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Half-Life
 

 

Level Designer | Combat Designer Scripter

Overview

Design Process

Tool

Fallout 4: Creation Kit

Platform

PC

Development time

~ 400 Hrs

Team Size

Individual

ABOUT

The Fallout 4 single-player level "Half Life" is a supplemental story set near Diamond City, preceding the "Institutionalized" quest. The player investigates the disappearance of Doctor Ironia's patient, Avernia, in Moon River town. Gameplay includes melee, ranged, stealth styles and tests skills like cover-shooting, weapon switching, squad cooperation, charisma checks, lockpicking, and hacking. With the new Surge Pulse Grenade, players can temporarily scramble Synth factions and strategize their battles in the factory.

Design Goals

Design Techniques

Dynamic Gameplay

To create dynamic gameplay, I approached it from the following perspectives, aiming to offer players a variety of choices, playstyles, engaging combat, and spatial arrangements, among others:

  • Different combinations of enemies

  • Multiple paths/playstyles to achieve the goal

  • Multiple skill checks & rewards

  • Mechanics-driven combat & balance

  • Impactful spaces: Cover setting

  • Reuse of space

  • Flow control (overall)

  • Flow between points of advantage and disadvantage (each combat area)

  • Verticality (Please move the mouse over the image to hide the text)

 

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Clear Conveyance Elements

Conveyance plays a crucial role in level design, especially in open-world games like Fallout 4. In my levels, I've employed a variety of explicit and implicit conveyance techniques to help players find their way, including:

  1. Sightlines & goals

  2. Landmarks

  3. Lighting

  4. Leading lines

  5. Framing

  6. Textures

 

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Engaging Narrative Flow

Beyond gameplay and conveyance aspects, I also place a high value on shaping the narrative. To create a more engaging narrative flow, during the script design phase, in addition to designing a compelling story and captivating conflicts, I also focused on the following two aspects:

.. Balanced choices

​In the final major choice section, the two major choices are well-balanced and neither of them is biased based on the story. It’s completely up to the player.

.. Pacing & twist

​The narrative adapts the pacing so that it goes faster as it approaches the middle of the game, and at ¾ it reaches the climax where a twist is set. After that, more truth pieces are revealed and all of them converge in the end to help the player make the choice.

Apart from these two points, in the actual development process, to highlight the differences between game narrative and conventional narrative mediums - Namely, interactivity, exploration, and choice, I also focused on the following two areas:

  • Environmental Storytelling

  • Consequences

Goals
Techniques
Process

Documentation

  • I began the construction of my level starting with a detailed map and a comprehensive document, which included all necessary gameplay elements (mechanisms, enemies, weapons, etc.), map layout, flow, pacing, narrative, dialogue flow, quest flow, difficulty design, and progression curve.

Development

  • Following my design, I then started building my whitebox model. With continuous feedback from classmates/professors and other testers, I rapidly iterated on my level. At each milestone, I aimed to fix all identified issues, progressively refining the level to its current state.

  • The images below represent the development stages of the level: Whitebox Milestone, Initial Gameplay Milestone, Game Complete Milestone, and Aesthetics Milestone (for "Launch Milestone" display please refer to "Gallery" section below).

PostMortm

Postmortem

What Went Well 

Fail Fast
  • At an early stage, I had a bad layout. However, after expert and peer feedback, I promptly revised it during the Whitebox milestone. The updated version was satisfactory and met design goals, laying a solid foundation for further iterations and allowing more time for other aspects, rather than focusing solely on the layout.

Meet Priorities
  • My understanding of the project's priorities and requirements has been improved with iteration, enabling me to devise a more effective plan for creating a high-quality level that satisfied each milestone's demands.

Fast Iterations
  • By utilizing "quick iterations" for each milestone, I was able to address most problems before review by others. This approach allowed for more precise feedback on changes, preparing me for the next iteration loop based on that feedback.

What Went Wrong

Unforseen extreme cases
  • Overlooked certain extreme cases in AI control, allowing unusual playstyles to disrupt the intended game flow.

Lack of Early Narrative Focus
  • The initial level design neglected the narrative aspect, complicating later adjustments and control of narrative flow.

Insufficient Early Testers
  • The scarcity of early-stage testers resulted in more problems emerging later when testing expanded.

What I Learned

Small Issues, big Consequences
  • Some early problems (usually they are low-level problems and don’t stand out early) could have a big impact on later milestones if not addressed properly.

Early Design Impact
  • Early design (from LDD) can affect the narrative and the overall flow greatly in later stages and make it nearly impossible to modify at that time. So considering narrative and flow early is essential.

Importance of Comprehensive Planning
  • Implementing a comprehensive plan that includes all potential factors is crucial to prevent new problems that may arise from changes.

Early Completion Benefits
  • Prioritize completing more tasks and securing more play-testers early on to obtain more valuable feedback.

Gallery

Gallery
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