Work on the Fallout series
Caponi was responsible for writing dialogue, designing locations, crafting characters, implementing scenes and scenarios, and creating background lore for Fallout 3. His secondary duties included systems and content design. Additionally, Caponi wrote the character of Charon, and served as one of the main narrative designers on The Pitt add-on, alongside Fred Zeleny.
Erik started his career as a game designe Xmachina Studios in Pittsburgh, Pennsylvania, designing and implementing systems and levels for showcase from January 2001 to February 2003. He worked at Monolith Products in Kirkland, Washington, from June 2004 - July 2005, scripting stories and levels. Erik was at Bethesda Softworks from 2005 to 2009, working on Fallout and The Elder Scrolls. He took narrative positions at Big Huge Games, 2K and Ubisoft before finding his current position as game director at Relic Entertainment since 2018.
Additionally, Erik has been a rules tester for tabletop roleplaying games and a domain storyteller for Camarilla. He holds a degree in filmmaking.
Primarily what I do around here is known as "Freeform Gameplay." I started with it on Shivering Isles and it's now my full time role on Fallout. What it means is that I'm responsible for gameplay content that isn't related to quests. This can take the form of incidental dialog, NPC behavior, scripted scenes, town dialog, world encounters, lore, conversation systems, as well as any one of a million different things that might not be tied directly to a particular quest."Perhaps the most limiting thing about working in a persistent world is that you can't change the world around the player's actions. You can't have an epic quest that ends up burning down a town or killing a major NPC. So the stories have to be very self contained and can’t change the world itself. This leads to things feeling very static. And personally, I like to write things that make the player look at the game world and see the effect that his actions have had on it. Having a world that needs to house several thousand players limits that.”— Erik Caponi
|2001||2003||Xmachina Studios||Game Designer|
|2004||2005||Monolith Productions||Game Designer|
|2005||2009||Bethesda Softworks||Game Designer|
|2009||2012||Big Huge Games||Lead Narrative Designer|
|2018||Present||Relic Entertainment||Game Director|
|2008||Fallout 3||Quest Designer & Writer|
|2009||The Pitt||Lead Narrative Designer|
|2005||The Matrix Online||Mission Designer|
|2006||The Elder Scrolls IV: Knights of the Nine||Game Designer|
|2006||The Elder Scrolls IV: Oblivion||Game Designer|
|2007||The Elder Scrolls IV: Shivering Isles||Game Designer|
|2011||The Elder Scrolls V: Skyrim||Special Thanks|
|2012||Kingdoms of Amalur: Reckoning||Principal Narrative Designer & Writer|
|2016||Watch Dogs 2||Narrative Additional Thanks|
|2017||For Honor||Additional Narrative Director|
- Fred Zeleny on Twitter: "@q0rt @leighalexander Once, @DoctorSpooky found a CL fantasy-hookup request for Charon, the ghoul he wrote in FO3. He considered responding."
- Fred Zeleny on Twitter: "@mpacholik @BillZoeker Please save at least half of that love for the other main narrative designer for The Pitt, @DoctorSpooky."