Fable (Xbox)
Cinematographer

John joined Lionhead in October 2003 as a cinematographer, working on most of Fable's in-game cutscenes at various stages, including all of the key story cutscenes. By the end of the project he was effectively lead cinematographer, and helped supervise and schedule the final pass on the game's cutscenes.



Fable: The Lost Chapters (Xbox / PC)
Cinematographer / Scripter

He continued as the team's main cinematographer on the expanded version of Fable, working on all of the new cutscenes and taking all of the key story cinematics from first pass to final polish. He also designed and scripted some of the game's new quests.



Fable II (Xbox 360)
Designer

At the start of Fable II's development he joined the design team, where he was responsible for designing and documenting a variety of features, from Xbox Live support to crime and punishment, as well as prototyping interactive cutscenes.



The Movies: Stunts & Effects (PC)
Scene Designer

He was then loaned to the Movies team to help finish their Stunts & Effects expansion pack, creating scenes featuring everything from giant robots to flying saucer invasions. Unfortunately while John was working on this project, the studio was shut down and most of the staff made redundant.



Xiaolin Showdown (DS)
Designer

John then enjoyed a brief stint at Razorback, working on a scrolling beat 'em up based on the cartoon series Xiaolin Showdown. During his two months there he scripted and populated all of the game's levels, as well as creating all the in-game cutscenes and boss fights.



Unreleased (Wii)
Designer

John then moved on to Headstrong Games, where he worked as a designer on an unreleased Wii title for Nintendo. As well as designing numerous levels, he also contributed to game design and balancing. Sadly Nintendo eventually pulled out of publishing the title as their focus switched to lifestyle and casual games.



Rail Simulator (PC)
Scripter / Route Designer

During a brief lull in this Wii project, John was loaned to Kuju's Surrey studio, where he scripted the highly complex signalling systems for Rail Simulator. He also built several miles of track-side scenery near Barstow for the US version of the game.



House Of The Dead: Overkill (Wii)
Designer

After another stint on the Wii title for Nintendo, he was drafted in to help finish Headstrong's new grindhouse themed House of the Dead for Sega. He designed and built two of the seven levels and four of the seven boss fights, and wrote a lot of the game's incidental dialogue.



Unannounced (Wii)
Designer

John is now working on another exciting new Wii project at Headstrong.



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