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GDC 2016: Modular Level Design of Fallout 4

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Page 1: GDC 2016: Modular Level Design of Fallout 4

The Modular Level Design of Fallout 4Joel Burgess & Nate PurkeypileBethesda Game Studios

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Modular Kits 101201

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We’re Doing a Sequel!● Original Talk: 2013 @ LD in a Day

● We’ll show URL on the end slide● Today’s Talk:

● Recap Core Ideas from 2013● Updates & Examples from Fallout 4

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Who We Are● Nate Purkeypile

● Environment Artist● The tall one

● Joel Burgess● Level Design

● The one talking right now (hi!)

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plusDLC

plusDLC

plusDLC

Bloodrayne 2

Aeon Flux Metroid Prime 3:

Corruption

TESIV:Oblivion

Fallout 3 Skyrim Fallout 4

Shivering Isles

MehrunesRazor

PointLookout

OperationAnchorage

The PittM. Zeta

Dawnguard

Dragonborn

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Bloodrayne 2

Aeon Flux Metroid Prime 3:

Corruption

TESIV:Oblivion

Fallout 3 Skyrim Fallout 4

Shivering Isles

MehrunesRazor

PointLookout

OperationAnchorage

The PittM. Zeta

Dawnguard

Dragonborn

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Who We AreBGS as a studio

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Technique

Context

Process

Studio & Game

GoalsCultureValues

Priorities

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What Came Before

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Daggerfall (1996)

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Morrowind (2002)

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Bloodrayne 2 (2004)

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Bloodrayne 2 (2004)

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Oblivion (2006)

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Fallout 3 (2008)

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Fallout 3 (2008)

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Skyrim (2011)

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Skyrim (2011)

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Skyrim (2011)

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Fallout 4 (2015)

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Modular Kits 101

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Fundamentals● Begin by Defining Footprint

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Slide taken from 2013 session

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2 5 6256

256

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256

256 512

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Fundamentals● Begin by Defining Footprint● Be cautious with Non-Uniform Tiling

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Slide taken from 2013 session

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Fundamentals● Begin by Defining Footprint● Be cautious with Non-Uniform Tiling● Build Within Footprint extents

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Slide taken from 2013 session

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Fundamentals● Begin by Defining Footprint● Be cautious with Non-Uniform Tiling● Build Within Footprint extents● Pick a Pivot, and stick with it.

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Fundamentals● Begin by Defining Footprint● Be cautious with Non-Uniform Tiling● Build Within Footprint extents● Pick a Pivot, and stick with it.● Use Standardized Transitions

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Techniques● Use Layered Inserts w/Base Kits

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Slide taken from 2013 session

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Fallout 4 – GNN Plaza

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Techniques● Use Layered Inserts w/Base Kits● Local Snap Parents aka Custom Grids

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Slide taken from 2013 session

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Slide taken from 2013 session

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Slide taken from 2013 session

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Techniques● Use Layered Inserts w/Base Kits● Local Snap Parents aka Custom Grids● Pivot-And-Flange kits for organic areas

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Slide taken from 2013 session

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Slide taken from 2013 session

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Always Look Forward● Be willing to experiment w/Process

● ...but be deliberate.

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Preparing for the Future

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Fallout 4 Family of Kits● Retail● Institutional● Church● High-Tech● Industrial● Public Space● Steam Tunnel

● Cave● House● The Institute● Neo-Classical● Office● Vault● Quarry

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Allocating Time & AttentionRetail

Institutional

Public Space

Neo-Classical

Office

High Tech

Church

Steam TunnelCave

House

The InstituteOther

Shack

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Kit-Building Overhead● Each Kit is time-consuming to create

● Lead Time● On-boarding● Iteration & Maintenance

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Studio Allergies● Identify Time Sinks

● Avoid Redundant Work

● Get to Playable Faster

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Consolidating Like Kits● Retail● Institutional● Church● High-Tech● Industrial● Public Space● Steam Tunnel

● Cave● House● The Institute● Neo-Classical● Office● Vault● Quarry

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Consolidating Like Kits● Retail● Institutional● Church● High-Tech● Industrial● Public Space● Steam Tunnel

● Cave● House● The Institute● Neo-Classical● Office● Vault● Quarry

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Kits as Solutions● What problem does a kit solve?

