I added sub leads for the park environment art (Jason Muck) and the landscape (Andrew Barron). Then I started blocking in key landmarks of the park in grey boxed art to get the layout started. I added in the first-pass landscape and weather to get the environment feeling like I wanted. Post DLC they have joined the permanent Fallout lore in other titles and in merchandising.Īs the first artist on the project, I started by sketching key broad strokes of the DLC into the engine to guide the art team toward my vision. As the DLC progressed it became clear we needed to use them in the park and then in the marketing. Bottle & Cappy were born as a way to incorporate a fun note as my closing slide. To add that contrast into my slides I created a closing slide featuring who I imagined the park mascots to be. My original Bottle & Cappy slide art turned into Nuka-World coffee mug art.Ī key contrast built into the DLC from the start was the mix of horrible, violent, raider gangs with the fun, lighthearted, theme park. I used it in all of my slides for internal and external presentations and to set the initial tone and pillars of the DLC for the team. One of the first things I did once the plan was greenlit was to create the key art. My Nuka-World key art based on the original Fallout 4 key art. More than anything I wanted to use my additional influence on the DLC to give the players loads of memorable fun and value for their money. I also wanted to test some of my ideas for improvements to the pipelines and the smaller scale of a DLC was a great place for that.
![fallout 4 nuka world dlc fallout 4 nuka world dlc](https://www.carls-fallout-4-guide.com/gamepictures/nuka-world/quests/get-started/nuka-world-transit-center-location.jpg)
My job for the DLC was to create a reason for players to want to come back to the game for more. Since this was a DLC for Fallout 4, much of the core art direction was established by Istvan Pele, the art director on the base game. I was very happy about this as it was my favorite pitch of the group.Īs the art lead for the project I was responsible for overseeing all things art-related art direction, pipeline, etc. Todd accepted it before even hearing the other ones. After one false start, we came in with a stack of new ideas as one-sheets and started the pitch meeting with what was then called “Raiders and Rides” as a working title.
FALLOUT 4 NUKA WORLD DLC SERIES
The two design leads, Justin Schram and Alan Nanes, and I started developing a series of ideas for the DLC.
![fallout 4 nuka world dlc fallout 4 nuka world dlc](https://cdn.vox-cdn.com/thumbor/Ug1n_cgNhObIVtn6ryR9qkg8EXE=/0x0:1920x1080/1200x800/filters:focal(807x387:1113x693)/cdn.vox-cdn.com/uploads/chorus_image/image/50735943/Fallout4_NukaWorld_FerrisWheel_1471259571.0.png)
My general responsibilities began with creating the pitch for the DLC. Nuka-World screenshot I created for marketing. Highlighting my work from the trailer felt like a good way to run through my efforts, so take a look at the trailer linked above and then read on below. While re-watching the trailer recently, I was reminded of just how many different aspects of that DLC I got to work on as the art lead. Rather than hit all of the details in a bunch of smaller Nuka-World posts I decided I would cover as much as I could in one overview post.
![fallout 4 nuka world dlc fallout 4 nuka world dlc](https://res.cloudinary.com/lmn/image/upload/e_sharpen:150,f_auto,fl_lossy,q_80/v1/gameskinnyc/2/0/1/20160901173657-611d9.jpg)
It has been a while since I have had the time to post and I wanted to get something up about Nuka-World. Nuka-World trailer featuring DLC cover art by John Gravato.