Podcast Summary: Software Engineering Daily – Fallout: London with Daniel Morrison, Neil, and Jordan Albon
Introduction
In the January 15, 2025 episode of Software Engineering Daily, host Joe Nash sits down with Daniel Morrison and Jordan Alban from Team Fallon to delve into the ambitious endeavor of developing Fallout London, a total conversion mod for Fallout 4. The conversation offers an in-depth look into the project's inception, development challenges, team dynamics, and the future aspirations of the team members.
Overview of Fallout London
Fallout London is a five-year labor of love by Team Fallon, transforming Bethesda’s Fallout 4 into a post-apocalyptic rendition of London. Daniel Morrison introduces the mod's scope and vision:
Daniel Morrison [02:32]: "Fallout London is a complete total conversion mod... recreates the whole of London within the Fallout 4 universe with an entirely new story, soundtrack, and 3D assets."
The mod stands out for its rich British cultural influences, aiming to blend the iconic Fallout aesthetic with distinctly Londonian elements.
Team Structure and Workflow
Jordan Alban, the lead 3D artist and build master, explains the voluntary nature of the team:
Jordan Alban [03:51]: "It's all voluntary... everyone chips into the project in their free time without any financial commitment."
The team evolved organically, especially during the COVID-19 lockdowns, with dedicated members stepping up to lead various departments such as audio, 3D art, level design, and scripting. They established internal deadlines to maintain momentum, which also bolstered their public relations as the project gained significant attention.
Technical Challenges and Tools
A significant portion of the discussion focuses on the technical hurdles faced during development. Jordan delves into the complexities of using Bethesda’s Creation Kit:
Jordan Alban [13:43]: "The Creation Kit is quite archaic... it's user-friendly for art and level design but becomes challenging with deep technical modifications."
To manage version control, the team transitioned from unreliable Google Drive sharing to GitHub with Git Large File Storage (LFS), orchestrated by Jordan:
Jordan Alban [29:58]: "We used GitHub Desktop app... moving to Git solved many issues with file distribution and integrity."
Despite these tools, managing large assets and the sheer scale of Fallout London posed continuous challenges, especially when Bethesda released a next-gen update that disrupted their work.
Art and Audio Direction
Daniel Morrison and Jordan discuss the art and audio direction, emphasizing the fusion of Fallout’s aesthetic with British cultural elements. Daniel highlights the inspiration drawn from classic British bands and the necessity of creating an evocative, survivalist soundtrack:
Daniel Morrison [42:22]: "We wanted to emulate Fallout 1's depressing soundscape using stringed instruments and tubular bells to simulate Big Ben."
Jordan adds that maintaining a cohesive art style was crucial despite the diverse backgrounds of the volunteer artists:
Jordan Alban [37:42]: "We tried to keep the art consistent by drawing inspiration from British culture and Bethesda's style, even though the artists had varied individual styles."
Voice Acting and Dialogue
The voice acting process was monumental, involving over 90,000 lines of dialogue. Daniel Morrison explains the meticulous organization required to coordinate voice actors, including notable figures like John Burkow and Neil Newborn:
Daniel Morrison [47:18]: "We had a casting call that attracted over a thousand applicants... ensuring fair and organized selection was crucial."
Neil Newborn, known for his role as Astarion in Baldur's Gate 3, contributed significantly to the project, bringing professionalism and a deep understanding of character development to the mod.
Release and Post-Release Issues
The mod's release encountered significant setbacks due to Bethesda’s unexpected next-gen update, which disrupted the mod’s functionality by two days before the intended launch:
Jordan Alban [21:06]: "Bethesda put out the next-gen update two days after our release date, which pretty much broke everything we did."
Despite their efforts to block the update, the team had to decide against proceeding due to performance issues, leading them to postpone a next-gen version indefinitely. Additionally, reliance on external tools like the Script Extender added layers of dependency that complicated post-release support.
Future Plans and Transition to Game Development
With the challenges faced during Fallout London, the team is now considering transitioning from modding to developing original games. Daniel expresses optimism about building a game studio:
Daniel Morrison [57:48]: "We're developing a company out of this... aiming to create opportunities and build scalable games."
Jordan emphasizes the importance of starting with smaller projects to master new tools and iterating based on learned experiences:
Jordan Alban [69:19]: "We want to make smaller projects or engage in game jams to learn and iterate before tackling larger endeavors."
Audience and Community Engagement
Fallout London has cultivated a substantial community, with around 87,000 members on Discord. Jordan notes that the audience extends beyond the Fallout modding community, attracting new players interested in their original content:
Jordan Alban [71:38]: "A good chunk of our Discord members are new to Fallout and are eager to see our future projects."
The team believes this diverse and growing audience will support their transition into indie game development.
Conclusion
The podcast offers a comprehensive glimpse into the complexities of developing a large-scale mod like Fallout London. Daniel Morrison and Jordan Alban highlight the dedication, technical expertise, and creative ambition required to bring such a project to fruition. Despite facing significant obstacles, including technical setbacks and team burnout, Team Fallon’s journey underscores the potential for passionate volunteers to create impactful gaming experiences. Their move towards establishing a game studio marks an exciting new chapter, supported by a robust and engaged community.
Notable Quotes
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Daniel Morrison [02:32]: "Fallout London is a complete total conversion mod... recreates the whole of London within the Fallout 4 universe with an entirely new story, soundtrack, and 3D assets."
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Jordan Alban [03:51]: "It's all voluntary... everyone chips into the project in their free time without any financial commitment."
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Daniel Morrison [42:22]: "We wanted to emulate Fallout 1's depressing soundscape using stringed instruments and tubular bells to simulate Big Ben."
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Jordan Alban [37:42]: "We tried to keep the art consistent by drawing inspiration from British culture and Bethesda's style, even though the artists had varied individual styles."
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Jordan Alban [21:06]: "Bethesda put out the next-gen update two days after our release date, which pretty much broke everything we did."
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Daniel Morrison [57:48]: "We're developing a company out of this... aiming to create opportunities and build scalable games."
Episode Timestamp Highlights
- 00:00 - 01:09: Introduction to the team and Fallout London.
- 02:32 - 03:05: Overview of the mod’s scope.
- 13:43 - 15:31: Discussion on technical tools and Creation Kit.
- 21:06 - 26:14: Challenges faced during the release due to Bethesda’s update.
- 37:42 - 45:16: Art and audio direction insights.
- 47:18 - 56:31: Voice acting coordination and community involvement.
- 57:48 - 71:38: Future plans for game development and community support.
This episode serves as an inspiring testament to what dedicated individuals can achieve in the realm of game modding, setting the stage for their forthcoming ventures in the gaming industry.
