Colin McComb

Colin McComb is a developer who worked at Black Isle Studios on Fallout 2 as a designer.
==Career==
===Work on the Fallout series===
While at Black Isle Studios under Interplay Entertainment, McComb worked on the design of the locations of Broken Hills,Fallout Bible 7: "2. In the Fallout Bible you have written, then FEV cause ghouls and supermutants sterile but in the F2 in the Broken Hills in the Old Ghouls House (or something like that) lives a son of Set. Set cannot have a son because he's a ghoul, so cause FEV sterile or not? (Or is it only a joke?)"Chris Avellone: "According to designer Colin McComb (who is so tough that [1] he did design on Planescape and [2] lives in Detroit), Typhon was Set's son before they became ghouls and became sterile and mutated and all gross-looking." including the character of Marcus,Colin McComb on Twitter@AnalogBeatdown: "Hi @ColinMcComb! I'm a big Fallout fan and I noticed you were credited with working on Broken Hills in Fallout 2!That being said, I was curious if you were the original writer for Marcus, and if so, what you thought of his depiction in New Vegas. Thanks!"@ColinMcComb: "I am generally an Obsidian fan, and more specifically a fan of Josh’s thoughtful work. It’s been a while since I looked at FNV but I recall being quite happy with the deepening of Marcus’s history and future." and San Francisco in Fallout 2.No Mutants Allowed: Fallout Developers Profile - Colin McComb (archived)"Tell us a little about your role in the making of Fallout 2?""Oh, uh, I already answered that up above, so I could copy and paste it or just sort of wave in that general direction and hope that people haven't already glazed over. Short answer: Dialogues and quests related to Broken Hills and San Francisco."
McComb was also credited with special thanks from Joshua Sawyer on Fallout: New Vegas.
===Other work===
McComb got his start in game design with Dungeons and Dragons at TSR, Inc., winning an Origins Award in 1993 for his work on Dragon Mountain,Colin McComb's Bibliography/Ludography and another in 1995 for his work on the Birthright Campaign Setting. During the 1990s, he was best known for his work as a designer on the Planescape series,Web archive book review of Kobold Guide to Game Design, Vol. 3 and later worked on Planescape: Torment (1999) while at Black Isle Studios.
After leaving Interplay, McComb returned to game development in the 2010s when he worked as a designer on Wasteland 2 (2014) and Wasteland 3 (2020).Eurogamer chats with newest Wasteland 2 recruit: Planescape: Torment's Colin McComb McComb was also the creative lead for Torment: Tides of Numenera (2017), a spiritual successor to Planescape: Torment,Torment: Tides of Numenera interview with Colin McComb and Patrick Rothfuss as well as the post-apocalyptic game Broken Roads (2024).
==Employment history==
==Credits==
===Fallout series===
===Other work===
==Gallery==
Colin_McComb.jpg
==References==
Category:Interplay Entertainment and Black Isle Studios employees
Category:Fallout 2 designers and writers
ru:Колин Маккомб