Fallout 3 visual development process and concept art collections
Trang 3er š © 2006 Bethesda Softworks LLC All Rights Reserved
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2 _THEART OF FALLOUT 3 Oe
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Trang 4yays rán while hl iE Emil io a
r every sketch oe yel
rodudi ion began with a serie s of paintings we commissioned
ullins These were focused on the “big picture,” mainly
2 and scope something fo provide inspiration for how various
locations in tn world would feel emotionally Color paleties, sense :
scale, and density of destruction were the elements we tried to captur
with these, and the final in-game result is fairly faithful to these concepts
The next step was to go down a long list of costumes, creatures, weapons
and environments that would need detailed drawings for our mesh
builders to work off of Early in the project we spent quite a lot of fime
iterating through a few key designs, such as the Vault suit and Pip-Boy,
but as fime went on we didn't have the luxury to do 20 drawings for
each asset, and the pace picked-up considerably There isn’t much in the
game that wasn’t concepted beforehand Anyone who works with Adam
will soon come fo appreciate the speed at which he can get through a lot
of material while maintaining a sense of humor and creativity that was
essential for the world of Fallout 3 Enjoy!
INTRODUCTION 3
Trang 5key location in Fallout 3 We wanted the player to feel a sense of
he explored o dense concrete jungle of streets and
foreboding a
l0 contrast harply with the stark warm sunlight of the wasteland
Given that we were designing the aftermath of a devastating
11, we did a bit of research to see just what would be left
The answer is, not much So th
fanding after such a holocau:
lecision was made ( arly on that we would take some liberties with
the level of destruction so that enough interesting “stuff” would
fill be left standing for the player to explore This meant quite
0 few of the structures, although heavily damaged, would still be
mact to provide locations for dungeons and the like We treated
the urban zones of our world map as a large, multi-sectioned
utdoor dungeon, using destroyed buildings and walls of concrete
mnnect via underground subway tunnels
These paintings give a sense of the level of detail
capture, in order to have a realistic sense of des
throughout the city They provided the world artists a benchmark t
L f \
hit in terms of realistic object density, something that req
creotive tricks in order to have environments like this run smoothly
rihe games engine
THE ART OF FALLOUT 3
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/iirdialed, but IÌ w0s 01 0p
orld dry and brown in order to tit in
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em
The Pip-Boy was one of the first three iconic elements we wanted l0
noil-down in terms of look and feel, the other two being the Vault suit
and Brotherhood of Steel power armor This was a good exercise in
determining the approach we would take for al industrial design in the
delicate balance; swing too far towards the retro ond you end up with
something campy and unrealistic, but too for with the futurism and
you risk a generic look
After much iteration the design was eventually narrowed down to a
basic look Once Adam's drawings all start looking too similar we know
we've honed in on the most likely design The overall design isn't
too over-styled, as this is meant as tough piece of field equipment
The device camps on the user's arm, fastened via bolts (which implies
that it doesn't come off very often) It prominently features a bulky
mini-CRT display, hooded to prevent glare from the hot wasteland sun
There are vorious buttons and knobs, slightly oversized to fucilitate
handling with a gloved hand The grill indicates that the circuitry
within can get pretty hot, and proper ventilation is required Also note
the gloved hand with a control-box mounted on the back, it has a
large knob ond coiled wire connecting with the main unit That knob is
the primary controller for the user to manipulate the on-screen cursor
It's only years later that | reolized we should have put the knobs and
control on the right side of the screen as opposed to the left, this would
have been considerably more ergonomic Oh well, ergonomics were
never o priority in design for this era
THE ART OF FALLOUT 3
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THE ART OF FALLOUT 3
Trang 26COSTUME DESIGN 25
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Poste
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COSTUME DESIGN 29
Trang 33THE ART OE CAIINIIT CARI UF FALLUUL 32
Trang 34art with its personality
SI OF an intense
ff slashing 10-inch claws with
may not be the most critical element in d ni ’ best to kill or
onality not be killed Yet it’s this thoughtful proces: gu! [
evolutionary path, maybe hopes and dreams, th
vincing design that is a cut or two above “generic monster
FEY, in the case of a Super Mutant By far too much e
fo radiation, such is the plight of the Gho
just, well, hanging out outside too much, as
almost everybody in this world Our texture a
fime painting these subtle variations
There have been many creature designs in many movies and games
and staying fresh and original with our particular menagerie wa
quite challenging ot times Luckily, the previous games offered
great deal of good genetic material to work from, and having the
opportunity to try and update these classic designs was a real treat for
e art team And yes, Mirelurks are heavily mutated blue crabs We
1 Maryland, afterall These guys capture the B-movie “guy-in-a
ter-suit” spirit beautifully
A few of these sketches were for creatu
the game Con you guess which ones?
5 that never quite made it into
CREATURES
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CREATURES 41
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CREATURES
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WEAPONS |
{t wasn't long into the project before | heard rumblings amongst
producers cursing the number of playable weapons we had to build for
into getting a weapon built, cnimated, and programmed is substantial ,
comparable to the amount of development overhead a new creature
model requires
“HAVE BRICK , WILL TRAVEL
On the other hand, the effort was certainly worth it The amount of
variety in the weapons, both in terms of design and functionality is
very entertaining and makes the player's discovery of a new example
a memorable experience The design process for these varied greatly
depending on the nature of the weapon The more mundane designs
either real-world, or intended to feel like real-world, such as an assault
rifle or shotgun, were designed by combining interesting elements from
various existing guns into a new whole that felt slightly familiar but
original at the same time
When it came to the build-your-own and other exotic weapons, we went
crazy Physical plausibility may seem to take a backseat to some of
these ideas, but the player must suspend belief and put himself in the
mindset of a culture that imagined mini-nuclear reactors and ray guns
as real possibilities in the near future That being said, Adam was intent
on making sure every weapon design, no matter how outlandish, looked
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side load ammo box
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act
60 ‘THE ART OF FALLOUT 3
Trang 62to early 1960's Elements from items such as old port able
ion sets and army field radios were studied and incorp
factor, but a sense of believability withi
Fallout universe is important
Technology in the world of Fallout 3 is somewhat paradoxical in that it's
incredibly advanced in some ways, and downright primitive in others
Certain technological advancements that we take for granted in our own
history either did not occur, or developed along a very different path
One element that has advanced to an incredible degree is th
miniature fission reactors in a variety of applications Inspired by te
futuristic 1957 Ford Nucleon concept car, the idea of everyday vehicles
powered by a micro nuclear reactor in the trunk is fully rocked in the
Fallout universe Of course, hundreds of years after the war the country
is full of automobiles with unstable reactors that are way overd
service and replacement, but this makes for the entertaining blowing-up
of what would otherwise be unremarkable background art
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OE THEWORLD 75
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Hjvet lity Piterid
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Trang 92sequences that play out in a linear r
iled planning Include
lutely critical First ist
st game, and the radio in
didn’t have cinematics in the game, the reality is that we
itive camera playback of the player’s queue
Included here is the original storyboard for how
camera sequence playing-out And I’m pleased
result in the game, a few years later, is really not so fa
initial sketches, at least in spirit
e, much of what Adam has di
the transition to 3D very faithfully, and { think this
darity of vision and quality of the conc
lo the closing days of alpha | hope you've enjo
of the art of Fallout 3
Fade in from black
3 Dangling dashboard filament heats up
SFX: Bzzzzzt Song starts.4
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STORYBOARDS 93 |