the opening cinematic, modeled and animated around half of the creatures, including female humans and mutants. He also built the interface, created many of the landscape tiles and wall sets. Finally, he did significant design work as well, especially concerning the story and the quests.
Anderson's wife also contributed to the development of the game, creating the death screen and doing several animations (including the two-headed Brahmin and Mr. Handy) and in-game movies shown when the water levels are lowering, the 'dipped in the vats/turn you into a mutant movie' and the 'exploding mutant vats movie'.
One of Anderson's fondest memory from ''Fallout''s development was coming up with the ending to the game in conjunction with
Leonard Boyarsky. They figured it would fit the tone of the game, including the xenophobic nature of the vault dwellers, if the main character would actually be rejected by his former people. Cain was skeptical at first, given its unorthodox nature compared to other RPGs which were usually about empowering the player and becoming a hero. But he eventually gave in to the idea.
''Fallout'' shipped in October 1997 and became a commercial success, eventually selling around 600,000 copies. Therefore, Interplay began the initial design work for the sequel. However, the initial team, notably Cain, Anderson and Boyarsky, felt that many design decisions were being taken without their consent such as who should work on the project.
Anderson recalls disagreement with Interplay concerning who the next team members should be.
As ''Fallout'' had received little attention internally from Interplay during its development gave the designers extensive freedom to craft the game the way they wanted to. However, that began to change already in the final months before it shipped. Cain says that he was unhappy at how development worked at Interplay while developing Fallout. People who neither played nor liked games were making crucial decisions about marketing the game, its features, and the shipping date. Consequently, Cain became increasingly discontent with the new working environment at Interplay. Already in July 1997, three months before ''Fallout'' would ship, he had decided that he did not want to work on the sequel. Before Thanksgiving that year, he told
Feargus Urquhart of his plans of quitting the company, as he was afraid that increased interference from different units of Interplay would hamper his creative freedom of working on the game. Cain ended up working on ''
Fallout 2
''Fallout 2'' (also known as ''Fallout 2: A Post Nuclear Role Playing Game'') is a 1998 role-playing video game developed by Black Isle Studios and published by Interplay Productions. It is a sequel to ''Fallout (video game), Fallout'' (1997), ...
'' for a few more months, and was given the role of lead designer and producer. Boyarsky and Anderson wrote the main story line for the game. However, the problems persisted. According to Cain, marketing and sales took counterproductive decisions pertaining inter alia to game box design without consulting him. His wish to become division manager for the marketing department was met with resistance from Urquhart, who saw this as an infringement on his own authority and responsibilities. Cain recalls spending too much time arguing with people and trying to defend the game from devolving into a lesser product. Boyarsky and Anderson were both unwilling to work on a sequel for ''Fallout'' without him.
In mid-January 1998, Cain decided to leave Interplay. Anderson and Boyarsky submitted their resignation the day after. Having left Interplay, Cain, Anderson and Boyarsky met the day after to discuss their next moves. None of them had approached any other gaming company to inquire for a job. Originally, they never planned to make their own company as none of them were businessmen but knew that they enjoyed working together. In the following weeks they contacted local companies such as
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
and
Virgin Interactive
Avalon Interactive Group, Ltd., formerly known as Virgin Interactive Entertainment, was a British video game distributor based within Europe that formerly traded as the video game publishing and distributing division of British conglomerate the V ...
, who were more interested in hiring them to work on ongoing projects, rather than let them work on their own idea. Subsequently, they figured that their game would only be made if they formed their own company, so they "switched tactics and began approaching companies for a contract and not for employment".
This is when Troika Games was founded.
Troika Games (April 1998 – April 2005)
Troika Games
Troika Games was an American video game developer co-founded by Jason Anderson (artist), Jason Anderson, Tim Cain, and Leonard Boyarsky. The company was focused on role-playing video games between 1998 and 2005, best known for ''Arcanum: Of Steam ...
was incorporated on 1 April 1998 by Tim Cain, Jason Anderson and Leonard Boyarsky, with all three having the title of "Joint CEO".
