




Level Features
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10-15 Minutes of Gameplay
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Scripted Flame Trap
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Choice-Based Ending
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1 interior space and 1 exterior space
Project Details
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Made in Creation Kit (Fallout 4)
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Level & Systems Designer
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Solo Project
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Development Time: 150 Hours
Introduction
"Weevil's Deception" is a standalone side quest mod for Fallout 4.
The player agrees to help the totally-not-evil Dr. Weevil regain control of his laboratory after the synths he created go haywire. The player encounters killer synths and flaming deathtraps all orchestrated by the evil scientist.
Level Highlight: A gauntlet of deadly flamethrower traps that the player must narrowly jump between to avoid being scorched!
One of my goals for this level was to use the Flamethrower trap that is native to Fallout 4 in new and interesting ways.
In addition, I also scripted my own version of the flamethrower trap as an added twist.
Cycling Flamethrower Trap

Scripted a flamethrower trap that cycles on and off endlessly using a state machine.
Scroll to see more of my code!
Continuous Flamethrower Trap

Scripted an alternate version of the flamethrower trap that never runs out of fuel
Dr. Weevil's Laboratory



I had the player enter the Main Chamber right away and see their goal of the locked door leading to the Inner Laboratory.
Using a Hub & Spoke layout, I pulled the player through the many trap-infested rooms to access the two computer terminals needed to enter the final room and faceoff against the last of Dr. Weevil's evil synth robots.

The player passes through the Main Lab (hub room) three times as they work to unlock the door to the Inner Lab.



Iterated and added multiple layers of conveyance to direct the player.



Use conveyance to lure the player and also hint at the hidden trap.

When the player uses the terminal they have a perfect view of what door they unlocked and where to go next.
Iterated Quickly
I prioritized critical changes first to get quick feedback on my features and design.
Scoped Appropriately
I tested and researched all risky scripting early to avoid issues later in production.
Memorable Moments
I constructed memorable gameplay moments such as moving through a fiery gauntlet.
Unfamiliarity with Modkit
Due to the limitations of the modkit, my blockout phase took longer than expected.
Enemy Type Complications
Unreliable enemy AI behavior led to me having to switch enemy types halfway through production.
Final Fight Layout
The encounter space for the boss fight lacked enough verticality and required changes.
Gather All Assets Before Building
Do as much research into the assets provided as I can early on.
Plan for Pivots
In the future, I will plan ahead for possible changes to be integrated into my design.
Building Backwards
Build the most important rooms first, such as the final encounter space, and build backward.







