Millfields

Fable Heroes is a beat 'em up video game in the Fable series, developed by Lionhead Studios and published by Microsoft Studios for Xbox 360.

Millfields is the first level in the game, based on the region from Fable III of the same name. In the Darkworld version of the map things take a spookier turn, with the level taking on a haunted “Scooby Doo” feel to it.

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.