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Allocating Time & Attention

“Building”

High Tech

IndustrialChurch

Steam Tunnel

CaveHouse

The InstituteOther

Shack

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The Building Kit

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Fallout 3 Office Kit (2008)

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The Building Kit● Traditional Construction of Varying Types● Unified Workflow across kits● Standard Sub-Kit Types

● Rooms● Halls● Stairs, Railings, Platforms, etc.

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Piece Granularity

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Breakdown: A Corner Piece● Old System: Export from 3DS Max● Lots of redundant work

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BldWoodPSmHall2Way01See 2013 talk for more on naming conventions

Building Kit

Wood Panel Variant

Small (height)

Hallway

2-Way (corner)

Variant #1

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Breakdown: A Corner Piece● Old System: Export from 3DS Max● New System: Editor/Pack-In

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BldWoodPSmFlrOnly01

BldWoodPSmWall01BldWoodPSmWall01

BldWoodPSmWallCorner01

BldWoodPSmCeilOnly01

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Higher Granularity● Break Wall/Floor/Ceiling Groupings

● More Destruction Flexibility● Kit Interchangeability● Flexible layouts● Less Dependence on pre-determined combos

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Workflow For LDs

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Granularity & LD Workflow● More Flexibility● More Time-Consuming

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1

23

5 9

6

4

7

1011

12

8

13

1415

16

17 18 19 20

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Old Way = 20 ObjectsNew Way = 123 Objects

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Preserving Workflow

Old WayNew Way

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Preserving Workflow

Pack-In PrefabExploded Granular

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Importance of Kit Readiness● Kits are cornerstone● Front-loaded in art schedule

● Graybox quality early● Visual Iteration throughout dev

● Focus on “Trustworthy” Kit functionality

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Intelligent Dependencies● Iterate Accordingly● Level Design 5-Pass Iterations

● Discussed in 2014

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Pass 0Concept

Pass 1Layout

Pass 2Gameplay

Pass 3Content

Complete

Pass 4Polish

Core KitIs

Usable

LayoutIs

Reliable

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First Pass (June 2012)

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Final Version (Nov 2015)

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Kit Priorities

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Kit Elements● Hero Pieces● Utilitarian Core● Variants

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Taken From 2013 Talk

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GENERIC

REPEATED

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Generic = Versatile● Common pieces are flexible

Your Unsung Heroes:

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Prioritizing Pieces1. Utilitarian Core2. Variants3. “Hero” Pieces

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Unblocking Work● Minimize LD roadblocks● Get Real Use Cases ASAP

● Allow Maximum Time for Visual Iteration

● LD: Use Placeholders to Prove Need

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Kit Variation

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Building Kit Variants● Brick● Colonial● Wallpaper● Wood Panel

● Bare Wood● Deco● Concrete● Unique

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Bldg - Brick

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Bldg - Brick

Bldg - Concrete

Bldg – Bare Wood

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Material Swaps● Only changes the textures.● Not an architecture change.

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Material Swaps● Even more mix-n-match● Takes very little time to make new ones

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Other Kits

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Let’s Create Kit X● What is unique feature/problem of X?● How Does it solve this?● How Does it compliment other kits?