According to Anderson, each had their unique specialty: Cain being a talented programmer, Leonard a talented artist while Anderson created solutions for merging art and programming .
The name ‘Troika’ was originally coined by
Feargus Urquhart, referring to their ability to work together and complement each other's skills.
Anderson described the workplace at Troika as having a casual environment and working hours, with frequent social activities such as barbecues and trips to the movie theater. Also, Troika offered competitive remuneration packages including retirement plans.

Anderson carried out a plethora of tasks at Troika. While doing considerable work on two of the company's three released titles (''
Arcanum: Of Steamworks and Magick Obscura'' and ''
Vampire: The Masquerade – Bloodlines''), he also handled managerial tasks related to running the company. These included creating design documents for future games, managing projects, interactions with publishers and directing artists.
''Arcanum'' was the first game from Troika Games. The initial design of the game was conceived by Cain, Anderson and Boyarsky after leaving Interplay. While reflecting on what game to make next, they decided that they wanted their turn at making an RPG set in a fantasy setting. The post-apocalyptic setting of ''Fallout'' had been a conscious design-choice to distance themselves from fantasy-titles like the
Might and Magic
''Might and Magic'' is a series of role-playing video games in the science fantasy genre developed by New World Computing, which in 1996 became a subsidiary of The 3DO Company. The original ''Might and Magic'' series ended with the closure of t ...
series and other games based on Dungeons and Dragons. However, they did not want to make a ‘typical’ fantasy game set in the 14th century, often the case for games in the genre. ''Arcanum: Of Steamworks and Magick Obscura'' was thus set in the 18th century, imagining what would happen in a world where magic co-existed with the industrial revolution.
Indeed, the desire to mix magic and technology was a given from the start. They drafted ideas for how each race in the world would be affected by technology, with Boyarsky stating that "the orcs would be used as the slaves of all the capitalist machinery".
Cain remembers that ideas came swiftly, and they were happy with the outline of the game. Cain, Anderson and Boyarsky worked on the initial design of ''Arcanum'' by themselves for five months until they landed a contract by with
Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and Video game publisher, publisher founded in 1979 by Ken Williams (game developer), Ken and Roberta Williams. The company is ...
, which let them expand the team to 12 people.
Because ''Arcanum'' was made with a modest sized team (later increased to 14 people), Anderson took on a number of different responsibilities.
These included art, movies, design, dialogue, scripting, music and sound effects. Added to this came also business-related tasks where he wrote business plans, managed budgeting, wrote proposals, pitched games to publishers, co-negotiated contracts and created and maintained schedules. The decision to keep the team small was a decision that would cost the team many nights and weekends, remembers Boyarsky. He recalls that the company was in a near constant state of ‘crunch mode’ (working beyond the normal 40-hour work week), and the staff always felt under pressure.
According to Boyarsky, Troika's original goal had been to work exclusively for one publisher, as a kind of their external RPG dev team. This way, they thought they would maintain a staple flow of contracts.
Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and Video game publisher, publisher founded in 1979 by Ken Williams (game developer), Ken and Roberta Williams. The company is ...
was their first choice of publisher, which kept the team busy even while they were unsure about making an Arcanum sequel. But when Sierra faced economic problems, the partnership with Troika was cut short.
Having concluded their dealings with Sierra Entertainment, Troika got a contract from
Atari
Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
to work on ''
The Temple of Elemental Evil
''The Temple of Elemental Evil'' is an adventure module for the fantasy role-playing game ''Dungeons & Dragons'', set in the game's ''World of Greyhawk'' campaign setting. The module was published by TSR, Inc. in 1985 for the first edition ''A ...
'' in 2001. Cain spearheaded that project, which was released in 2003
to generally favorable reviews.
