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The Outer Worlds 2 - Point Obviation - Marisol's Final Quest

Point Obviation is where the Final Companion Quest for Marisol takes place. This is where she can put a definite end on the research for the "Universal Equation," effectively saving the universe.

Point Obviation is where the Final Companion Quest for Marisol takes place. This is where she can put a definite end on the research for the "Universal Equation," effectively saving the universe.

The OA presence here is new. This was previous HQ of Marisol's top-secret organization. This group has moved in recently, and the boxes strewn about tell that story. They also double as cover for the potential combat through this space.

The OA presence here is new. This was previous HQ of Marisol's top-secret organization. This group has moved in recently, and the boxes strewn about tell that story. They also double as cover for the potential combat through this space.

This is the result of the blockout phase of this POI. Since the Protectorate used to own the Order, and this is an old building, I wanted to the architecture to be imposing to reflect the nature of what this place was.

This is the result of the blockout phase of this POI. Since the Protectorate used to own the Order, and this is an old building, I wanted to the architecture to be imposing to reflect the nature of what this place was.

This is the final result. The artist for this POI is credited below. We collaborated throughout the development process, and worked towards the result we now have.

This is the final result. The artist for this POI is credited below. We collaborated throughout the development process, and worked towards the result we now have.

This is the imposing building. Most floors are inaccessible, and I used an elevator to fly the player past these floors. There is no option to stop at these, so they serve as implied space.

This is the imposing building. Most floors are inaccessible, and I used an elevator to fly the player past these floors. There is no option to stop at these, so they serve as implied space.

The result displays what architecture from the Protectorate-owned-Order faction looked. There are clear OA themes with the rounded portions. The harsh boxy nature of the Protectorate is prominent. The result highlights the unique nature of this POI.

The result displays what architecture from the Protectorate-owned-Order faction looked. There are clear OA themes with the rounded portions. The harsh boxy nature of the Protectorate is prominent. The result highlights the unique nature of this POI.

This was the first pass on the lobby floor. The tiered floors give the troops here a positional advantage in potential combat.

This was the first pass on the lobby floor. The tiered floors give the troops here a positional advantage in potential combat.

Here is the result of this lobby floor. I added a more prominent second floor for environmental storytelling - scientists can be found at work there.

Here is the result of this lobby floor. I added a more prominent second floor for environmental storytelling - scientists can be found at work there.

The blockout here is for the floor the Anchoress can be found. She's responsible for conducting this research that Marisol wants to eradicate.

The blockout here is for the floor the Anchoress can be found. She's responsible for conducting this research that Marisol wants to eradicate.

The floor here is a lecture hall that has been overhauled to function as a proper living quarters for an Anchorite. They must be quarantined off from the rest of the world, so she's initially inaccessible.

The floor here is a lecture hall that has been overhauled to function as a proper living quarters for an Anchorite. They must be quarantined off from the rest of the world, so she's initially inaccessible.

This was my original blockout for the major gameplay space. This wasn't large enough for meaningful gameplay. The pacing between gameplay and conversations wasn't balanced well.

This was my original blockout for the major gameplay space. This wasn't large enough for meaningful gameplay. The pacing between gameplay and conversations wasn't balanced well.

I ended up splitting that floor into 2. The one here is the Stealth gameplay and RPG interaction space. This is where the individual ingredients of the Experiment here are developed.

I ended up splitting that floor into 2. The one here is the Stealth gameplay and RPG interaction space. This is where the individual ingredients of the Experiment here are developed.

This is the transition space between the floors. The windows allow for the player to be slow and plan their approach. 
Red - hostile to avoid
White - quest interaction

This is the transition space between the floors. The windows allow for the player to be slow and plan their approach.
Red - hostile to avoid
White - quest interaction

The Experiment results happen on this floor. 
Green - Marisol's contact from Cloister makes a surprise return
White - secret access to the Development floor below

The Experiment results happen on this floor.
Green - Marisol's contact from Cloister makes a surprise return
White - secret access to the Development floor below

There are 4 rooms on this floor. This one deals with N-Ray, and the player can use the goggles to tamper with the experiment here.

There are 4 rooms on this floor. This one deals with N-Ray, and the player can use the goggles to tamper with the experiment here.

This is a Zyranium research room. The hints around the space tell the player how to modify the experiment. 
The goal is to ruin this Experiment so the research can be discredited.

This is a Zyranium research room. The hints around the space tell the player how to modify the experiment.
The goal is to ruin this Experiment so the research can be discredited.

This is a Macrowave. The player can use RPG skills to tamper with this.

This is a Macrowave. The player can use RPG skills to tamper with this.

This is another research room. The player can use the ingredients nearby to mix a bad concoction for the experiment.

This is another research room. The player can use the ingredients nearby to mix a bad concoction for the experiment.

At the end of the quest, the player has to convince or kill this Anchoress. 
If they have max Speech, they can talk her out of continuing the research. The player has to kill her otherwise.

At the end of the quest, the player has to convince or kill this Anchoress.
If they have max Speech, they can talk her out of continuing the research. The player has to kill her otherwise.

Area Designers are the "owners" of a given POI. I collaborated primarily with an Environment Artist, and a Narrative Designer. We worked in pods dedicated to one specific POI.
My Area Design responsibilities in this POI were the Level Design, Quest Design and all Scripting in the Area. I handled the Blockout, then the level & quest functionality via scripting, then I begun the polishing of those aspects. I handled all the NPCs in the level. To be specific, I implemented all encounters, NPC behavior, or triggers for any conversations or other functionality. I also implemented the loot in the areas.

I worked on this area with
Primary Artist Rain Supple https://www.artstation.com/rainsupple3d
Supporting Environment Artist, Marchand Venter https://www.artstation.com/marchandventer
Narrative Designer Joe Fielder https://www.linkedin.com/in/joefielder/
Supporting Area Designer, Simon Smith did a final bug-fix and polish pass of this POI: https://simoncurtissmith6.wixsite.com/website