The fine art of Fallout 4

3 min read


If I had a coffee table (Or a house that wasn’t a cardboard box in the middle of dirt road where I would walk to the mill to work for tuppence a day. LUXURY!), my selection of books wouldn’t be drab.

None of that bird watching or National Geographic crap for me! No, my coffee table would most likely be populated by dodgy anime collections, trade paperbacks and gaming art books. I’m a big fan of the concept art phase of video games, where projects develop a signature look and feel.

It’s a vastly underappreciated field, that churns out stacks of art that most fans will never ever get to see. In fact, I’ve got several books based on popular games that make me appreciate them even more.

And the Fallout 4 art book is looking pretty swank. The game is almost here, and it’ll be releasing with the aforementioned art book as well. Here, peruse the art without having a stuffy curator breathing down your neck and trying in vein to explain why Jackson Pollock’s works shouldn’t be viewed as oil paint enema explosions.

“The tip of our creative spear is our concept team: Adam Adamowicz, Ray Lederer, Ilya Nazarov, and John Gravato. Their work is done in an area we call the “Art Pit”: a room in the middle of the art department with walls covered in drawings,” said Lead Artist Istvan Pely on

Their work is done in an area we call the “Art Pit”: a room in the middle of the art department with walls covered in drawings. Many ideas originate here, born out of lively discussions between game director Todd Howard, lead designer Emil Pagliarulo, the concept artists, and me.

Each artist has a unique visual style, and together they drafted a rich and varied world, with every design having personality and authenticity. Our process is very iterative: we start with loose, rough sketches, which are gradually refined into detailed drawings that are then handed off to our 3-D artists.

And even after a model is built and textured, we often revisit and rework that model until it achieves a level of quality we can be proud to ship. In these pages, we try to show a variety of images from all stages of this process.

As you can see, we carefully consider every detail of the game, sometimes to an obsessive level; this is pretty much the Bethesda way.

While the focus of this book is on art, the amount of work done by professionals across multiple disciplines at the studio cannot be overstated. Designers give the work purpose and context; programmers ensure that everything works smoothly.

Animators give it life, while audio engineers give it voice. And producers make sure all of these parts come together efficiently. Without all of this effort, the images you see here would have never left the page. To witness the amount of passion and talent that goes into this process is truly humbling.

It’s a gruelling job being an artist in this day and age. But it’s nice to know that your efforts won’t always go unrewarded. Now if you’ll pardon me, I’m going to gawk at more of those mech designs, oh my yes.

Last Updated: October 29, 2015

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