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The Outer Worlds 2 - Reasons Pass - Marisol's Second Quest pt.1

This location was designed as the first step in Marisol's 2nd Companion Quest. She has a contact stationed here that she needs to get information from. The player finds Scrappers ransacking the place, and Marisol's contact in a gunfight with them.

This location was designed as the first step in Marisol's 2nd Companion Quest. She has a contact stationed here that she needs to get information from. The player finds Scrappers ransacking the place, and Marisol's contact in a gunfight with them.

The contact snipes from a window in the building. This assistance against the hostiles adds a unique twist to an otherwise normal combat encounter.

The contact snipes from a window in the building. This assistance against the hostiles adds a unique twist to an otherwise normal combat encounter.

This is the building the player must gain access to - this is where the Contact is. Once the hostiles are killed, the Contact unlocks the door for Marisol and the player.

This is the building the player must gain access to - this is where the Contact is. Once the hostiles are killed, the Contact unlocks the door for Marisol and the player.

The conversation with this contact progresses the Quest. The story here is advanced - Marisol knows where to start her main goal - the experiments for understanding the "Universal Equation" will lead to catastrophic results on an immense scale.

The conversation with this contact progresses the Quest. The story here is advanced - Marisol knows where to start her main goal - the experiments for understanding the "Universal Equation" will lead to catastrophic results on an immense scale.

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/