THE JIG IS UP
ROLE
DESIGNER
DESCRIPTION
"The Jig Is Up" is a single-player side quest in the Fallout 4 universe that takes place anytime after the quest "When Freedom Calls," ideally after the player has become aware of sentient ghouls. "The Jig Is Up" takes place in the small town of Nostra Square, where two ghoul brothers, Tommy and Junior Gallo, suffer from rogue individuals led by Will Hanover, the supposed killer of their late friend Marshal. But not all is as it seems, as Tommy heads to Red Rocket in search of help from the player, who comes back to help clear out the rogues, and Will to find out who the real killer is. Meanwhile, on the side, a lone woman in Nostra Square named Jess Stafford needs the player's help to retrieve her old man's cigar box, which was stolen from her in the last raid and placed within the University's Storage Area.
DEVELOPMENT TIME
Jan 2023 - May 2023
GENRE
Explore, Combat
PLATFORM
PC
DESIGN GOALS
Tommy's quest giving location dusted by the warm glow of the lamp against the darker blue surroundings
Here's where Junior, Tommy's brother, waits around while the player does their tasks.
Screenshot of player in combat after exiting the storage room.
Tommy's quest giving location dusted by the warm glow of the lamp against the darker blue surroundings
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SMALL TOWN & UNIVERSITY ENVIRONMENT
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VERTICAL REUSE OF SPACE
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LIGHT CONVEYANCE
GOAL 1: SMALL TOWN & UNIVERSITY ENVIRONMENT
The main goal of the quest, the University, is framed by the two descending rows of buildings.
An annotated image of the use of leading lines, negative space, and landmarks
Still showing the ceiling falling in, creating a pathway to the upper floor of the back room.
The main goal of the quest, the University, is framed by the two descending rows of buildings.
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Small town setup to highlight the University - the main area where the quest takes place
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Town buildings forming sightlines to building
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Environmental landmarks
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University setup in an open main room, with smaller rooms that were once used for academic purposes before the events of the game
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Using existing props in environment to create sightlines to goals
GOAL 2: VERTICAL REUSE OF SPACE
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Setting the University building layout like a hub that can be looped back through from a different angle
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Adding a 2nd story to the inside of the building to aid in different positions of combat
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Use of catwalks to add a 2nd layer to building
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gives player a chance to fight enemies from the bottom, then from the top
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Editor view of the changed flow to the back room from the left wing.
In-game screenshot of player in combat with the bandits and their turrets.
Angled view of the catwalk in the back room, with the door to the storage area highlighted on the left.
Editor view of the changed flow to the back room from the left wing.
GOAL 3: LIGHT CONVEYANCE
Example of the use of warm lighting highlighting quest NPCs. The warm colored lantern light illuminating Jess's area, similar to the lamp in Tommy's area in Red Rocket.
Annotated image of Junior's quest location, highlighting the use of lighting in the level for conveyance.
Lighting example of combat zone during darker lighting scenarios; curve in geo and entrance highlighted by the yellow and white lights.
Example of the use of warm lighting highlighting quest NPCs. The warm colored lantern light illuminating Jess's area, similar to the lamp in Tommy's area in Red Rocket.
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Using warm red lights next to areas for the quest NPCs to give the player their next goal
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Using blue ambient lights to illuminate areas of major combat, while using brown ambient lights to highlight cover and safe locations
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In exterior
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Using brown ambient lights are used to highlight the walkable areas to highlight major paths. Meanwhile the red ambient lights highlight the major dangers
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inside University
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WHAT WENT WELL:
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Having a a clearer story in mind that could be cut down and easily adjusted
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Modular, flexible story
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Implementing changes from feedback immediately after getting it; and asking for help from peers when stuck
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University interior was large enough for combat, and was assembled in a way that allowed for looping back and using it from a new angle
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Sightlines in small world were clear and main goal is visible from the start
WHAT NEEDS WORK:
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Main quest could use a few more narrative beats to connect more with the characters and build up for the final choice
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having Tommy interact with the player more via dialog
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Town could feel more lively with the addition of townspeople, and less isolated with some buildings placed around the outside of the level
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Enemies feel a robotic in their movement and behavior
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Could use some more variants in sandbox movements and behaviors
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WHAT I LEARNED:
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Start with scripting and quest logic first
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How to split up my time and have a more efficient iteration process
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break down tasks into bite-size pieces with clear conditions of satisfaction
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keep track of things I tried previously
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How to parse and priorities feedback from stakeholders by importance and impact
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There is no shame in asking for help