Dark Sanctum

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.

 

The player helps a group of cannibals gradually rebuild the ruins of an ancient temple of evil, which is reconstructed and unearthed as the player returns to help.

This was one of the most dynamic levels in Fable III, changing as the player completes each quest in the area. It was also the only level in the game to feature a seamless (loadless) transition from a natural exterior to an interior level.

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.