- Gameplay Systems
- Completed
Fallout 4 Level Design
Fallout 4 level design in the Creation Kit. I joined a team building the Floating Institute expansion mid-project and owned its third-floor interiors, then kept the merged build stable and fast. Before that, I was project lead on a smaller build, Ashen Vale, and designed its Hall of Idols puzzle chamber.
- My role
- Third-floor level designer and merge support on the team level; project lead on my earlier Milestone One build
- Team
- Joined an active Fallout 4 mod team mid-project
- Built with
- Fallout 4 Creation Kit, Blender, NifSkope, B.A.E.
- Result
- A stable merged build with connected, optimised interior spaces
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Hall of Idols puzzle
I narrowed the design to one production-ready module: rotate the idol statues, reveal hidden stairs, and descend into the Sun Chamber. Keeping it standalone also reduced merge conflicts.
Player loop: read the dead end → rotate the idols → unlock the stairs → descend. Built with scripted placeholders, spotlight guidance and a modular handoff to the next area.
The team level
On the team's Floating Institute level I built room variants for the third floor and stabilised door links, portals, bounds, lighting and merged cells, so the combined build stayed connected and readable.
I used Blender, NifSkope and B.A.E. to understand mesh and collision edits, and built in the Creation Kit with load doors and XMarkerHeading markers for reliable travel between cells. In-engine commands like coc and tgm let me jump between cells to isolate problems.
Duplicate FormIDs
Combining several team cells into one shared file produced duplicate FormID warnings and conflicts that I worked through.Broken colours and stretching
I traced a major colour and stretch artefact to room-bound and portal conflicts, then rebuilt the setup until it stabilised.Performance
Dense NPC, light and model setups strained performance. I reduced them while keeping rooms readable and atmospheric.
How I kept it fast
- No oversized enemy rooms or over-dense encounters where they hurt frame rate most.
- Teleport and load-door routing keep traversal broad without rendering everything at once.
- Room bounds and portals so only relevant geometry is processed each frame.
- Readability first: stable navigation and clear combat spaces over visual excess.
Earlier work: Milestone One
My first Creation Kit project, where I was project lead, was deliberately much smaller than the team level. It taught me puzzle spaces, traversal setup, encounter pacing and editor-side debugging before I worked inside the larger merged build.
Milestone One screenshots
Documents
- FII Final Milestone Report (PDF)
- GAME 370 Milestone One (Project Lead) (PDF)
- Revised Design: Hall of Idols (PDF)