Art of fallout 3 pdf download
The guide is localized and published in Europe and Australia by Future Press. In October , the Game of the Year Edition was published, which includes all the add-on guides and complements the Game of the Year Edition of the game itself.
Its main author is David S. It was edited by Jeff Gardiner and Pete Hines. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors.
Ammunition Apparel and armor C. Administrators Account management Discord Vault Academy. Administration policy Article layout Canon guidelines Content policy Discussions forum Reference formatting User conduct.
Citation project Speculation removal Suggested merge and splits Template headquarters Template overview. Explore Wikis Community Central. Register Don't have an account? Fallout 3 Official Game Guide. View source. History Talk Guide for Broken Steel and Point Lookout. Guide for The Pitt and Operation: Anchorage. Categories Fallout 3 Official Game Guide.
Universal Conquest Wiki. For an overview of guides for the games in the Fallout series , see Fallout guide. Anyone who works with Adam will soon come to appreciate the speed at which he can get through a lot of material while maintaining a sense of humor and creativity that was essential for the world of Fallout 3. The urbanized area in and around downtown Washington D. We wanted the player to feel a sense of foreboding as he explored a dense concrete jungle of streets and alleyways.
The palette was kept cool and blue, sky always overcast, to contrast sharply with the stark warm sunlight of the wasteland. Given that we were designing the aftermath of a devastating nuclear war , we did a bit of research to see just what would be left standing after such a holocaust.
The answer is, not much. So the decision was made early on that we would take some liberties with the level of destruction so that enough interesting "stuff" would still be left standing for the player to explore. This meant quite a few of the structures, although heavily damaged, would still be intact to provide locations for dungeons and the like.
We treated the urban zones of our world map as a large, multi-sectioned outdoor dungeon, using destroyed buildings and walls of concrete rubble and rebar to wall off various zones, or cells, that we would interconnect via underground subway tunnels. These paintings give a sense of level detail we wanted to capture, in order to have a realistic sense of destruction and decay throughout the city.
They provided the world artists a benchmark to hit in terms of realistic object density, something that required a few creative tricks in order to have environments like this run smoothly in the game's engine.
The antithesis to downtown D. The rule is bright, wide open spaces instead of the dark claustrophobic streets of the city. The challenge was re-envisioning the wastes as they would appear on the east coast , instead of the western desert-like locales from the previous games. We wanted it to feel similar, but look appropriate for the new location.
Our version was made up of treacherous rocky terrain, with course dirt, mud, and burnt tree husks littering the landscape.
There's plenty of dried and dead grass and shrubs, but no healthy green plant life to be seen anywhere. It's very likely that a great deal of plant life would return after a few years and probably thrive in the real world, no matter how irradiated, but it was an appropriate stylistic decision to keep the world dry and brown in order to fit in with the classic Fallout aesthetic.
Even with these atmospheric paintings as a reference, it took time for our wasteland to come together in-game. Early on it was far too sparse and barren to be interesting enough from a gameplay perspective, with distances too great between the various scattered points of interest. But as the world art team iterated through hundreds of cells by hand, adding many additional details and locations, the wasteland quickly became an exciting place to wader and explore.
The Pip-Boy was one of the first three iconic elements we wanted to nail-down in terms of look and feel, the other two being the Vault suit and Brotherhood of Steel power armor. This was a good exercise in determining the approach we would take with all industrial design in the game; a blend of classic 50's aesthetics with a futuristic twist. This is a delicate balance; swing too far towards the retro and you end up with something campy and unrealistic, but too far with the futurism and you risk a generic look.
After much iteration the design was eventually narrowed down to a basic look. Once Adam's drawings all start looking too similar we know we've honed in on the most likely design. The overall design isn't too over-styled, as this is meant as a tough piece of field equipment.
The device clamps on the user's arm, fastened via bolts which implies that it doesn't come off very often. It prominently features a bulky mini-CRT display, hooded to prevent glare from the hot wasteland sun. There are various buttons and knobs, slightly oversized to facilitate handling with a gloved hand. The grill indicates that the circuitry within can get pretty hot, and proper ventilation is required. Also note the gloved hand with a control-box mounted on the back, it has a large knob and coiled wire connecting with the main unit.