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Industrial Kit

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Utility Kit

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Wasn’t really worth it● All that we cared about were the pipes

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“Glue” Kit● Mix-and-Match kit usage● Utility kit as “Glue”

● Works well to join separate kits● Fictionally, Functionally, Cosmetically

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Steam Tunnel Kit

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Deco Kit

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Roof Trim

Main Tiling Body

Lobby Trim

Lobby Level

Foundation

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Interior/Exterior Transitions● Able to move freely between the two● No longer a load

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Building Boston

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Modular Workflow & Boston● Fallout 3’s Washington DC

● Cloistered Neighborhoods● Separate from Capital Wasteland

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Fallout 3

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Authenticity vs Accuracy

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Authenticity > Accuracy

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Process● Coastline & Scale

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Process● Coastline & Scale● Skyline

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Importance of Skyline● General Skyline Shape

● Establish Anchor Buildings● Determine Relative Placement● Provide Orienting Elements

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WIP Screenshot circa March 2013

Hancock Tower

Fenway Park

MIT(aka The Institute)Cambridge

Financial District

Back Bay

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Final Game Screenshot (2015)

Hancock Tower

Fenway Park

Cambridge

Financial District

Back Bay

Prudential Tower

Old Hancock Tower

MIT(aka The Institute)

MIT Green Building

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Pre-Launch Fan Analysis (2015)

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Process● Coastline & Scale● Skyline● Thoroughfares

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Bandshell

MIT

Fenway Park

Copley Sq

State HouseFaneuil Hall

Trem

ont S

t.

Commonwealth Ave

Boylston St

Beacon St

Massachusetts Ave

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Process● Coastline & Scale● Skyline● Thoroughfares● Neighborhoods

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Process● Coastline & Scale● Skyline● Thoroughfares● Neighborhoods● Ownership

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Process● Coastline & Scale● Skyline● Thoroughfares● Neighborhoods● Ownership● Iteration

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Hard Living● Tons of hurdles had to be overcome

● Encounter Pacing ● POI/Exploration Density● Combat and Detection, Enemy AI● Performance, Occlusion, Sightlines● Iteration and Metrics

● Everything took longer than expected

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OptimizationGameplay Pacing

Encounter AIPOI Density

Modular Workflow

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Ability to React● Fallout 3: Isolated

● Easy to Reshape & Adapt

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Can we support an alternate

route?

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Sure.

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Ability to React● Fallout 3: Isolated

● Easy to Cut & Reshape● Fallout 4: Interconnected

● Everything Had to Fit● Required More Layout Flexibility

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Modular Workflow Optimization

Gameplay PacingEncounter AI

POI Density

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Grab Bag!

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Plug & Socket System

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Plug & Socket System● Predefined “Socket” holes● Compatible with several “Plug” pieces● Maximize Flexibility for transitions

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Sockets

Plugs

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Kit-Based Destruction

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Wall Holes● Problem: Visual Quality vs Repetition

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Wall Holes● Solution: Mix/Match

● Lots of small pieces● Multiplicative effect

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Platforms● Problem: Ceiling/Floor Damage● Solution: Tile-friendly “Free” platforms

● Useful option for demanding cases● Highly Flexible

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Dynamic Destruction● Per-Piece Destructibles

● Kit-Compatible● Location Specific Damage● Simple Physics Simulation

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Decals and Greebles● Large “Gross” Decals● Simple but very useful tricks● Useful to obscure kit patterns

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Cracks

Gross, Mold.

GreeblesRust Stains

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Tool: Layers● Just like Photoshop● Very useful, especially in complex scenes● Huge time saver

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Tool: Mouse Wheel Swap● Ctrl+Wheel: Quickly Replace Selection

● Embracing Existing Workflow● Another huge time saver

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Helper Markers● Alluded in 2013

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Wall EdgesCeiling Markers

Doors/Holes

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Prop Kits

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The Machine Kit● Large core library

● Greebles, Fins, Tanks, etc

● LD Blocks Space Functionally

● Artist Handcrafts Machine Swap

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Conclusion

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Understand Your Team Priorities

Understand Your Game Priorities

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Thanks!

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● Modular Level Design of Skyrim (2013)blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html

● Iterative Level Design Process (2014)blog.joelburgess.com/2014/07/gdc-2014-transcript-iterative-level.html

@JoelBurgess @NPurkeypile