The Cleaners’ Hideout
Project Details
Team Size: Solo
Engine: Creation Kit
Hardware: PC
Roles: Level Design, Systems Design
The Cleaners' Hideout is a standalone Fallout 4 dungeon that I designed and created over the course of a month. The dungeon is a mid level loot crawl through a multi-path underground cavern swarming with The Cleaners, a violent Wasteland protection racket that has been harassing your settlement at Sanctuary. They show up at the beginning of Act 2, after the Brotherhood of Steel event.
I chose to make a level in the Creation Kit because it allowed me to tackle a complex RPG Shooter. When I do solo work, my blueprinting allows me to make platformers and shooters, but I can't reach the depth of the Fallout systems. It also saves me the time of designing and blueprinting character abilities so that I can focus more on the level itself. Another benefit was the experience of working in someone else's design. In the Creation Kit, I didn't have control of the character design; all of the movement abilities and combat abilities were predetermined. This imposed constraints on my level design that, I feel, helped improve the overall design.
Level Design:
Level design was definitely the largest portion of my work on The Cleaners' Hideout. While I was always conscious about the enemies I intended to have in each area, my thoughts were focused on providing interesting and effective positions and paths for the player to follow. In that line, the dungeon is definitely focused more on Fallout's shooter aspects than storytelling, making use of natural cover, corners and turns to break sight lines, and terrain height differences to inspire the use of different weaponry.
The hardest part of the level design was working with the engine itself. While the creation kit is very powerful in terms of what it CAN do, I struggled to get those things done correctly and completely. The engine crashed far too often for a modern engine and I was unable to get certain aspects (water and skybox) to work the way I intended, resulting in 2 major design changes. I also struggled with the modular kit that made up the backbone of the area I built.
Fallout uses some modular set pieces to aid the speed of area creation in the Creation Kit. Modular kits can be very powerful, but they suffer from repetition and the limits of the pieces built therein. I also discovered that I had picked a notoriously challenging set of pieces that was not regularly used in the game. Additionally, some pieces didn't seem to logically fit anywhere like a corner piece with angled edges (when the rest of the pack has straight edges that align).
Regardless, I was able to complete the design and implementation cycle. I began with concepting the level based on intended player, tone, theme, story concept, ect... I followed this with sketches and then a grey box. I was not able to find a simple way to grey box with the creation kit, so my box was made of 1 floor piece, 1 rock, 1 pillar, and one box. Afterwords, I brought in some models, to check spacing and sizing, and then I started to fill the level with set pieces. The level was modified and resized to fit the modular pieces, and a few side rooms and loot rooms were attached as new pieces were discovered.
After this, I filled the space with game assets including placing all of the containers, set dressing, and terrain. I added junk/cluttter during a second pass while I tweaked and shifted larger assets to make better paths and fill empty spaces. After this I grouped and placed enemies based on the expected pace of the dungeon and the number of enemies that could be handled if a whole room was agroed. The next pass was for loot; I filled all of the boxes and containers as well as added specific item drops to the special enemies I had added. Next, I added AI paths, idles, and actions so that the enemies would act correctly if the player stealthed into the area. Finally, I played through the level a few times and corrected any mistakes I found during play. This included both physical issues such as seams, and balance issues such as agroing enemies from other rooms.
View 1 No Markers
Layout 1 AI & Interactable Markers
View 2 No Markers
View 2 AI & Interactable Markers
Full Layout
Full Layout Nav Mesh
Systems Design:
The big benefit to the Creation Kit was the ability to easily make enemies with full pathing and response patterns, and variable or specific loot. For each enemy, I was able to create and specify specific patrol routes, timings, and actions for the NPCs to follow. I did my best to make them follow realistic patterns including using the bathroom, drinking coffee, sleeping, and resting by the fire.
For any chest I was able to have it roll loot based on the player level, roll on a table I created, or contain specific items. The enemy design was similar, allowing me to customize weapons, armor, and loot, or allowing the system to determine what would best suit the player as they entered. I chose a number of specific items and enemies for sections with bonus areas, treasure, and the boss. These included special Minigunners I made, and a boss I tweaked from a base boss that exists elsewhere in game. For the larger areas and big groups, I set the system to make rolls based on difficulties and enemy types I chose. This means that I would choose a Sniper base and a Medium difficulty, then the system would randomize the rest.