That knob is the primary controller for the user to manipulate the on-screen cursor. It's only years later that I realized that we should have put the knobs and control on the right side of the screen as opposed to the left, this would have been considerably more ergonomic. Oh well, ergonomics were never a priority in design for this era.
Designing the various outfits and armors for the world's inhabitants was challenging. Early on we made the decision to have all apparel be one-piece suits, with only the headgear being a separate object. This allowed Adam considerable freedom to come up with creative designs that would otherwise be impossible if we had to make sure all boots, pants, gloves, shirts, and coats would be fully interchangeable.
Modularity, while fun for the player, can sometimes be an artists's nightmare. The Brotherhood of Steel power armor was the first costume to be designed, and it was done entirely in 3D, skipping the concept art stage. This was an important piece to get right, as it had to feel true to the original, yet freshened and updated for this game's unique aesthetic.
The other critical costume was the Vault suit , which Adam did more sketches for than any other design, as it also had to be just right. We've included just a sampling of this costume's many iterations. When it came time to do the many different surface dweller costumes, such as wastelanders , raiders , slavers , merchants , etc, we sought to combine prewar style clothing elements with the scavenged remains of just about any object a person might find scattered about the wasteland.
Most of the survivors are opportunists that will make due with whatever is handy, and this resulted in some very interesting and original clothing combinations. I'm proud of just how many of these crazier designs made it into the game with very little compromise.
Adam's approach to designing a creature is to start with its personality. From the player's perspective, in the midst of an intense battle as he fends-off slashing inch claws with a tiny 10mm pistol , the personality may not be the most critical element in determining how best to kill or not be killed. Yet it's this thoughtful process of determining a beast's origins, evolutionary path, maybe hopes and dreams, that results in a convincing design that is a cut or two above "generic monster.
By far too much extensive exposure to radiation, such as the plight of the Ghouls. Or just really bad skin from just, well, hanging outside too much, as seems to be the case with almost everybody in this world. Our texture artists had an interesting time painting these subtle variations. There have been many creature designs in many movies and games, and staying fresh and original with our particular menagerie was quite challenging at times.
Luckily, the previous games offered a great deal of good genetic material to work from, and having the opportunity to try and update these classic designs was a real treat for the art team. And yes, Mirelurks are heavily mutated blue crabs. We are in Maryland, afterall.
Create a character of your choosing and descend into an awe-inspiring, post-apocalyptic world where every minute is a fight…. With Fallout 3: Game of the Year Edition free download, experience the most acclaimed game of like never before.
Create a character of your choosing and descend into an awe-inspiring, post-apocalyptic world where every minute is a fight for survival. Enter a military simulation and fight in the liberation of Anchorage, Alaska from its Chinese Communist invaders.
The Pitt — Travel to the post-apocalyptic remains of Pittsburgh and become embroiled in a conflict between slaves and their Raider masters. Broken Steel — Increase your level cap to 30, and finish the fight against the Enclave remnants alongside Liberty Prime. Point Lookout — Embark on a mysterious and open-ended adventure in a huge, murky swampland along the coast of Maryland.
Take in the sights and sounds of the vast Capital Wasteland! See the great monuments of the United States lying in post-apocalyptic ruin!
You make the choices that define you and change the world. Just keep an eye on your Rad Meter! Experience S. Also included are dozens of unique skills and perks to choose from, each with a dazzling variety of effects!
Mothership Zeta — Defy hostile alien abductors and fight your way off of the alien mothership, orbiting miles above the Capital Wasteland. No longer constrained to just one view, experience the world from 1st or 3rd person perspective. Customize your view with the touch of a button! Pick a side or walk the line, as every situation can be dealt with in many different ways.
Talk out your problems in a civilized fashion, or just flash your Plasma Rifle. Borderlands 2: Remastered.
0コメント