Fallout 4 - Modular Level Design

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This GDC talk about Fallout 4 focuses on its modular level design and how it helps create locations in relatively short periods of time.


Large, open-world games like Fallout 4 require an efficient approach to creating many high-quality locations in relatively short period of development. Modular art kits and an iterative level design process are essential to the team at Bethesda Game Studios. This 2016 presentation from Bethesda Game Studios' Joel Burges and Nathan Purkeypile provides an in-depth analysis of the techniques used to create art kits, the level design workflow which takes advantage of them, and the production approach which empowers a relatively small content team to make an enormous world.

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Middle pic - released game stripped of half it's content.
Left and right pics - cutout DLC that makes the game completed.
 
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create locations in relatively short periods of time

well thats so awesome... maybe TES 7 or FO8 can be made in just 1 day?




algorytm generated games like FO4 and Skyrim are shit
 
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Appealing at first, but to me this design feels enormously dumb and shallow in the long run...world that's incohesive and inconsistent, like a lego box crammed with as many toys as possible.
Cut the dungeons (at least) by half, Bethesda and focus on more organic approach with better connected quests and factions.
 
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