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FALLOUT 4

Kill Bulat Kill

“Kill-Bulat-Kill” is a side quest in fallout 4 in which the player gets a contract from a mercenary named “Kevin” to assassinate a raider boss named “Bulat” and retrieve a package in Bulat’s Possession. Bulat has set up camp in the “Dunwich LLC Building”


Development Details

  • Program: Creation Kit, Fallout 4

  • Development Time: 8 weeks, about 120 hours

  • Team Size: Individual

  • Platform: PC

Gameplay Highlight 

This is the Gameplay Highlight for the Level

DESIGN GOALS

There were 4 design goals that I had in my mind and I made sure to follow that throughout the entire process of construction of my level.

The quest should blend perfectly into Dunwich Borers lore, setting, and premise from the main game

This isn't a narrative oriented quest thus the the overall quest structure should be a simple fallout 4 style assassination quest structure.

One of the quintessential goals of the project was to find my design style and workflow approach for my level design

The entire project should blend in the base game seamlessly and as a player, I should have a tough time in distinguishing it from the base game

KEY FEATURES

Here are some of the actions that I took to ensure this was a high quality project.

STRING OF PEARLS

Multiple ways reach key areas throughout the level.

One of the main goals of this project was to created many ways to access multiple sections of the level. I was heavily inspired from dark souls 1 style of level design and wanted to use its principles in this project.

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CLAUSTROPHOBIC SPACES

I wanted the interior spaces to be a claustrophobic combat experience

I wanted the interior spaces to be as claustrophobic as possible and yet provide enough options for cover and combat additionally. Whenever possible I also provide further opportunities for hacking lore and an abundance of pickups.

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FINESSE LIGHTING

Directing the player through subtle use of Lighting

I used an overall darker lighting template and directed the player using the light probes.This helped most players navigate the player along the critical path subconsciously.

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QUEST MAPS

DUNWICH WAREHOUSE EXTERIOR

Top Down View of the Exterior Map

This is a side by side comparison of the extero map from the initial LDD to the Final In game Level .

DUNWICH WAREHOUSE INTERIOR

Top Down View of the Interior  Map

This is a side by side comparison of the extero map from the initial LDD to the Final In game Level .

GALLERY

Full Video Walkthrough

Here is a full video Walkthrough to summarise the level.

RETROSPECTIVE

  • The level turned out to be a easily accessible by almost any and all player style and skill level

  • I met the project requirements unlike my previous levels

  • Since I was already exposed to Creation Kit, I could get into developing stuff right away

  • Both my interior and exterior both blend in seamlessly with the base game

  • Aesthetically my level was really well done

  • I was effectively able to mange time and utilize the milestone requirements to just do what is needed for that particular milestone removing the process of reworking on my level over and over again

What went well

  • I had to change a lot after my initial Whitebox as Creation Kit/Fallout’s AI Companion isn’t smart enough and it created more problems than it solved

  • I put light leaks, z-fighting and floating objects on the last priority which stuck out by the playtester and the stakeholder

What went wrong

  • Time Management and effective task management was what I learned them most

  • If the gameplay is too easy for you then its just right for the average player.

  • Lighting should not be overdone. Lighting should be subtle, insinuated and illusive i.e. its should be used only when needed while the entire level should follow a lighting template

What did I learn

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