
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
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.

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.

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.

QUEST MAPS
![]() Dunwich Warehouse Exterior Map |
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![]() Dunwich Warehouse Exterior In Editor |
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 Map |
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![]() Dunwich warehouse Interior In-engine Screenshot 01 |
![]() Dunwich warehouse Interior In-engine Screenshot 02 |
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
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 01 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 02 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 03 |
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![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 04 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 05 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 06 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 07 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 08 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 09 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 10 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 11 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 12 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 13 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 14 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 15 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 16 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 17 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 18 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 19 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 20 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 21 |
![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 22 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 23 | ![]() Fallout 4: Kill Bulat Kill - In-Game - Screenshot 24 |
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