Leonard Boyarsky: As soon as we started talking about what we wanted to do things started to fall into place pretty quickly, and, even though we hadn’t worked together for a while, we fell back into our old creative roles immediately, with Tim bringing the silly and me bringing the dark, and both of us riffing off each other to find the offbeat humor we both love. I think the visual look was the hardest because, besides having a lot of ideas we wanted to explore, we also needed to define our own distinctive look.
In the past, when we were doing the original
Fallout and
Arcanum, it was much more organic because the team was so small and we were just following our ideas wherever they led, and there weren’t a lot of games doing retro or alt future type worlds at the time. Now, there’s a ‘punk’ for everything – steampunk, atom punk, etc., so it’s harder to find your own original lane. Fortunately, we had a great art team led by Daniel Alpert who took our ideas and ran with them.