Anderson and Boyarsky would focus on a game set in the ''
Vampire: The Masquerade'' universe. Boyarsky expressed the desire to build a game in a new setting, to challenge themselves ."
The project began when Boyarsky and Anderson were invited to Seattle to see the latest build of the Source engine. Subsequently, they had discussions with Scott Lynch of
Valve
A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
about using the
Source game engine to create a brand new, groundbreaking first-person RPG. Troika was thus the first external team to be allowed using the Source engine.
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
(who had recently founded a partnership with Valve), suggested them to make a game using the Vampire: The Masquerade setting, for which they had the license. Troika began to research the World of Darkness and the Vampire system before agreeing that it would be a great fit.
"
Anderson's responsibilities on ''Vampire: The Masquerade – Bloodlines'' included game design, level design and creation, sound effects, and design and implementation of interface and artwork.
He liked the game world
compared to his last two games (''Fallout'' and ''Arcanum'')and was happy that he able to make a game about vampires. However, he was not familiar with the Vampire: The Masquerade table-top games, and had to do some research to understand the setting and translate it to a video-game experience. Anderson relied on player experiences from colleagues and online forums, to understand what drew players to the game. First, he learned that the main point liked was Vampire's focus on character interaction with stats, items, and powers taking a backseat. Main elements for the players’ experiences were constantly changing intricacies of the world and vampiric society. Second, Anderson had to reproduce the pen-and-paper experience to satisfy fans of the setting and give newcomers an accurate introduction. Generally, the character attributes from Vampire were easily implemented into the video-game format, while others (such as ‘knowledge of law') had to be left out. Also, dice rolls and randomness were removed as they would not have fit in a first-person setting. Disciplines were confusing and thus challenging to implement. Thus, a deviation from the board game was made to streamline the disciplines into the game. Furthermore, Anderson designed the ‘haunted mansion’ level of the game, which is famous for being "eerily atmospheric"
and well-paced. Boyarsky recalls that "several people took turns trying to make that work, but it wasn’t until Jason took it over that it really began to shine".
The development of Bloodlines was challenging for Troika. First, compared to the relative freedom they enjoyed during the development of ''Arcanum'', ''Vampire''s design choices had more checks and balances as both
White Wolf and
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
wanted to validate their decisions. Second, the deteriorating working relationship with Activision and constant deadlines had damaged the morale of the development staff. Cain recalls an embargo being placed on the game. In fact, Troika was not allowed to work on it for several months before the release date, as Activision kept a gold version master until the release date. Any patches and fixes that Troika worked on, where thus not allowed to be included in the game. This also included improvements made to the Source engine such as advancements in physics, modelling and facial animation which Bloodlines did not have. The embargo hurt the morale of the team, who had finished a game that could not be shipped, changed, or talked about. Furthermore, Activision wanted to ship it as soon as possible, resulting in many features being cut and forcing the Troika staff to work long hours. Anderson later stated that the vast majority of Bloodline's development time was spent in 'crunch-mode' .
While ''Bloodlines'' received favorable reviews and praise from RPG fans, its numerous bug and imperfections were flagrant.
Anderson reflected that their publishers were not willing to give the Troika team the necessary time to polish their games, pulling an unfinished product from their hands.
Furthermore, Cain adds that they never imagined that Activision would ship ''Vampire'' on the same day as Half-Life 2. He finds that postponing launch day would have given the team time to polish the game using a stable engine, avoiding direct competition with the very popular Half-Life 2.
Bloodlines was finally released on 16 November 2004 and has become somewhat of a cult classic among RPGs, which is still being updated to this day. Nevertheless, initial sales figures were weak, failing to ensure financial stability to the company. They continued to present game ideas to publishers, Anderson's favorite being "Dreadlands, an
MOGset in mythical mid 19th century Eastern Europe". They also worked on a game set in a post-apocalyptic setting reminiscent of ''Fallout'', for which an engine demonstration was released.
