The Game

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.

Three wizards have a quest for a true Hero – to rescue the princess from the evil Baron! In reality though, the 3 wizards are ordinary guys, the Baron and the princess are cardboard cutouts and the setting is built on a tabletop in their living room. That won’t stop them though from shrinking the player down to a fraction of their size to play out a game of Hollows & Hobbes, Albion’s most popular roleplaying game.

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.