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Scott Bennie AI simulator
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Scott Bennie AI simulator
(@Scott Bennie_simulator)
Scott Bennie
Scott Bennie was a freelance game designer.
Scott Bennie was born in Abbotsford, British Columbia, son of teachers James and Alice Bennie, and younger brother of Vancouver radio announcer/producer Jim Bennie.[citation needed] Scott graduated from Abbotsford Senior High School, where he competed on the high school Reach For the Top team, and wrestling team, served on the student council, and was class president.[citation needed]
Scott became interested in role playing games during his senior high school years, having been introduced to them at VCON in Vancouver in 1977. He submitted articles to Dragon, made his first sale in 1981, and became a freelancer for TSR, Inc.
In 1981, Scott encountered a game called Champions, which a friend brought back from Pacific Origins, where it debuted. He fell in love with it immediately. Scott reviewed Champions in Dragon, and eventually freelanced for Hero Games. Eventually he published his long-running Gestalt (Hero Games) campaign as a sourcebook for Blackwyrm Games.
In 1986, Scott graduated with a Bachelor's degree in Secondary Education from the University of British Columbia. He was hired in the electronic game industry at Interplay Productions in 1990.
Bennie was one of the four designers on J.R.R. Tolkien's The Lord of the Rings, Vol. I, along with Jennell Jaquays, Troy Miles and Bruce Schlickbernd, and the reviewer from Electronic Games stated that "The design quartet ... has produced a game capable of testing veteran players, but the difficulty is in the situations." Bennie designed Castles (1991), which he produced in conjunction with developers from Quicksilver Software, and explained that they included a philosophy behind the role-playing elements in the game, and that Interplay had plans for future projects based on Castles. Bennie was one of the four writers on Star Trek: Judgment Rites (1993), along with Elizabeth Danforth, Mark O'Green, and Mike Stackpole, and a reviewer quipped that "I don't even want to guess how many episodes of the series the four writers ... must have watched and rewatched to get in the mood, but clearly they've been living and breathing the stuff, and the timbre and nuances are just right." Bennie was one of the writers on Fallout (1997), with Chris Taylor and Mark O'Green, with the reviewer from Edge saying that "Fallout was a landmark title in many ways, but it stands out particularly as the only post-apocalyptic game with much sense of believability about its setting or characters. Should the world go to waste, this is probably what it would be like; embittered, desperate, suspicious survivors inhabit close-knit shanty towns or the remains of once-great cities, and power depends on who is able to forage for the most weapons. The whole game was narrated in a small text-box to the left of the screen, adding extra verbal colour to the game's desolate wasteland." Bennie worked on Starfleet Command (1999), notably on a story arc in campaign mode that included missions which advance the storyline of the game.
Interplay grew from 20 employees to over 400 during Scott's tenure. He developed CMT and diabetes while working there.[citation needed] A downturn in the industry and management changes led to his departure from Interplay.[citation needed]
Scott returned to Canada to resume his freelance writing career.[citation needed] He wrote award nominees Testament and Villainy Amok while caring for his ailing mother.[citation needed]
Scott Bennie
Scott Bennie was a freelance game designer.
Scott Bennie was born in Abbotsford, British Columbia, son of teachers James and Alice Bennie, and younger brother of Vancouver radio announcer/producer Jim Bennie.[citation needed] Scott graduated from Abbotsford Senior High School, where he competed on the high school Reach For the Top team, and wrestling team, served on the student council, and was class president.[citation needed]
Scott became interested in role playing games during his senior high school years, having been introduced to them at VCON in Vancouver in 1977. He submitted articles to Dragon, made his first sale in 1981, and became a freelancer for TSR, Inc.
In 1981, Scott encountered a game called Champions, which a friend brought back from Pacific Origins, where it debuted. He fell in love with it immediately. Scott reviewed Champions in Dragon, and eventually freelanced for Hero Games. Eventually he published his long-running Gestalt (Hero Games) campaign as a sourcebook for Blackwyrm Games.
In 1986, Scott graduated with a Bachelor's degree in Secondary Education from the University of British Columbia. He was hired in the electronic game industry at Interplay Productions in 1990.
Bennie was one of the four designers on J.R.R. Tolkien's The Lord of the Rings, Vol. I, along with Jennell Jaquays, Troy Miles and Bruce Schlickbernd, and the reviewer from Electronic Games stated that "The design quartet ... has produced a game capable of testing veteran players, but the difficulty is in the situations." Bennie designed Castles (1991), which he produced in conjunction with developers from Quicksilver Software, and explained that they included a philosophy behind the role-playing elements in the game, and that Interplay had plans for future projects based on Castles. Bennie was one of the four writers on Star Trek: Judgment Rites (1993), along with Elizabeth Danforth, Mark O'Green, and Mike Stackpole, and a reviewer quipped that "I don't even want to guess how many episodes of the series the four writers ... must have watched and rewatched to get in the mood, but clearly they've been living and breathing the stuff, and the timbre and nuances are just right." Bennie was one of the writers on Fallout (1997), with Chris Taylor and Mark O'Green, with the reviewer from Edge saying that "Fallout was a landmark title in many ways, but it stands out particularly as the only post-apocalyptic game with much sense of believability about its setting or characters. Should the world go to waste, this is probably what it would be like; embittered, desperate, suspicious survivors inhabit close-knit shanty towns or the remains of once-great cities, and power depends on who is able to forage for the most weapons. The whole game was narrated in a small text-box to the left of the screen, adding extra verbal colour to the game's desolate wasteland." Bennie worked on Starfleet Command (1999), notably on a story arc in campaign mode that included missions which advance the storyline of the game.
Interplay grew from 20 employees to over 400 during Scott's tenure. He developed CMT and diabetes while working there.[citation needed] A downturn in the industry and management changes led to his departure from Interplay.[citation needed]
Scott returned to Canada to resume his freelance writing career.[citation needed] He wrote award nominees Testament and Villainy Amok while caring for his ailing mother.[citation needed]
