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The Outer Worlds 2 - Arbiter Training Facility

I designed the exterior of the Arbiter Training Facility. The goal I was given was to create a fun combat-focused space for players. This is intentionally very challenging for the relative difficulty of this region.

I designed the exterior of the Arbiter Training Facility. The goal I was given was to create a fun combat-focused space for players. This is intentionally very challenging for the relative difficulty of this region.

On approach, I'm still offering the player RPG opportunities - if they want to stealth for better planning, they can take the route on the left side of this image. Stealth Grass assists with that stealth planning.

On approach, I'm still offering the player RPG opportunities - if they want to stealth for better planning, they can take the route on the left side of this image. Stealth Grass assists with that stealth planning.

On approach, the player can see the higher level combatants. The approach is designed to allow the player to leave if they don't feel ready for this challenge - without any penalty.

On approach, the player can see the higher level combatants. The approach is designed to allow the player to leave if they don't feel ready for this challenge - without any penalty.

In designing this combat space, I made sure to give the player ample cover and different ways to play this encounter. With stealth or going loud, the player has 360 degrees of cover to fight from.

In designing this combat space, I made sure to give the player ample cover and different ways to play this encounter. With stealth or going loud, the player has 360 degrees of cover to fight from.

I wanted to convey that this POI was a training ground, and a fun way of doing so was to implement that very thing! I added this shooting range to imply that combat training is part of that process.

I wanted to convey that this POI was a training ground, and a fun way of doing so was to implement that very thing! I added this shooting range to imply that combat training is part of that process.

This level ended up being used in our IGN series of videos as an example of our combat design in our levels. Watch to see some explanation of the intentions behind our combat.

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 did the Exterior encounter of this POI, and later in development Simon Smith polished that exterior, and added the interior spaces of the POI.
Supporting Area Designer, Simon Smith https://simoncurtissmith6.wixsite.com/website
I worked on this area with
Primary Environment Artist Terry Hess
Supporting Environment Artist, Rain Supple https://www.artstation.com/artwork/rlNrl6
Narrative Designer Conor Walsh.
I consulted with the Combat Designer Rob Donovan on this POI as well.

Date
October 26, 2025