
GUN IN THE DARK
ROLE
DESIGNER
DESCRIPTION
"Gun in the Dark" is a single-player, combat-heavy quest for Fallout 4. The player encounters a man named Robert Torres next to Red Rocket. He's been forced out of his home by a gang of raiders and left a vital data chip containing all his family's weapon experiments. The quest's first half focuses on combat in small corridors with more formidable default enemies. In contrast, the second half uses one of the Torres family guns, the Torres Rifle, which gives the player an advantage in combat.
DEVELOPMENT TIME
May 2023 - Jul 2023
GENRE
Combat
PLATFORM
PC
DESIGN GOALS
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COMBAT-FOCUSED GAMEPLAY
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UNIQUE WEAPON
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UNDERGROUND SPACE
GOAL 1: COMBAT-FOCUSED GAMEPLAY

In-game action shot of player in combat with an enemy taking cover.

In-game action shot of player getting a focused hit on an enemy above them.

Gif showing player shoot down one of the enemies above them as they race to cover.

In-game action shot of player in combat with an enemy taking cover.
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Use circular flow for player and enemies to maneuver around for cover and flow
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Varying combat with verticality in previously used environments
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Varying combat intensity with peaks and valleys
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Ending with a big fight at the end
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With the addition of a small arena and mini boss encounter
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GOAL 2: UNIQUE CUSTOM WEAPON
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Used an existing gun in the base game and changed its values to make it more powerful for the combat featured in the level
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Balanced the enemies to the gun so the player feels powerful at the correct times when acquired
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System balancing the enemies and the gun to match in difficulty

Gif showing a rotation of the custom weapon the Torres Gun in the player's inventory. The gun itself uses a laser gun base, and has different stats in game data to make it different from other existing guns in the base game.

Gif showing the Torres Gun being fired at enemies.

Gif showing a rotation of the custom weapon the Torres Gun in the player's inventory. The gun itself uses a laser gun base, and has different stats in game data to make it different from other existing guns in the base game.
GOAL 3: UNDERGROUND SPACE

Shot of the first area player enters. Warm light illuminating duffle bag with items for player.

Angled shot of the first combat space, Chamber 1, showing off the lighting and dust effects to make an enclosed space.

An angled shot from a higher point in the chamber shows off the area's size, cover, and paths for players and enemies to traverse.

Shot of the first area player enters. Warm light illuminating duffle bag with items for player.
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Using an enclosed darker space to do combat in
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Used warmer lights to focus on areas of importance in the level
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Using lights to make the enemies and paths stand out to the player
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Mist assets to create a dusty look like the environment has dirt in it
WHAT WENT WELL:
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I was able to change and iterate on the design of the interior when I had to change playstyle directions without having to start over
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The peaks and valleys in combat pacing made it through in the deliverable
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Was able to use a smaller dark space, yet have it bright enough to allow player to see enemies and cover without struggling
WHAT NEEDS WORK:
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Enemies are still too easy for some players. Need to increase health and strength of melee and gun enemies
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Would also help to add one of the raider Boss lackeys next to where the gun is stored to add another peak
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Some areas of the level require more shadows to add depth
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Shadows could also help to add elements to the gameplay
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Some of the pickup items for health need to be reduced in quantity and replaced with items more common in the base game
WHAT I LEARNED:
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How to balance enemies to customized weaponry
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Using Creation Kit's stats for the enemies and the gun to mess with system balance
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That underground spaces in Fallout 4 require more organic arrangement compared to buildings with strict architecture
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Sometimes one has to use an angled floor to create a curved ceiling
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Underground spaces provide and require more intense lighting opportunities to exaggerate shadows