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Planning & pre-production

On this page, I will be showing the processes involved with planning and ultimately creating my project.

 

This will be including my Gantt chart which I will be using to record and track my progress, the mindmap I had created during the brainstorming phase of my ideas, a few mood boards for understanding the visuals and the overall feel of my project, concept art for defining the overall appearance/design and any additional information that will be included as I move forward in this project.

Pitch Presentation 

NeuroScape is a virtual Sci-Fi anthology focusing on a different story in each issue. These issues will be released episodically on the Creation Club for Fallout 4, across all platforms with a new issue being released every 4 to 6 months depending on development. The aim for these individual stories is to add an additional 2 hours of gameplay focusing on a different key theme found within the science fiction genre with each issue released. This style of episodic gameplay is influenced from titles produced by Telltale Games and from the Astoundingly Awesome Tales comics found within the Fallout universe.

 

In this adventure, the player must navigate an overrun spaceship, defeat waves of aliens and find a way to destroy the alien threat once and for all. My inspiration towards this additional content can be related to the 1950s and 70’s science fiction movies and media of which many elements in the Fallout universe reference and pay homage to.

 

An example of this exploration into pop culture is already found within Fallout 4’s Mechanist DLC, as in this downloadable content the player must fight an army of killer robots and defeat their leader known only as the Mechanist. This takes inspiration from early America's fascination with technology and in particular their obsession with robots, automation and the race to space between the Soviet Union and the United States.

Many of the tasks and goals involved of this project will adhere to the limitations of the sci-fi genre and engine capabilities, as the visuals will take on an exaggerated look that is expected of the typical Fallout style, but with graphical errors and glitches to better suit the narrative of being a virtual experience within the game.

 

As for audio, most of it will be used from the pre-existing audio already found in-game, with the possibility of adding audio to be included at a later date.

 

How this mod will stand out from a narrative standpoint will be that the player will encounter this quest through in-game billboards and comic books advertising NeuroScape and where they can encounter the means to access this content. I feel that this approach is most suited for this mod as other mods that have been created for Fallout have a similar method of quest implementation.

 

When thinking about how this mod will be implemented into Fallout 4 and how its systems will work from a technical point will be that the location of this mod takes place within its own interior cell, which is presented as a virtual space and can only be accessed through a memory lounger which can be found at the Memory Den in Good neighbour.

The main focus of this mod is to have fun in a new environment, the first release will be free of charge as a way to entice players to try out something new and get them hooked on the story and wanting more. This approach should allow each story to gain a significant amount of traction for each episode that will be released as the later episodes will have a small cost which has potential to change during development, this will need to be assessed later on in development.

Gantt chart

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Mindmap

NEUROSTAR.png

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Moodboards

spacescapeLP.png

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Ships.png

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Storyboards

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Scripts

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Concept Art

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Prototyping

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Starting with a simple drawn out layout of my proposed level I can design my dungeon and allocate where enemies and resources will be, these can be changed where needed.

Additional things like objects and other decorative items will be drawn out in sections across the map as I can populate these areas with items already implemented in-game. 

 

Rough sketches will allow me to visualise how sections of my level will look and what type of assets I will need to use based off of their size and how they will fit into a particular area of the map, this is so that each area within the map can be unique and not repetitive.

 

By designing the map in this way. will allow the player to navigate the map with little assistance from signposts and waypoints in order to give the player free reign when exploring and ultimately immerse themselves within the scenario.

By experimenting with the different objects in-game and creating a basic layout of my planned interior I can find out which items and layout would be best suited for this project in terms of size and complexity. Additionally, I plan to utilize these objects used in the game to dress my level as some of these assets match the style and theming of my project.

Adding Custom Meshes

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Meet froggy chair, originally from the Animal Crossing franchise and now my own personal guide to adding my own created content to the world of Fallout 4. Froggy chair was designed to be a simple, easy to make object that could be used to experiment with and to get to grips with how to implement custom meshes to the Creation Kit and Fallout 4.

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Test footage

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Asset List

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