Emil Pagliarulo is a developer who worked at Bethesda Softworks on Fallout 3, Fallout 4 and Fallout 76 as a lead designer. He was credited with special thanks on Fallout: New Vegas, as a writer on Fallout Shelter and as the creator of the concept for One Man, and a Crate of Puppets.
Before working at Bethesda, Pagliarulo was a designer on the Thief series, and worked at Looking Glass and Ion Storm Austin. At Bethesda, his first task was creating miscellaneous quests for Bloodmoon, the second official Morrowind expansion. He also worked as a designer on The Elder Scrolls IV: Oblivion, largely for the Arena and Dark Brotherhood. In 2011, he served as a senior designer on The Elder Scrolls V: Skyrim.
Work on the Fallout series
When put to work on Fallout 3, Pagliarulo incorporated some of the game's dark humor. One of his ideas was suggesting the Pint-Sized Slasher for the evil ending to the Tranquility Lane quest, which, when finished, allowed the player character to exit the simulation.[Dev 1] He also had an uncredited voice cameo in the game, as the Boston-accented trucker in Partial CB radio backup.
In 2015, alongside reprising his role as lead writer and designer on Fallout 4, Pagliarulo also voiced Parker Quinn, a character modeled after himself, and added his childhood home block as a location.[Dev 2][Dev 3] He also voiced a few other minor uncredited roles, including Mr. Callahan, Jonathan Widmark, the narrator of the groundskeeper's log, and the NCR radio announcer in Dangerous Minds. Pagliarulo also served as a design director on Fallout 76, released in 2018.
|1998||2000||Looking Glass Studios, Inc.||Designer|
|?||?||Ion Storm Austin||Designer|
|2003||Present||Bethesda Game Studios||Lead Designer/Writer|
|2008||One Man, and a Crate of Puppets||Concept|
|2008||Fallout 3||Lead Designer|
Boston trucker (uncredited)
|2010||Fallout: New Vegas||Special Thanks|
|2015||Fallout 4||Lead Designer|
Mr. Callahan (uncredited)
Parker Quinn (uncredited)
Jonathan Widmark (uncredited)
NCR radio announcer (uncredited)
|2018||Fallout 76||Design Director|
|2021||Fallout 2d20||Bethesda staff|
|1999||Thief: Gold||Junior Designer / Opera Guests|
|2000||Thief II: The Metal Age||Junior Designer / Frederick Juniper Rothchild III|
|2003||The Elder Scrolls III: Bloodmoon||Writing and Quest Design|
|2003||Pirates of the Caribbean||Additional Writing and Design|
|2004||Thief: Deadly Shadows||Special Thanks|
|2006||The Elder Scrolls IV: Oblivion||Quest Design / Dark Seducers (Shivering Isles)|
|2009||Spider: The Secret of Bryce Manor||Playtesting|
|2011||The Elder Scrolls V: Skyrim||Senior Designer|
|2017||Wolfenstein II: The New Colossus||Script Consultant|
|2018||The Elder Scrolls Online: Summerset||Special Thanks|
- Bethesda_DE: Interview with Jeff Gardiner and Emil Pagliarulo at Gamescom 2020 (reference starts at 00:55:18):
Alina Ullrich: "So, there's a question about your favorite quest ever made in the Fallout universe."
Jeff Gardiner: "It's gotta be... COVID has affected my brain, sitting home all day... the black and white one -"
Emil Pagliarulo: "Oh! Tranquility Lane. In Fallout 3."
Jeff Gardiner: "Yes, that's it. Tranquility Lane. Yes. I'm sorry, I just..."
Emil Pagliarulo: "That actually might be my favorite too, that was... that was really fun."
Jeff Gardiner: "Fallout 3, when you go into the, yes, in Tranquility Lane. And the kid - the Pint-Sized Slasher. I just - that is the perfect example to me of the dark humor. And you can do anything in the Fallout universe, pretty much, and make it work. And they, Emil and they did. And it's still to this day, where you go 'wow.'"
Emil Pagliarulo: "Yeah. Blowing up Megaton, that whole quest, probably... you wanna know, here's some trivia about Tranquility Lane. So, in the ratings system in the United States - you can't kill children, right? There was a big limitation with killing children. In Fallout 3, there's only one place that a kid can die. And that's in the Tranquility Lane simulation. And it wasn't okay to kill a kid in a video game, but it was a simulation within the video game. It was okay for a kid to die in the simulation in the video game, because he wasn't a real kid."
- Talks from STORY: Emil Pagliarulo, writer and lead designer of Fallout 4 and Skyrim
- Emil Pagliarulo: "Looks... yep, pretty much the same as it did in 1984. lol"
(Emil Pagliarulo on Twitter)