
when the player meets piper for the first time outside of Diamond City). Lots of work went into creating the "scenes" and attaching animation instances to them (e.g. They mention it was easier to work with having spent time working a little on Skyrim's engine and getting better with it in Fallout 4.
Lead animator discusses some of the quirks that went into leveraging newer, more complex animations using the Havoc engine. They wanted players to try to say "where do I go, what do I do" when they play. They wanted that initial impression to be overwhelming to players, which is why Fallout 3, Skyrim, and Fallout 4 all feature the player staring out into an open expanse when they exit the starting sequence. Two societies but one is literally dug into shit and the other towers above it. Emil mentioned the use of verticality in designing the Fallout wasteland, and how they used it to inject the feeling of black and white differences between the poor and the rich (Tenpenny Tower vs Megaton). They really liked the fact that it was nightmare fuel despite the comedic overtone. They talked about some of the Vault designs, particularly the Gary vault, and how they spent additional time recording dialogue for each Gary to say. He didn't like having a layout where towns were isolated in varying parts of the city (ala Oblivion or Fallout 3), and wanted Diamond City to present players with all the shops in a central location because he knew players would visit often to interact with the shops. One of the world designers talks about how he went about creating and figuring out the layout for Diamond City and the idea of centralizing everything. He did mention how it was annoying on following playthroughs to have to sit through that sequence again, but says that opening moment from exiting the vault really hammered home that 'fish out of water' feeling. Todd talks about Fallout 3's initial quest (escaping Vault 101) and how they were happy with how it turned out. Todd in particular was annoyed by it but expressed surprise at how much manages to stay a secret because of how much is going on at Bethesda. They talk about the initial rumors and leaks that led up to Fallout 4's launch and how it impacted the team. They discuss how development for Fallout 3 consisted of 2 different teams - one for quests and one for level design.
He acknowledges the fan backlash and mentions he would have felt the same way.
Particularly, Todd explaining the desire to acquire the IP and why exactly (the skin not so much the mechanics).
Some stuff that would make people disappointed.
Some lad made a quick TL DW that lacks some bits: