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Bethesda creation kit fallout 4 vault asstest
Bethesda creation kit fallout 4 vault asstest











bethesda creation kit fallout 4 vault asstest bethesda creation kit fallout 4 vault asstest

With a game that big, missteps aren’t measured in hours or days, but scale to weeks and months. Games like Skyrim take a few years to make, even moving as efficiently as possible. We need high bang-for-buck on everything we do. Production methodologies, tech and tools, workflow, pipeline - it’s all informed by a need for efficiency. The games are big! This influences everything we do at the studio. When you play a Bethesda game (or when you work on one) you know this going in. Scope isn't a random attribute of our games it’s a major feature. You couldn't boil Skyrim down to a six-hour game and expect to provide the same experience. It’s an integral part of our games and our DNA as a studio. If you've played or read about Skyrim, Fallout 3 or any of our other open-world games, scope is a big part of them. Let's begin with a pretty simple observation: our games are big. To understand our approach, it’s useful to know where we’re coming from as developers, and where Bethesda Game Studios is coming from as a whole. This talk was a way for us to explore and articulate this accumulated knowledge. We've struggled to explain ourselves in detail for new artists and designers who had joined our team. We recently realized that there are many unspoken understandings we and our colleagues share expectations and assumptions taken for granted as part of our process.













Bethesda creation kit fallout 4 vault asstest