Fallout 76
Responsibilities
Role: Game Designer
Implementation of Seasonal/Event Updates for Nuclear Winter, Fallout 76’s Battle Royale Mode
Implementation and Design of gameplay systems for Fallout 76’s Adventure Mode
Design Support and Usability Testing for Engine Development Team
Creation and Upkeep of Documentation
Development Info
Team Size: 300+
Genre: RPG
Engine: Creation Kit
Release Date: October 2018
Design Challenges
Context Switching: Nuclear Winter and Adventure Mode were two entirely different player experiences with different goals and methodologies. I had to learn how to quickly shift my mind between PVP and PVE content when solving problems to ensure that players had a consistent and consistently fun experience.
Remote Work Before It Was Cool: Working alongside the Systems Design Team and Engine Development Teams in Austin required me to be able to adapt to being one of the only remote workers on a team even before quarantine and work from home was the norm. This uniquely prepared me for the remote work challenges the world threw at us all starting in 2020. I already learned the “Overcommunication Is Key” lesson for remote work when I worked with Vicarious Visions at Bungie, and then got to hone it further with BGS Austin.
My Role
As a Game Designer on Fallout 76, my role evolved over time with the needs of the project and I eventually wore many hats and switched contexts several times:
Fallout 76’s Battle Royale Mode: Nuclear Winter:
I owned maintenance of overall game balance of the skills, abilities, and dozens of weapons with each new content drop
Updated and maintained battlepass and challenges for Nuclear Winter
Designed and balanced three new weapons from the main game into Nuclear Winter for Wastelanders DLC
Implemented the three new weapons into the loot spawning system and integrated their unlockable skins into the Battle Pass
Decorated public pregame area and in-game world for seasonal events
Interfaced with QA and Production to ensure studio playtests went as expected
Fallout 76: Adventure Mode:
Stepped into Systems Design and supported the BGS Austin Systems Design team with quality of life improvements for Adventure Mode, including implementing a new contextual-ammo loot system
Designed and Implemented new pinnacle armor set rewards and more than a dozen new weapons for the Wastelanders and Steel Dawn DLCs requiring Gold Bouillon, an endgame ritual currency
Fallout 76 Engine Development and Private Worlds Development:
Provided design input and Usability support for mods in Private Worlds to the Engine Development Team