And introducing our 2D/3D artist, Veera Arvola! She wanted to share this with you all.
“Throughout the Fallout series I’ve always found the various food & prop items to be one of the most interesting features – they tell you a lot about the Pre-War World and strengthen immersion. Since Fallout: Lonestar takes place in Texas and the story revolves around food, the quantity and importance of food items is going to be more essential than previous games.
I’ve been making game art & design for almost a decade. Together with my husband I run Nekobolt, a tiny game studio in Finland. I joined the Fallout: Lonestar team because I love the concept and I’ve always loved the Fallout series. Below are some of the food items I created specifically for Lonestar. Let us know what you think!”
Hungry? Me too.
Until next time, community!
I am pleased to introduce you all to the lead in our music department:
I’m James Guenthner, music director and lead composer for the music team of Fallout Lonestar.
Fallout Lonestar is set to be a full conversion mod including a whole new set of radio songs and an original soundtrack with completely new cinematic cues, stingers, etc., so we want to make sure that you all are in the loop about our ambitions as well as giving you the best possible understanding of what goes into doing what we do.
(Note: this was made prior to working closely with the NV G.E.C.K, so it wouldn’t work exactly like this in practice, but you get the point)
What this boils down to is that each dungeon would require roughly seven different tracks with similar connected material to play as:
The regions, other than dungeons, would only require four tracks which would play as derived from faction karma:
And then, of course, we would need a general action track that would run in non-dungeons for fights that occur as well as pause, level up, and death music.
All in all, a mod of the scope we want to build would likely require over an hour to two hours of just background music as described above with additional custom tracks made for cinematics, scripted events, and stingers!
It is an exhausting process, but, we love it, and it’s what motivates us to continually work to make an atmosphere that draws the player into the lore and world we are building!
Just to show how a new track comes into being, here’s a video showing a sped up hour and a half of me mocking up pause music from a raw state with only a few ideas jotted in as a starting point:
This particular track was made on the fly with a few ideas drawn from motifs in the main theme and elsewhere, but tracks will vary in origination from full-fledged notation with meticulous harmonic and melodic planning as a team in traditional mediums to doodles made on a napkin and played on a piano or guitar by one of us that gets made into a track an hour later. From here, they get critiqued for thematic relevance, quality of sound, and mood continuity by the team and directors, who will know more about the narrative and lore, to ensure the final iterations (which could be dozens of versions from the original, depending on the demo) are up to snuff.
While the same will hold true for original radio songs, we are also planning to mostly add public domain tracks from the 20s, 30s, and 40s with just a few original songs by us, so it won’t be nearly as time sensitive.
Our aim really is to provide a product on par with an actual Fallout title, so check out our work as we place it online and give us some feedback to help make a game you’d love to play!
We are always looking for talented, eager to help out musicians, so drop us an email at firstname.lastname@example.org if you would like to join Sam, myself, and the other contributors on the Lonestar music team!
That’s it for now! Stay safe, Wastelanders!
A few words from our writing department:
Hello, Wild Wastelanders!
Samantha Wallschlaeger here, Head Writer for Fallout: Lonestar. As you already know, we’ve chosen to move our mod to the Fallout 4 GECK, but that doesn’t mean we’ve halted production. Far from it, in fact. My team and I have been working extra hard to craft the perfect story experience for you to dig your (death)claws into.
It’s long been my philosophy that what truly moves us in a game’s story is its characters. We relate to them, laugh with them, mourn their deaths. A good set of characters is what makes a game’s world feel real. It’s for this reason we’ve chosen to focus on character in Fallout: Lonestar, to create a set of companions you’ll truly bond with and make their existence integral in the main plot.
Lonestar is unique in that we’ve chosen to make companion recruitment essential. In fact, you can’t complete the main plot without it. But this means we’ve had to work hard to make each companion worth recruiting, not only through their combat capabilities but through their depth of story and personalities. For that reason, this summer each of our writers has put his or her focus wholly on one companion, from beginning to end. We’ve been crafting pickup quests, upgrade quests, deviations in the main plot based on companion choice, and even ways for companions to interact with each other. The result is nothing less than extraordinary—six deep, complex characters, each suited to a different play style, each with his or her own views and opinions and suggestions.
But behind every great character is a great writer, and we’ve got talented writers in spades. Aside from our fearless leader Christopher Means, our project manager and producer Jack Shipley, and myself, we’ve taken on a new group of writers who have proven to be talented powerhouses of narrative design. Among our numbers we have a wildly popular Fallout lore podcast host, an accomplished author, a programmer at Microsoft, and a tester at ArenaNet. Our awesome team includes the writing skills of Charles Battersby, Colby Rice, Dylan Birtolo, and Max Supler. It’s unbelievable how much talent we’re surrounded by, and I’m incredibly lucky to have such a skilled team. Head to our website and check them out!
We’re working extremely hard to bring you the best story experience possible, and we’re so excited to show you what we’ve been toiling away at all summer. We just know you’re going to love navigating the dusty Texas trails.
Stay strong, my Lonestar Ghouls!
Hello Fallout fans!
My name is Jack Shipley and I am the Project Manager / Producer here at Fallout: Lonestar. I wanted to take a moment and address your questions regarding the move we’re making to Fallout 4 and how that will impact getting Lonestar into your waiting hands.
A Brief History of Time
When Christopher Means, Lonestar’s creator, came up with the idea to make a full-conversion mod several years ago, no one knew when we might see a new Fallout title. We figured it was only a matter of time, but until E3 this year, we had no idea when that time would come.
Additionally, the mod community as a whole tends to move with the newest title. Fallout 3 modders quickly moved to the New Vegas G.E.C.K. as soon as it was released to get a chance to play with some of the new concepts that title had introduced (weapon modification, hardcore mode, crafting). Then, when Skyrim launched the Creation Kit, many modders moved there to try their hand at a more modern engine design. That was four years ago!
This doesn’t mean that the mod community had abandoned Fallout. Far from it. Initially, however, we didn’t have a large group of G.E.C.K. modders on the team. We were very pre-production heavy as we had and still have many talented writers and visual artists on the team.
When Fallout 4 was finally announced in June, everything changed and a lot needed to be discussed. This is what was determined based on public information and our team’s experience and work schedules:
No matter how we sliced it, it just made sense to transition to the new title. For us, especially where we are in development, all the advantages of moving are there:
While it is true the community will have to wait a little bit longer to play Lonestar, we want to use the best tools available combined with the best talent out there. From the looks of things, Fallout 4 is going to up the ante in a big way and we’re very excited to be a part of that.
We felt very strongly that this was the right move for us as a development team and we hope you’ll take this journey with us as we attempt to bring this new story to life!
Project Manager/ Producer