Tags: Fallout; Leonard Boyarsky
There's a <A href="http://www.nma-fallout.com/article.php?id=7623">developer profile</a> of <b>Leonard Boyarsky</b> over at <a href="http://www.nma-fallout.com/">NMA</a>. Here's a slice of the pizza pie:
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<blockquote><b>Tell us a little about your role in the making of Fallout 1/2/3 (Van Buren)/Tactics ?</b>
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I was brought on Fallout 1 as lead artist/art director after Tim and Jason had been working on the engine for a little while, but before the decision to go post nuclear was made. I was really excited when we decided to go post nuclear, as “The Road Warrior (Mad Max 2)†was my favourite movie at the time.
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As Art Director, I was responsible for the look and mood of the game (as far as visuals were concerned). <u>I came up with the idea of the “future of the fifties†setting, and had to convince everyone that that was the way to go.</u> I also came up with the idea/design for the “Vault Boy†and the “cards†(as I called them) showing him doing all the different things in humorous ways. By the way, he’s not the Pip Boy, the Pip Boy is the little guy on your Pip Boy interface. The Vault Boy was supposed to evoke the feel of Monopoly cards, and the Pip Boy was based on the Bob’s Big Boy mascot.</blockquote>
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Honestly, I think the 50s stuff is what kicks the setting up a notch. At least, that's what did it for me.
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There's a <A href="http://www.nma-fallout.com/article.php?id=7623">developer profile</a> of <b>Leonard Boyarsky</b> over at <a href="http://www.nma-fallout.com/">NMA</a>. Here's a slice of the pizza pie:
<br>
<br>
<blockquote><b>Tell us a little about your role in the making of Fallout 1/2/3 (Van Buren)/Tactics ?</b>
<br>
<br>
I was brought on Fallout 1 as lead artist/art director after Tim and Jason had been working on the engine for a little while, but before the decision to go post nuclear was made. I was really excited when we decided to go post nuclear, as “The Road Warrior (Mad Max 2)†was my favourite movie at the time.
<br>
<br>
As Art Director, I was responsible for the look and mood of the game (as far as visuals were concerned). <u>I came up with the idea of the “future of the fifties†setting, and had to convince everyone that that was the way to go.</u> I also came up with the idea/design for the “Vault Boy†and the “cards†(as I called them) showing him doing all the different things in humorous ways. By the way, he’s not the Pip Boy, the Pip Boy is the little guy on your Pip Boy interface. The Vault Boy was supposed to evoke the feel of Monopoly cards, and the Pip Boy was based on the Bob’s Big Boy mascot.</blockquote>
<br>
<br>
Honestly, I think the 50s stuff is what kicks the setting up a notch. At least, that's what did it for me.
<br>