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Ryan Jenkins

Ryan Jenkins

Sep 1, 2026

42:18
Yeah.
42:19
And that was definitely something.
42:21
And it's something that I think between that mentality at Bethesda of everywhere is open, pretty much open game for anyone to go explore in.
42:35
And then, like I said previously, my first game was Red Faction Guerrilla, which was a game about you can blow up anything you want.
42:43
And that, I tell this story all the time, but I came onto that project and I was the only mission designer starting off.
42:51
And they had a stack of, they had a whole bunch of mission ideas.
42:56
And I, in a bout of completely unearned confidence, decided to when i had my meeting with the lead designer james haig if he's listening hi james um love james so i printed them all out and a lot of them were like you can go into this building but there's like this part of it you can't blow up so whatever so this is what the experience i go we're not doing that bam anyone that had anything that was like you can't do that i was like no again i don't know who this person is like i spent the rest of my career having like sometimes debilitating imposter syndrome.

1 HR 50 MINS LATER

153:40
Where do you strike that balance? And what do you think is more important, telling a story or facilitating the gameplay loop?

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