Joshua Moretto

Lead Quest Designer at Bethesda Game Studios
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Location
Austin, Texas, United States, US

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James Posey

I had the privilege of working with Josh on 2 team game projects while attending the Guildhall at SMU and feel extremely lucky to have had him on my team on both occasions. On the first team game project, Josh and I were the only team members. As we had no programmer, Josh took it upon himself to do all the scripting for the project. He was always dedicated 125%, often staying up every night not only until they kicked us out of the building at 1am, but often an hour or so longer as we worked from the parking lot of the building. As a result of his dedication, our game project was the first in the history of the school to make it to exhibition with only 2 team members. On the final capstone team game project, Josh had the title of lead level designer. As the lead, he not only assigned tasks, kept level designers focused and disciplined, but also managed to script not only 1, but 3 fully functional, completely unique, and fun boss fights. Most of the capstone game projects can barely manage 1. Josh did 3. As a person, Josh is passionate, articulate, humble, and dedicated. He is a good leader and great at keeping people focused when they might slip otherwise. Josh is an extremely valuable asset to have on any team and I really hope to have the honor of working with him again in the near future.

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Experience

    • United States
    • Computer Games
    • 300 - 400 Employee
    • Lead Quest Designer
      • Apr 2022 - Present

    • Senior Quest Designer
      • Dec 2021 - Apr 2022

    • Quest Designer
      • Nov 2019 - Jan 2022

    • Technical Designer
      • Apr 2016 - May 2019

      Design and development of multiple features for the launch of Anthem.

    • Designer
      • Sep 2015 - Apr 2017

    • Associate Designer
      • Jun 2013 - Sep 2015

      • Produced content for the Cartel Market microtransaction system• Released a minimum of 8 content updates yearly• Prototyped new categories of marketable player items• Redesigned the Collection system to simplify the design team process and reduce implementation errors• Worked in collaboration with engineering to take the refactored design from concept to implementation• Created Excel-based tools to improve the Cartel Market design team’s workflow, dramatically decreasing the time for content creation• Produced extensive documentation of content creation processes• Trained new team members on goals, processes, and best practices Show less

    • Assistant Designer
      • May 2011 - Jun 2013

      • Developed launch quest content for several planets, including Dromund Kaas, Balmorra, Quesh, and Voss• Pitched, developed, and launched content for the first two limited time Events for SWTOR, the Rakghoul Pandemic and The Grand Acquisitions Race, as well as the first repeating event, The Relics of the Gree• Worked with art and engineering teams to meet content design goals where needed• Extensive experience with HeroEngine/HeroBlade

    • Temporary World Builder
      • Jun 2010 - May 2011

      Temporary World Builder/Scripter at BioWare Austin

    • Student
      • Jan 2009 - Aug 2010
    • United States
    • Law Practice
    • 500 - 600 Employee
    • Administrative Assistant
      • Mar 2006 - Dec 2008

Education

  • Cornell University
    Bachelor of Arts, English Literature
    1997 - 2002
  • Southern Methodist University
    Certificate in Digital Game Development, Specialization in Level Design, Video Game Level Design
    2009 - 2010

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