At the beginning of the month, we announced the kick-off of our latest fan interview for Fallout 3. Just wanted to remind you guys that the deadline for submitting questions is 11:59 PM this Sunday.
Today over on the official Fallout 3 site, there’s a chance to read the latest Vault Diary. The newest edition comes from Fallout 3 concept artist (and Inside the Vault alum) Adam Adamowicz. In his diary, Adam discusses his inspirations, as well as his process for coming up with concept art for the game. Here’s a snippet of his discussion on armor for the Super Mutants:
“Their armor is total salvage yard, car hoods and fenders resourcefully but crudely pounded into chest plates and pauldrons. Lawn mower blades welded onto helmets. I wanted recognizable elements twisted to a more violent purpose to reflect a sinister resourcefulness to surviving in a highly dangerous world. This ‘junkyard wars’ approach to their armor and weapons generated whole categories of unique and often hilarious Homemade Weapons that I’ll speak about next.”
Given that it’s a diary about concept art, we’ve also got some designs from Adam to share with you — including designs of Super Mutants, Vault Suits, and post apocalyptic fashion. Check out the diary here.
Today I thought I’d share a cool letter we got in the mail — a graduation invitation from Josef Daniel Bookert of Whitworth University. At first glance, I thought it was sent to the wrong address, but when I looked above the graduation details I found the following note:
While I had a busy week of flights and meetings for Fallout 3 while Australia, I discovered a fantastic cookie (or biscuit, as they say) called Tim Tam. Available in a variety of flavors (Original, Latte, Double Chocolate to name a few), these things need to start being made in the States.
Over the next few days, I’ll be bringing in a few varieties for folks at the office to try, and so far everyone seems to like them…maybe too much. Attrebus, we might need a shipment of these soon! I’ll take these over Pocky any day.
After a week down under (more on that later), I’ve returned to the office with plenty of coverage to catch up on. Here’s a look at some of the stuff I’ve missed…
To kick things off, the May 2008 issue of OXM (US) has a feature called House Rules: Other Ways to Play, which reveals new ways to play Oblivion. Check out the issue if you want to know how to pitch, bowl, or even play tee-ball within the Oblivion world.
Speaking of OXM, the editors have put together a special spring issue called Ultimate Xbox 360 How-To Handbook. Within the issue is another opportunity to put together the Vault Boy bobblehead papercraft cutout that was previously found in PC Gamer. Look for the magazine on newsstands now.
Given that the rain shows no signs of stopping, looks like we’ll all have plenty of quality “inside time” for gaming. Here’s what we’re playing:
Craig Lafferty, Producer: GTA IV, Fallout 3
Michael Lattanzia, QA: Age of Conan Beta, Grand Theft Auto 4, The World Ends With You, Hellgate: London
Orin Tresnjak, Graphics Programmer: The World Ends With You, Puzzle Quest. Maybe some Mario Kart Wii.
This week’s modder interview is a blast from the past, as we’re talking to one of our Morrowind modding alumni, Emma. Hailing from Sweden, Emma is married with three kids, and considers herself a “countryside-girl” who enjoys nature.
I had a chance to chat with Inon yesterday and ask him some questions about his background, experiences, and thoughts on music and gaming.
Tell me about your career as a video game composer. How did you get your start?
I started composing music for video games about 1997. The first game that I composed was Planet Academy. I got to know my agent Bob Rice at this time, and he introduced me to Interplay. I did many games for them, at least three of the Star Trek games, Icewind Dale 2, and Baldur’s Gate, Throne of Baal, and also Fallout Tactics.
This is actually where my relationship with Fallout started. I really fell in love with this kind of musical concept, which is totally different from other games. It’s totally mood driven rather than thematic or rhythmically driven. The music is basically trying to cater to a certain mood, while not using much of what you’d really expect from a regular score. It’s a little different.
This week’s Inside the Vault revisits Fallout 3 Lead Designer, Emil Pagliarulo. I thought it would be fun to do a Q&A that was a bit different. So, before heading down past the break, gentle readers, let me know if this slight change of pace is a good one or not. We have lots more Q&A’s with developers on the team coming up, too.
Just a brief note for today. Emil sat down yesterday with Kris Graft from Next-Gen and some of his colleagues for a discussion on all things gaming. You can hear the results of that session in a podcast over on Game Theory where Emil chimes in a variety of topics.
In addition, Kris posted a short interview with Emil over at Next-Gen that covers some of the discussion from the podcast, such as:
Next-Gen: Because it’s different for every game designer, give us your idea of what storytelling is in games.
Pagliarulo: I think it changes all the time. I think even with the release of GTA IV it has even changed again. Who knew that GTA IV would progress narrative in videogames. I don’t think anyone saw that coming. But for me story in videogames is about writing for the medium. It’s getting people who understand videogames and how to craft a story for videogames, so that you have a mix of a solid narrative that the player can understand and be involved with, while using the medium of a videogame to let the player craft his own narrative. I think there’s a mix of both, and you need to have people who understand the medium in order to do that, or to give the player what they want in that regard.