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The Outer Worlds 2 - Eden's Bounty Agricenter

The first Area I designed on this project was this Seed Storage Facility. This Facility was previously a Protectorate farm, but has been taken over by Aunties Choice. AC ran into an issue when experimenting with local flora for new product ingredients.

The first Area I designed on this project was this Seed Storage Facility. This Facility was previously a Protectorate farm, but has been taken over by Aunties Choice. AC ran into an issue when experimenting with local flora for new product ingredients.

Some context for the quest - the experiment went wrong, and everyone except for one scientist is hostile from the catastrophic failure here. The scientist asks for help gathering materials for a cure, and asks the player to not kill everyone else

Some context for the quest - the experiment went wrong, and everyone except for one scientist is hostile from the catastrophic failure here. The scientist asks for help gathering materials for a cure, and asks the player to not kill everyone else

This POI was once Protectorate, but is now Aunties Choice. I collaborated with the Artist of this POI to convey this change. The crates/boxes/mess here show the in-progress repurposing of this Facility by the Aunties Choice employees.

This POI was once Protectorate, but is now Aunties Choice. I collaborated with the Artist of this POI to convey this change. The crates/boxes/mess here show the in-progress repurposing of this Facility by the Aunties Choice employees.

This POI can be approached from many angles, and is surrounded by hostile NPCs. This was a great opportunity to create Stealth opportunities for players.

This POI can be approached from many angles, and is surrounded by hostile NPCs. This was a great opportunity to create Stealth opportunities for players.

There are 4 entrances into the POI.
White arrows - double jump accessible areas, great positional advantage
Red & blue arrows - lockpick accessible & sneak possible entrances
Green arrow - combat only

There are 4 entrances into the POI.
White arrows - double jump accessible areas, great positional advantage
Red & blue arrows - lockpick accessible & sneak possible entrances
Green arrow - combat only

The building was made with a proprietary tool that was dedicated to blockouts. The walls & floors are blockout in this picture as well, but by this time the building design was solidified

The building was made with a proprietary tool that was dedicated to blockouts. The walls & floors are blockout in this picture as well, but by this time the building design was solidified

Here's another stealth route. A lot of iteration went into these. Making sure NPC patrols had predictable timing was essential to the players enjoyment of the (optional stealth experience)

Here's another stealth route. A lot of iteration went into these. Making sure NPC patrols had predictable timing was essential to the players enjoyment of the (optional stealth experience)

Here we can see a player approach to this POI. The red grass is Stealth Grass that allows the player to sneak to the building. I placed it in patches that would provide opportunities for planning between NPC pathing between the player and their goal

Here we can see a player approach to this POI. The red grass is Stealth Grass that allows the player to sneak to the building. I placed it in patches that would provide opportunities for planning between NPC pathing between the player and their goal

Here we can see a player view from the Double Jump accessible route. I designed every route in the building to have a good sightline to the door the player must get through. The NPC patrols can be seen from here as well.

Here we can see a player view from the Double Jump accessible route. I designed every route in the building to have a good sightline to the door the player must get through. The NPC patrols can be seen from here as well.

This is the major Quest location. This room is re-traversed for Quest purposes. The door at the far end is "barred" from inside, so after the player gets here, they can have an easy route back. The player doesn't have to repeat the stealth again.

This is the major Quest location. This room is re-traversed for Quest purposes. The door at the far end is "barred" from inside, so after the player gets here, they can have an easy route back. The player doesn't have to repeat the stealth again.

The 2nd goal of the quest is to collect a flora sample, and data from a nearby building. The Red Spire in the distance is a weenie for the flora objective. The barred door mentioned above can be seen here.

The 2nd goal of the quest is to collect a flora sample, and data from a nearby building. The Red Spire in the distance is a weenie for the flora objective. The barred door mentioned above can be seen here.

I implemented the environmental storytelling here to provide worldbuilding for the efforts of AC at that lab. They're here to collect research samples. These scientists were killed by local fauna. An audio log here provides details of their expedition.

I implemented the environmental storytelling here to provide worldbuilding for the efforts of AC at that lab. They're here to collect research samples. These scientists were killed by local fauna. An audio log here provides details of their expedition.

The Raptidon creatures here attack the player on sight, but Stealth Grass along the spire gives the player the option to stay consistent with their stealth playthrough

The Raptidon creatures here attack the player on sight, but Stealth Grass along the spire gives the player the option to stay consistent with their stealth playthrough

This is where the Data is for the other quest goal. NPCs patrol around the building, but nearby stealth grass, distraction devices, and an open roof hatch give the player options to stealthily advance the quest.

This is where the Data is for the other quest goal. NPCs patrol around the building, but nearby stealth grass, distraction devices, and an open roof hatch give the player options to stealthily advance the quest.

This is the inside of the house where the Data is located for the Quest. The dead NPC was a scientist that was sent here to collect the Data. They didn't make it (the main Quest NPC mentions this)

This is the inside of the house where the Data is located for the Quest. The dead NPC was a scientist that was sent here to collect the Data. They didn't make it (the main Quest NPC mentions this)

When the player is returning to hand in supplies, I created this interactable that does several things. This is where the player collects and deposits items, but if they have nothing to collect or give, the UI pop-up explains what this interactable is.

When the player is returning to hand in supplies, I created this interactable that does several things. This is where the player collects and deposits items, but if they have nothing to collect or give, the UI pop-up explains what this interactable is.

RPG choices by a player are very important in this game. In the interactables & examinables, I made sure to leverage RPG builds that would align with the context of this POI. If the player is has Medical skills, they can help the Scientist

RPG choices by a player are very important in this game. In the interactables & examinables, I made sure to leverage RPG builds that would align with the context of this POI. If the player is has Medical skills, they can help the Scientist

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 
Environment Artist Rain Supple https://www.artstation.com/rainsupple3d 
Narrative Designer Joe Fielder https://www.linkedin.com/in/joefielder/

Date
October 25, 2025