Nate Purkeypile, a veteran developer known for his work on Bethesda RPGs over the past decade, has left an indelible mark on the gaming world. He contributed as a world and lighting artist to iconic titles such as Fallout 3, Fallout 4, and Skyrim and took on the role of lead artist for Fallout 76. Some of his most recognizable work includes designing notable locations like Diamond City, Little Lamplight, and Paradise Falls. Despite his success at Bethesda, Purkeypile decided to part ways with the studio during the development of Starfield, where he had been serving as the lead lighting artist and senior world artist.
In 2021, Purkeypile founded his studio, Just Purkey Games, shifting towards independent game development. His debut project, The Axis Unseen, is a heavy metal-inspired bowhunting horror game that builds on the stealth archer playstyle familiar to Skyrim players. The game is set in a meticulously hand-crafted world, five times the size of Skyrim, created using Unreal Engine 5. Purkeypile’s vision reflects his deep passion for indie games, ultimately motivating him to leave Bethesda after nearly a decade of work.
In a recent Reddit post sharing a trailer for The Axis Unseen, Purkeypile opened up about his decision to leave Bethesda. While he enjoyed his time with the studio during the development of Fallout 3 and Skyrim when the team was more minor, he found the increasingly large development teams on later projects, particularly Starfield, overwhelming. During the production of Starfield, Bethesda’s team grew to around 500 developers, with multiple studios involved in the process, which Purkeypile found stifling due to the number of meetings and the lack of the creative freedom he once enjoyed.
Purkeypile’s departure highlights a growing challenge for some developers at large studios, where coordination becomes more complex as teams expand. Other former Bethesda developers, such as Starfield lead quest designer Will Shen and Fallout 76 lead level designer Daryl Brigner, have shared similar frustrations about working within such a large organization. For Purkeypile, the move to indie development provided the creative control he craved, allowing him to build The Axis Unseen entirely on his terms.