CGSociety talks with Fallout 3's Environment Artist

Morbus

Sonny, I Watched the Vault Bein' Built!
His name is Rashad Redic, and, as he presents himsef, he's «an environment artist [responsible for ]the architecture, props and other various physical structures of the world, but also any non character animations, lighting, landscaping and sometimes level layout where art is concerned.» CGSociety managed to interview him. Here's a snippet. Link further along the post.<blockquote>What was the most challenging part of your work during the Fallout3 development period?

I think the most challenging part of our work is living up to the expectations people have of a Bethesda game. Our worlds are huge and detailed, our dev team could be considered small for the size of game we do, and there's a lot of work involved in providing the variety of unique handcrafted experiences. Nothing about Fallout is procedurally generated; every rock, tree and item in the wasteland was placed by hand, so if there's anything challenging about the process it's getting all that stuff in there and polished to an expected degree.(...)

How much input did you have on the design and style of your work on Fallout3?

Lots! This freedom is one of my favorite parts of the job. We are usually given high level aesthetic goals, but how we interpret those is usually up to us. Throughout the wasteland of Fallout, you'll come across a lot of these corrugated metal and wooden shacks (Republic of Dave and Evergreen Mills are two examples where these are used). When I got the task, it was to more or less come up with a few multipurpose shacks that fit into the current style and looked different enough from the shacks that make up the Megaton settlement. How they turned out was pretty much my design decisions, with some technical considerations for how NPC's may use them. With few exceptions, most all the architecture and props I built are my design choices, and of course any revisions and the final OK are given by the art lead. (...)

What's your favourite game of all time and why?

Most of those games I mentioned are single player games, and there's a strong narrative element to most of those. I loved games like 'Grim Fandango' (and other early LucasArts games), that create some sort of union between the player and the story where an NPC is more than just a vessel of information and the player has a chance to affect and be affected by the story arcs of other characters.

It's something so hard to get right in games, because we as an industry still haven't figured out how to consistently distill a story down to properly paced elements with the near mathematical formulas that movies are created by in terms of when and how often things should happen, so when a game comes along and gets close it's something thats exciting. 'Call of Duty 4' was the last single player game I played where I thought the narrative and pacing were pretty rewarding.</blockquote>Link: Fallout 3 Artist @ CGSociety

Thanks Literacy_Hooligan for the tip.
 
I feel sorry for the guy if he is the one that had to non proceeduraly place all those barren scrub brushes throughout the vast emptiness of Fallout 3's wastelands. Maybe thats why every three steps I run into a mole rat or something. To much empty scared him.
 
As a mod maker I wish it was more proceedural, it would be nice to be able to basically set boundries, have GECK build it and then go back in and tweak it. Still I appreciate the guys art, the beat up, rusty and dilapidated shacks and buildigns are a highlight, they reminded me of playing hide and seek in condemned buildings and exploring the desert when I was a kid (weird childhood, I know).
 
Everything has to be tiny and hand-placed. Otherwise, Todd Howard would have the admit that Bethsoft was doing some things (Daggerfall and Arena) right before he was put in charge.
 
It's tiring to see references to the movies everywhere. I was hoping that Beth will learn on Fallout 2 mistake and bet on creativity and originality.

Guess I was wrong.

Anyway, there *were* places in F3 that were to my liking, i.e. broken bridges. I would even say that environment design was the best part of the game, so props for this guy.
 
Bethesda never had problems with designing the enviroment. They should be doing simulators...
 
Morbus said:
Most of those games I mentioned are single player games, and there's a strong narrative element to most of those. I loved games like 'Grim Fandango' (and other early LucasArts games), that create some sort of union between the player and the story where an NPC is more than just a vessel of information and the player has a chance to affect and be affected by the story arcs of other characters.
The man has a good taste in games, I'll give him that.

And I must compliment him on his work on FO3. I don't often praise that game, but the post-apoc environment featured there was visually very good and definitely a step-up from Oblivion's somewhat generic and forgettable fantasy forests. For that reason I hope he sticks around and keeps working on sandbox RPGs, who knows what he can do with a different setting.
 
Agreed. Although the pre-war wooden buildings were a bit out of place, they looked rather nice. One of my favorite moments of the game was just walking over a broken bridge, without an enemy in sight.

Just me and the land.
 
Yeah the bridges and some of the abandoned houses were great. My vote for the best part of the game. But it just seemed like somebody decided that "hey good job there guy now lets fill the place up with creatures randomly roaming around so thick that the player doesn't seen how nice things look and forget that he has cool robot eyes that let his guns go pshew pshew at the bad guys in slow motion! We need more esploding heads and flying eyeball physics and less shrubbery here people!"
 
Nothing about Fallout is procedurally generated; every rock, tree and item in the wasteland was placed by hand

:clap:

That really says something, based on how some of the Wasteland looked, you'd figure it was procedurally generated. Well done.

As for Oblivion, the forests, if I recall - especially Todd bragging about their 'studies with the ecological groups in colleges, and studying how forests grow', their procedural generation system was supposed to be pretty good. I wonder why they took a step backward and went to hand placing everything..
 
yes the environment is one of the few things from the game that i thought was done really well....this guy seems pretty competent...although i must say maybe if some of it were procedurally done they could hire better story writers
 
Dracon M'Alkir said:
As for Oblivion, the forests, if I recall - especially Todd bragging about their 'studies with the ecological groups in colleges, and studying how forests grow', their procedural generation system was supposed to be pretty good. I wonder why they took a step backward and went to hand placing everything..

Because looking back, it wasn't very good. I think Oblivion had one of the better procedurally generated worlds to look at, but design-wise it was lacking, and in the end it still can't beat hand placing.
 
Brother None said:
Because looking back, it wasn't very good. I think Oblivion had one of the better procedurally generated worlds to look at, but design-wise it was lacking, and in the end it still can't beat hand placing.
I think the real problem is that it's a suboptimal use of resources. By hand placing everything in the game, Bethesda devotes a significant amount of resources to the task of building a giant sandbox wasteland. While this results in great looking environments, it's eating up resources (time, money, and people [who can be exchanged with different specialists]) that could be spent on other content (specifically thinking of quest related content). Then add in that they removed half of the wasteland after play testing it and realizing it was too big. That sends us back to the design and planning stage, the stage that they rush through and thus loose boatloads of time later making mistakes and changing stuff that could have been worked out in a fraction of the time during the design phase.

I think that one of the reasons (the main reason?) they did place everything by hand is because they wanted to recreate as much of DC as possible, which would also explain why they had to trash half of their world, something that wouldn't happen in the same way if it was procedurally generated.
 
It could've been just fine if they devoted all of their resources to designing towns, quests, and the-like a la Fallout 1/2, and had the wastelands connecting said towns be completely procedurally generated. That way at least you'd be willing to travel through bland sandy dunes and cracked earth because there'd be good quests on the other side.

Kind of like what Morrowind did. :)
 
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