However, Troika faced difficulty finding new publisher deals, haunted by a track record of great ideas with lackluster implementation. Consequently, Troika shut down their business operations in 2005. Reminiscent on the fate of Troika, Anderson said that Troika's games were considered B-titles, Something that publishers shun away from. He adds, "Unfortunately, although our games had depth and vision, we were never able to release a game that had been thoroughly tested and rid of bugs".
Leonard Boyarsky has since joined Obsidian Entertainment on April 1, 2016, and is currently working on an unannounced RPG with Tim Cain. This made fans hope that Anderson might join the company as well, effectively reuniting the Troika team. In an interview with RPGCodex from September 2016, Boyarsky said that the three are still friends and meet several times per year. He remains positive towards bringing the team together again, although they would have to find new ways of working together, given the differing experiences they have all had over the years.
Post-Troika hiatus (2004 – 2007)
After Troika shut down, Anderson took some vacation with his wife and family. They decided that they needed a break from the entertainment industry, in order to spend more time together. 2004 had been a difficult year, with several family issues on top of the demise of Troika. Anderson, who is skilled in many facets of construction, spent a few months repairing his house, remodeling the kitchen and baths, removing the sound room and replacing the balcony. After selling the house, they settled down in
Phoenix, Arizona
Phoenix ( ) is the List of capitals in the United States, capital and List of cities and towns in Arizona#List of cities and towns, most populous city of the U.S. state of Arizona. With over 1.6 million residents at the 2020 census, it is the ...
and got active in the real estate business. His wife acquired her Real Estate License and the couple bought another old house, which Anderson spent around 3 months fixing. Anderson also home-schooled his daughters during this period.
While contemplating his return to the game industry, Anderson considered working at the new studios of his former Troika partners (Boyarsky and Cain subsequently found jobs at
Blizzard Entertainment
Blizzard Entertainment, Inc. is an American video game developer and Video game publisher, publisher based in Irvine, California, and a subsidiary of Activision Blizzard. Originally founded in 1991, the company is best known for producing the h ...
and
Carbine Studios
Carbine Studios, Inc. was a video game developer and subsidiary of NCSoft, founded in 2005 by former members of Blizzard Entertainment. They were the developers of the online role-playing game ''WildStar''.
History
In the spring of 2005, Kevin Be ...
, respectively). However, Anderson did not get along with Boyarsky's project leader at Blizzard, and never got around to applying at Carbine. Moreover, he reflected on the seven years he spent with Boyarsky and Cain as "closely...related to a marriage",
coupled with stressful publisher relations, frequent deadlines and the constant fear that the studio would have to close its doors.
When the studio closed, they started seeing either other less frequently. However, Anderson "would like to work with them again someday".
Spending time away from game development also allowed Anderson to reflect on the aspects he liked and did not like about his career as a game designer. Also, he had the opportunity to enjoy playing games, regaining the enthusiasm he had upon first entering the industry.
Interplay Entertainment (October 2007 – February 2009)
In November 2007, it was announced that Interplay Entertainment had resumed development activities and hired Anderson to lead their first project .
Anderson worked on
Project V13 with fellow ''Fallout'' creator
Chris Taylor. Although it was never officially stated, the project he worked on was believed to be a ''Fallout''-related MMO. Interplay retained the rights for such a title after selling the ''Fallout'' rights to
Bethesda Softworks
Bethesda Softworks LLC is an American video game publisher based in Rockville, Maryland. The company was founded by Christopher Weaver in 1986 as a Division (business), division of Media Technology Limited. In 1999, it became a subsidiary of Z ...
