Fallout 3 Point Lookout Diary
It all started with a piece of scratch paper. We had just been told that Fallout
3 would receive a fourth installment of additional content. That is pretty much
all we were told, in fact. The two of us were asked to think it over and come
back with ideas. The brainstorm sessions that followed were summarized on a
messy piece of scratch paper containing a series of seemingly unrelated words:
“Swamp, Boardwalk. Mansion Siege. Organ Thieves. Steamboat. Cultists.” The next
few months would see those scattered concepts come together as what we feel is a
fun and fresh new chapter in Fallout 3.
With Point Lookout, one of our primary goals was not to create just a quest, but
a whole new region for players to explore. Straight away we knew that we wanted
to focus on what we felt was one of the great strengths of Fallout 3 –a world
too full of stories and surprises, ripe for exploration and adventure. For us,
the world is a main character, and choosing our location was intrinsically tied
to the tone of the content.
We knew what kind of geographical features we wanted to showcase, and began
scouting real-world locations. We stumbled across the perfect place: Point
Lookout, MD. This rural location is situated on the southern tip of Maryland
where the Potomac River meets the Chesapeake Bay. The coastal lowland offered
the setting that we wanted, and the area has a rich history that we were able to
pull inspiration from. The founders of Maryland landed here, a Civil War camp
held over 50,000 confederate prisoners, and the Point Lookout Lighthouse is
purported to be one of the most haunted places in Maryland. All this just down
the Potomac River, which runs through the Capital Wasteland.
Once we knew where the content would take place, we set about the work of
planning the world layout. We drew a few initial maps and decided upon our major
landmarks. These landmarks were scattered around the map based on early quest
flow ideas, to draw the player around the environment. The initial map ended up
being very close to what the final world is now. Observing the original map,
notice that even minor brush strokes influenced the final world. Dots became
islands that someone had to build, lines became the edges of a river that flows
through the world, and large shapes defined our coastline. We had to think of
how this would all feel once it was made into a whole new region for players to
explore, while being sensitive to exploration, visual impact, and gameplay
pacing.
While defining the world, another important early job was to establish
a unique visual style for Point Lookout. The Capital Wasteland has its own
unique visual style: very dry and heavily damaged by nuclear blasts. Point
Lookout is more rural, and it was not hit directly by the blasts. We also took
some liberties with the history of Point Lookout, adding fictional locations
like a boardwalk carnival. Taking such lore considerations into account, as well
as the geographic features of the region, we went about establishing a new look.
The team wanted to maintain consistency with the base game, but also explore
unique visual themes. Point Lookout would depict rampant overgrowth and aging
decay, in contrast to the Capital Wasteland’s visual themes of violent
devastation and barren drought.
In order to establish the aesthetic for Point Lookout, we didn’t just start
building the whole world at once, but instead focused on small locations that
became “benchmark” areas. This way, we could make sure that we had the look that
we wanted, proving our visual ideas. This is sometimes referred to as a
“vertical slice”. Once a benchmark convinced us that our visual goals were
feasible, the team would build the whole world using those themes, colors and
density of clutter as a metric. We built two major benchmarks; a typical marsh
area and the Mansion, which is part of the coastal cliff area.
The marsh benchmark area is where we placed all of our new plant life and trees.
While everything is dead and dry in the Wasteland, we wanted Point Lookout to be
a region where plant life has managed to survive and proliferate in wet
conditions. Team artists labored over new trees and plants that would define the
area. These new assets had to sacrifice some of the detail of clutter from the
base game in order to achieve a much higher level of visual density in Point
Lookout. While things in the Capital Wasteland are spread pretty far apart, we
wanted to capture the feeling of wading through a dangerous and dense marsh. A
whole new set of landscape textures was created to get the dark and muddy feel
that we wanted to achieve. Thanks to clever optimization, very few sacrifices
were made to realize the team’s visual goals.
The Mansion benchmark helped us define the look of both our buildings and the
coastline. Most of the buildings in the Capital Wasteland are bombed out and
destroyed, or built out of scrap metal. The structures in Point Lookout existed
before the war and many of them are still standing, though severely
deteriorated. Over the years, nature has taken the land back, slowly erasing
man’s influence on this place. Instead of blowing out huge chunks of the
buildings in Point Lookout, they are crumbling apart, vines growing over
untended walls. These more-complete structures saved on polygons which were used
elsewhere to achieve the high level of visual density the area required. Using
techniques researched during The Pitt to procedurally grow steel cabling over a
figure to create a sculpture, the growth of ivy, vines and trees was actually
simulated throughout Point Lookout’s art. These techniques led to a much more
natural look for the growth in the region.
We had success in Fallout 3 and Operation: Anchorage building believable cliff
areas. We were able to use the same techniques to build rocky cliffs along the
Chesapeake Bay coastline. While these cliffs were an example of us taking
liberties with the geography of the region, they create a dramatic visual effect
and offer new, vertical opportunities for gameplay and exploration. These
Eastern coasts provide contrast to the wetlands and the sandy banks of the
Potomac along the southern edge of the map. These coastal treatments were
important to Point Lookout being a robust region, with strong visual sub-regions
that supported the overall goals of the project.
