Clockwork Island

Fable III is the third video game in the Fable series of action role-playing open world video games. The game was published by Microsoft Game Studios and developed by Lionhead Studios for the Xbox 360 and Microsoft Windows.

Clockwork Island is one of the locations the player visits in DLC2 – Traitor’s Keep. Part theme park part production line built by the father of Albion’s industrial revolution, Clockwork Island has been abandoned and is falling to pieces. The level was a massive challenge to design due to the large open interior areas of the crumbling factories. Because of time of day changes and the fact the interiors were supposed to be lit naturally I couldn’t rely on baked lights (these would be lit even when the sun had gone down). To get around this the majority of the level was lit with dynamic point lights and artificial light shafts were added to the interiors. These were then controlled via a script that monitored the time of day and adjusted the light conditions appropriately. It was complex and inflexible, but produced the best results in the end.

Clockwork Island
Lionhead Studios / Microsoft
Clockwork Island
Showreel 2012
Lionhead Studios / Microsoft Game Studios
Fable Heroes, Fable III, Level Design
Caves
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Caves
Gravestone
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Gravestone
Millfields
Lionhead Studios / Microsoft
Fable Heroes, Level Design
Millfields
The Game
Lionhead Studios / Microsoft
Fable III, Level Design
The Game
The Hole
Lionhead Studios / Microsoft
Fable III, Level Design
The Hole
The Climax
Music, True Colours Of A Hero
The Climax
Giants Of The Sierra
Music, True Colours Of A Hero
Giants Of The Sierra
The Catacombs
Lionhead Studios / Microsoft
Fable III, Level Design
The Catacombs
Crossroads Of Passing
Lionhead Studios / Microsoft
Fable III, Level Design
Crossroads Of Passing
Mistpeak Cave
Lionhead Studios / Microsoft
Fable III, Level Design
Mistpeak Cave
Reaver’s Mansion
Lionhead Studios / Microsoft
Fable III, Level Design
Reaver’s Mansion
Dark Sanctum
Lionhead Studios / Microsoft
Fable III, Level Design
Dark Sanctum
My name is Bryn Davies, and I've worked as a Developer since 2007 at companies like Lionhead Studios and Ubisoft Toronto. I say "Developer" because, whilst some of my time has been spent strictly as a Level Designer my actual role on my projects has been extremely flexible. I’ve covered a lot of game development disciplines, from Tools Programmer, Producer, Level Designer and Scripter. Recently I’ve worked as a Gameplay Designer, developing player characters with the character team and scripting prototype gameplay, as well as designing core combat and camera systems. Currently I work as Technical Director of Level Design at Ubisoft Toronto, which covers everything from tools development, pipeline and process, metrics, documentation, training and a great amount of technical issues to solve on a daily basis - just the way I like it!
Things that I love about my job: Complex technical / organisational issues, web development, documentation standards and systems, spatial cognition, prototyping, teaching.
I have a lot of history producing web content over the last 15 years and have used my skills in professional tools developement during several AAA projects. I also have a strong musical and technical audio background - I love playing the piano and previously trained as a Studio Engineer. Nowadays I still mix D&B and Breakcore when I get the chance.