. However, Bethesda later disputed this right in a legal case, which further stalled its development. Anderson had been in talks with
Hervé Caen (
Brian Fargo's successor after
Titus Software's acquisition of Interplay Entertainment in 2001) about the project for nearly a year, and felt it was one of the few projects that could entice him to get back into the video-game industry. As Creative Director, Anderson was responsible for a putting a team together and overseeing progress on the game. Nevertheless, although he enjoyed working on the project, Anderson later decided to leave Interplay to accept an offer from
InXile Entertainment
inXile Entertainment, Inc. is an American video game developer and a studio of Xbox Game Studios based in Tustin, California. Specializing in role-playing video games, inXile was founded in 2002 by Interplay co-founder Brian Fargo. The studio ...
who presented him with "a more stable opportunity".
InXile Entertainment (March 2009 – December 2010)
Anderson was hired as Creative Director at InXile Entertainment.
His role was to do design work and elaborate on the story for ''
Wasteland 2''.
Before successfully funding the project via
Kickstarter
Kickstarter, PBC is an American Benefit corporation, public benefit corporation based in Brooklyn, New York City, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative project ...
,
Brian Fargo attempted to generate publisher interest and secure their backing by having Anderson (Fallout lead designer),
Mike Stackpole (lead designer on the first
Wasteland) and someone who helped produce both games following the success of ''
Fallout 3
''Fallout 3'' is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the ''Fallout'' series, it is the first game to be developed by Bethesda after acquiring ...
''. Fargo was surprised at how little publisher interest there was. Subsequently, Anderson left the company before ''Wasteland 2'' launched on
Kickstarter
Kickstarter, PBC is an American Benefit corporation, public benefit corporation based in Brooklyn, New York City, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative project ...
. However, Anderson's work during his time with
InXile was kept . The Kickstarter campaign directly mentions Anderson's work on the storyline, which was retained for the final game.
Turtle Rock Studios (2011–2019)
Anderson subsequently joined
Turtle Rock Studios
Turtle Rock Studios (known as Valve South between 2008 and 2010) is an American video game developer founded in March 2002 by Mike Booth. It was acquired by Valve in 2008, but was re-founded in 2010 as a subsidiary of Slamfire Inc. by Phil Rob ...
in 2011. They shipped the first-person shooter ''
Evolve'' in 2015. Anderson's exact role in that project is unknown, although he is credited for level design on the company's forum. He has stated that there are no titles at the company, as everyone is equal.
InXile Entertainment (2019–present)
On March 26, 2019, Anderson re-joined InXile Entertainment. This was announced by Chad Moore on Twitter, whom Anderson had worked with both at Interplay and Troika. Since both InXile and Obsidian were acquired by Microsoft, this in-directly reunites the Troika: Tim Cain, Leonard Boyarsky and Jason Anderson.
On June 11, 2023, Xbox Games Showcase revealed the new game he has been working on in collaboration with Chad Moore: Clockwork Revolution.
Works
Personal life
Apart from video games, music is one of Anderson's main hobbies. He has had an ear for music since being a child, and has composed several pieces on his own. He enjoys playing his guitar and prefers heavy, aggressive music such as
Quicksand
Quicksand (also known as sinking sand) is a colloid consisting of fine granular material (such as sand, silt or clay) and water. It forms in saturated loose sand when the sand is suddenly agitated. When water in the sand cannot escape, it crea ...
,
Tool
A tool is an Physical object, object that can extend an individual's ability to modify features of the surrounding environment or help them accomplish a particular task. Although many Tool use by animals, animals use simple tools, only human bei ...
and
Sepultura
Sepultura (, "grave")Barcinski & Gomes 1999, page 17. is a Brazilian heavy metal band formed in Belo Horizonte in 1984 by brothers Max and Igor Cavalera.Barcinski & Gomes 1999, page 16. They were a major force in the groove metal, thrash met ...
, which he listened to during the development of ''Fallout''.
References
External links
*
Terra Arcanum's entry on Jason D. Anderson
{{DEFAULTSORT:Anderson, Jason
Black Isle Studios
Interplay Entertainment people
Living people
American video game artists
American video game designers
Year of birth missing (living people)