Inside the Vault - Jeff Browne

13pm

Water Chip? Been There, Done That
Bethesda's team is big enough to post 'Inside the Vault' features every week. Today it is Jeff Browne, level designer, who's been interviewed. No Fallout questions 'inside the vault'.
<blockquote>What’s your job at Bethesda?
I am a level designer and currently working on Fallout 3. My job consists of coming up with ideas for layouts based on quest designs, designer feedback, and what I think would be fun. Then I block them out in the editor and write up a quick level design document (LDD) for each layout. In the LDD, I explain the basic flow, mood, atmosphere, and gameplay I want to have in the level. Throughout the course of the project, the level continuously changes based on feedback from leads, level designers, QA, peer reviews, etc. In the end, I hope to have a level that is interesting, fun, and memorable.

What other games have you worked on?
I joined the team near the end of Oblivion and worked on a handful of dungeons for the game, either coming up with new layouts, or making previous dungeons more fun and exciting. For DLC, I worked on the Fighter’s Stronghold, teamed up with Joel Burgess on Mehrunes Razor, and did a level (Fort Bulwork I believe) for Knights of the Nine. Then I worked on Shivering Isles and now Fallout 3.

Before Bethesda, I was the game designer and one of the level designers for Eclipse, of total conversion of Half-Life 2.

What would you say is your personal favorite game of all time?
I have personal favorites based mostly on nostalgia (King’s Quest VI, Everquest, CoD), but my favorite of all time is probably Planetside. I joined Planetside well after the introduction of BFRs, but I still think it’s a game that has the most exciting and tactical gameplay around. Its learning curve is a little steep, but once you get over it, a whole other world of gameplay opens up. It’s one of those games that excel on memorable moments. You get through playing a session of Planetside and you can talk with someone for a long time about the crazy experiences you had — well after you finished playing. Many games have moments, but making them memorable post-game is difficult to achieve (especially in a Multiplayer game). Games like CoD (which I enjoy) have in-game moments, but try talking to someone after playing a session of an FPS like CoD and Unreal and you’ll have a difficult time coming up with memorable moments like you would after playing Planetside. To this day I can still recall, with vivid detail, experiences I had while playing Planetside.

What games are you looking forward to?
Planetside 2 - come on, someone in the industry has got to make it!</blockquote>Link: Inside the Vault - Jeff Browne
 
Eclipse was one of the first hl2 total conversions, the maps were pretty good, well, very good. Thats all I can say.
 
Notice this, though:

Throughout the course of the project, the level continuously changes based on feedback from leads

Really, no matter how good one is at Bethesda, his work will be destroyed by the... leads. And we all know who those are. Yeah, Toddy, I'm looking at you.

And actually what I've seen so far from the screenshots only proves that. The level design was pretty crappy.
 
I think it's a bit too hasty to judge the level layout, a year before its release (I don't actually think we'll see it before the end of the year).
 
egalor said:
I think it's a bit too hasty to judge the level layout, a year before its release (I don't actually think we'll see it before the end of the year).

Indeed.
 
Hopefully, the level design will be better than Oblivion's. It's been a while since I played it, but none of the dungeons stand out in my memory at all as being fun or unique. Then again, that's the problem with Oblivion in general - the game with no personality.

I can hope, but I'll probably be disappointed. :cry:
 
I hope Fallout has no dungeons. Abandoned small vaults and basements would be awesome, though. Maybe with secret passages and stuff, but with no enemies, except maybe frightful rats or something that you could kill just for fun.
 
Morbus said:
I hope Fallout has no dungeons. Abandoned small vaults and basements would be awesome, though. Maybe with secret passages and stuff, but with no enemies, except maybe frightful rats or something that you could kill just for fun.

leave those hopes for Fallout 3. they've said couple of times there will be dungeon-like levels. E.g. subway.
hate dungeon crawls.
 
13pm said:
Morbus said:
I hope Fallout has no dungeons. Abandoned small vaults and basements would be awesome, though. Maybe with secret passages and stuff, but with no enemies, except maybe frightful rats or something that you could kill just for fun.

leave those hopes for Fallout 3. they've said couple of times there will be dungeon-like levels. E.g. subway.
hate dungeon crawls.
Yeah, me too. When that happens in a game like everywhere, I generally just cheat my ass off and save my effort for the good parts of the game. Games like Fallout 2, well, I don't cheat there, but games like Gothic 3 where there's combat everywhere, dumbed down difficulty slider and there we go... If some monster is giving me trouble, I just bring up the console and kill him right where he stands. Ah :D
 
I also hate dungeon crawls, no matter how fun combat is. The idea of having to fight through 20 Super Muties just to get to another part of the town pisses me off.
 
yeah, kind of a dungeon crawl much spoiled my Witcher experience. It really pissed me off when I had to fight through dozens of low-level monsters on the swamps.

as for me, dungeon crawl is especially bad combined real-time combats (RTwP is the same). had no problem with dungeons in Fallout with turn-based combat.
 
I think that if a game has to have a long dungeon crawl, I'd rather have it be realtime than tb, just cause rt is usually quicker. Ideally, there wouldn't be any long, painful dungeon crawls and the game would just have areas with tb tactical combat where it actually makes sense in the overall story/feel of the game. I think even the orignal Fallout didn't always do this to my liking, but it was way closer than most other cRPGs.
 
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