CURSE OF THE SEA
- Fallout 4: Creation Kit -
Narrative, Open World, and Layout Design
Trailer
Level Overview
Details
Description: In Curse of the Sea, the player is informed of a sickly curse ravaging the island of Worryrock. The quest giver tells them that the curse has poisoned the waters around the island and riled up the local Mirelurks creatures where they attack on sight. Players will discover how the curse came to be, meet mysterious NPCs, traverse through a custom-built exterior & interior space, and decide how to resolve the curse once and for all.
Team Size: 1 Developer
Software: Fallout 4: Creation Kit
Mode: Single Player
Development Time: 275 Hours / 4 Months
Platform: PC
Development Info
Design Goals
Robustness
This custom level was designed to be simple for a Level 1 player to start and finish as well as balanced up to a Level 20 player.
The robust design involves both a semi-open experience on the islands and a linear route once the player gets into the interior spaces. The exterior was designed to be a string of islands that all inter-connect, but only once the player reaches a certain point in the story. This opens up a back entrance that allows the player to backtrack back to the village and cut across parts of the world.
Island in Peril
Village on defense with large walls all around.
Dead Mirelurks from previous combat fights
Large open islands with dead trees, rocks, and paths littering around.
Villagers in combat with Mirelurks as you arrive.
Mysterious & Unnatural
The level's aesthetics were an integral factor since the theme of the level is a dreadful presence brought upon the “curse of the sea”.
The island is in defense mode with many sick people inside the clinic, dead Mirelurks on the side from the ongoing fight, and poisonous water keeping the island from stepping anywhere close to it.
As the player progresses through the story, they unveil the curtains of the entity behind this curse and what it takes to undo it. The choices at the end pull on the player’s depositions and make them decide on a hard choice.
Postmortem
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Postmortem -----
What Went Well?
Kept to the mysterious nature of the level with the themes of the exterior and interiors, NPC backgrounds, and the aloofness of the dialog.
Pivoted based on stakeholder feedback early on to improve upon LDD (Level Design Document).
Iterated quickly & utilized various player feedback and playtests.
Adapted my “unnatural” quest nature to fit more in line with Fallout 4’s setting.
What Needs Improvement?
The interior space could’ve had more polish in terms of size and flow.
Combat sequences took a back seat compared to other areas of the level.
One of the endings feels lackluster compared to the other ones available.
Lasting impressions of this quest are hardly noticeable when exploring around the island after finishing the quest.
What Did I Learn?
Learned how to adapt prior level design knowledge & tactics to a new engine (1st time using Creation Kit).
Time management was vastly different from previous projects/Creation Kit requires more effort up-front to get a quest rolling.
How to create full dialog scripts for a quest and various NPCs, and how to iterate on this often.
Fulfill stakeholder requirements and feedback to present a fully shippable product (custom Fallout 4 level).