Jean Simonet is a developer who worked at Bethesda Game Studios on Fallout 3 as a programmer. Simonet was responsible for AI, animation programming and pathfinding.[1] Simonet was credited with special thanks on Fallout 4.
Work on the Fallout series[]
For Fallout 3, Simonet worked on the implementation of navmeshing, after convincing the team to rework Bethesda's pathfinding system. Simonet had to use a two-pass pathing trick to accommodate for Liberty Prime's size, which previously broke navmeshing in his path.[2]
Simonet only worked on Fallout 4 for its first year of production (2012), during which he prototyped a Behavior Graph-based AI system.[3]
Employment history[]
From | To | Company | Role |
---|---|---|---|
August 2005 | December 2012 | Bethesda Game Studios | Programmer |
Credits[]
Fallout series[]
Year | Title | Credited as/for |
---|---|---|
2008 | Fallout 3 | Programmer |
2015 | Fallout 4 | Special Thanks |
Other work[]
Year | Title | Credited as/for |
---|---|---|
2004 | BloodRayne 2 | Programmer |
2005 | Æon Flux | Additional Programmer |
2006 | The Elder Scrolls IV: Oblivion | Additional Programmer |
2011 | The Elder Scrolls V: Skyrim | Systems Programmer |
2016 | Faceted Flight | Coder |