Having established our visual benchmarks, the team was ready to start
building out the rest of the world. Building a whole new region is a lot of
work, but the team knew what it needed to look like and where everything needed
to go. Every tree and rock in Point Lookout is placed by hand, so simply filling
out the world was a significant effort. As the world-building team completed
initial passes of the world, we held “World Walk” meetings that involved just
running around the world and exploring it. We constantly gauged the feel of the
world, the density of gameplay encounters, exploration rewards, and general
points of interest. Thanks to these meetings, we knew when and where to add
additional points of interest or tweak the ones what the team already had
created. Many of the guidelines that we used in Fallout 3 for density simply
didn’t apply to creating a swamp. While the Capital Wasteland is spread out and
desolate, Point Lookout is much denser. The new region is more populated, there
is a much heavier fog, and points of interest and encounters are much closer
together. This density in Point Lookout created new gameplay problems for us to
solve.
Traversing a certain distance without an encounter in the swamp felt empty and
unfinished compared to traversing a similar distance in the Capital Wasteland.
Enemy AI in Fallout 3 makes some assumptions based on the environment, several
of which were invalidated by the dense nature of Point Lookout’s wetlands. The
design team was able to work around this by making use of tools such as guard
behaviors – which allow enemies to detect threats, but hold off on attacking
until the threat comes within range or attacks them. Some encounters are
staggered based on other events or quests in the area being completed. Thanks to
this extra effort, we were able to populate the swamps with a suitable number of
encounters to complement the pacing of exploration, without encounters crowding
each other in the space.
As the world came online and was being fleshed out, it was important to work on
special, major points of interest to serve as visual high points and landmarks
to help the player navigate Point Lookout. Some of these major locations are the
Lighthouse, the Boardwalk, the Cathedral and the Steamboat. The Steamboat and
the Boardwalk area were especially important, because they are the first things
the player sees when arriving in Point Lookout. While most members of the art
team worked on several locations in Point Lookout, the Boardwalk area was such a
significant piece of content that it required the full attention of one artist
for the entire project, as well as involving several other developers across all
disciplines. New music was even composed to introduce this area and set the tone
of Point Lookout.
Quests and other story content also placed demands upon the design of the world.
The history and character of Point Lookout are ripe with inspiration. New ideas
which stemmed from the environment were expected and welcome, so we had left
time on the schedule to account for unanticipated ideas that we just had to
implement. New locations, such as a top-secret military camp hidden in the rural
woods needed to be built and placed while still taking into account and
preserving the overall structure and flow of the map.
Here at Bethesda, we believe that iteration is important to all aspects of game
development. This applies to quests, level flow, world design such as we’ve
discussed here, and more. This includes the creation of important set-pieces,
such as the Steamboat which transports the player to Point Lookout. Such assets
are much layered in their construction. First, an artist blocks out the major
shapes with pre-existing assets or simple geometry. This lets us get a feel for
scale and make sure that it plays well and has a good feel in-game. Once we’re
comfortable with the basic shapes, detail modeling begins, then texturing and
finally details. Assets are constantly reviewed throughout these stages and
often revised for visual and gameplay concerns. For example, the main cabin of
the steamboat was made into an open interior, though in the original block-out
it was closed and would be loaded as separate, interior space. Once the meshes
are complete, we do a clutter pass in the GECK, adding bits of paper, signage,
and furniture and so on.
Point Lookout wouldn’t have been complete without characters to populate it.
The setting yielded no shortage of ideas for new enemy types and characters, but
with finite resources we had to be selective about what work the team could take
on. Tobar is the Steamboat ferryman, and this grafter is one of the first
characters the player will meet. He received a custom outfit to match his unique
and ebullient personality. Point Lookout is also home to a group of
transcendental Tribals, who received new garments to help reinforce their
beliefs and set them apart from citizens of the Capital Wasteland. Perhaps most
involved was our new enemy type; the Swampfolk. These denizens of the marsh are
descended from the reclusive natives of the swamp, inspired by Bayou legends and
other modern myths. Everything about these enemies was a challenge – we chose to
embrace a certain amount of humor in their presentation, but they needed to be
dangerous, yet still human. They’re people, albeit mutated by radiation and
deformed by generations of poor breeding. These new enemies are as much a part
of the environment as the shacks they inhabit, and help reinforce the sense of
place which is so important to the player experience of Point Lookout.
At the project progressed, we had built the world, its major points of interest,
and populated it with characters and creatures both new and old. The final
product ended up being very close to the initial vision that became Point
Lookout. What started life as a scribbled series of words has now become a whole
new region and part of Fallout 3. We hope you’ll find as much intrigue, fun and
challenge in Point Lookout as we encountered building it.