We’ve put up the latest in a series of Developer Diaries on the Fallout 3 Official Site. Titled “Notes on Pulling the Sky Down: The Level Design of Fallout 3,” it’s an inside look on how our LD’s helped create Fallout 3. Here’s a sample of the diary, which was written by Lead Level Designer, Joel Burgess:
“For all her grandeur, D.C. also presented us with some design quandaries that we had never encountered before. Early prototypes showed us that simply building a city layout in the open world was not only a performance nightmare, but also prevented us from creating the kinds of gameplay scenarios we were eager to attempt. We also looked at other open world games, like GTA and Crackdown, with expansive, open cities, and those games allow the player to move around the world in a much different way than we felt fit Fallout 3. Players don’t have access to fast cars or superhuman jumping abilities. Rather, explorers visiting the Capital Ruins do so in a thorough and deliberate manner, and we wanted to turn our attention to a density of destruction suitable to a devastated city. To this end, we focused on combining the visual focus of level design in other first-person titles like Doom 3 or Call of Duty 2 with the exploration aspect of games like Beyond Good and Evil or any Zelda title. These influences, as well as our own ambitions for the game, helped guide the level design of Fallout 3’s D.C.”
You can read the whole piece here, as well as check out the previous diaries.
As previously reported on Joystiq, Fallout 3 has taken over Metro Center in Washington DC. If you’re in the area, I highly recommend checking it out. When I took a visit last week, it was a trip seeing different people staring and talking about the displays. When I talked to this guy shown below, he marveled at the image and wondered if it was from another movie like 300.
If you’re not able to see them in person, I’ve included some new photos from various locations within Metro Center. Oh yeah, and head to our Fallout 3 Official site to download three new wallpapers based on the Metro advertising.
To see more images from the metro, hit the jump below.
In interview news, there’s a pair of new interviews worth reading. At GamaSutra, Todd talks about the process of creating Fallout 3, while Pete tackles questions at Big Download. Here’s a snippet from the former:
How does it feel, by the way, to have been making games for that period of time, and especially having one series that has existed for so long?
Todd: Well they take so long, so it’s not like we’ve made many games. It’s good. I mean, I think we’re lucky, in that the audience for what we do hasn’t gone away. It’s gotten bigger, if anything. It’s gotten a lot bigger. So, we’re fortunate that we can make those kinds of games that we want to play.
Last night’s episode of GameTrailers TV with Geoff Keighley is now available to view on their website. The episode is split into four segments, which includes new footage of the game and interviews with Gavin, Istvan, Emil and Todd. Additionally, the episode features an interview with Fallout 3 composer, Inon Zur.
Quick update on some new stuff on the PlayStation Store. We’ve put up two Fallout 3 themes for you to download — Brotherhood of Steel and Pip-Boy. Istvan helped put these together, and both feature unique icons from the Fallout universe. If you enter the PlayStation Store and search by title, you’ll find these free downloads under Fallout 3.
Additionally, the October episode of Qore is up and features Fallout 3. You can download it for $2.99.
Here’s the latest Fallout 3 coverage from around the internet.
Since our last update, Gus Mastrapa of Crispy Gamer has completed his hands-on preview trilogy. Click here for the cliffhanger, and here for his celebration with the Ewoks.
Also coming out of Pete’s trip out to San Fran — there’s a new preview from GamesRadar, as well as a new interview at GameRevolution. Here’s a snippet from the latter:
GameRevolution: Can you talk a little about the work and prep that went into rendering believable post-apocalyptic environs based in and near Washington, D.C?
Pete Hines: A lot of research went into figuring out what buildings in DC would have existed in the Fallout universe, since that world splits off from the world we know after WWII. So you’ll see landmarks you may recognize, and a number of things you won’t because they’re unique to the Fallout world. Our artists spent a lot of time figuring out how to incorporate the design influences of that period with the buildings they created so that it feels both familiar and slightly “off” at the same time.
To read the rest of Pete’s interview at GameRevolution, head here.
“I’m under the shadow of a wrecked freeway overpass propped up by tilting concrete pylons. The road, maybe two stories up, comes to an abrupt halt. The husk of a ruined bus teeters on the edge. There’s got to be something good up there, I think. Picking my way across the landscape, I eventually come to the spot where the ramp meets the earth. My suspicions were correct: The elevated stretch of freeway has been claimed by survivors. Barricades have been propped up along its length, transforming the interrupted roadway into a defensible position. There are a ton of obstacles between me and my goal, where imaginary treasure awaits.”
In other hands-on news, Gamepro.com’s Sid Shuman has a two-page preview of the game. Elsewhere, Locke Webster blogs about his play experience for UGO, noting that there might be some spoilers for folks that don’t want to know too much.
Meanwhile, it sounds like Game Revolution will have a new preview soon. Keep an eye here for new coverage.