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Fallout 76: Burning Springs
"Largest Region to ever release in Fallout 76" - 2026
BAFTA 2026 Nominee
MCV Develop Winner for "Ongoing Innovation of the Year" - 2026

Engine: Proprietary Engine, Creation Kit

Tools: Jira, Confluence, Miro, Teams, Slack

Genre: Action RPG, Survival, and M.M.O

Team dynamic: Siloed, shifted to integrated

12 Month Placement Level Designer

Points Of Interest

Core Points of Interest

Random Encounters

Fallout 76: Burning Springs

Bounty Hunting Location

The Chop Shop

The Chop Shop - Exterior

The new featured event is only available in Burning Springs: The Chop Shop, one of five locations designed for Bounty Hunting.

Bounty Hunting targets spawn as additional enemies within the encounter, which then empower the enemies. Due to Bounty encounters' toughness, stemming from the buffs and the higher stats of the target, teams of players come together being rewarded with legendary gear. 

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Chop Shop Overview

When assigned to The Chop Shop, I needed to create an A4 document to pitch its pre-war and post-war narratives while establishing its identity as a family-run diner alongside a Red Rocket gas station. 

 

For the Post-war narrative, I wanted to include aspects from Fallout 4, specifically from the Trappers lore, which I narrowed down to “having no qualms about victimizing or cannibalizing people,” but also their danger factor, so much so that “Residents warn against even making eye contact with them.” In wanting to incorporate these, I came across the problem of “why only these Rust Raiders” had converted to cannibalism, which made me need to develop the pre-war narrative.

 

With the pre-war narrative, decided the owners of the diner had created a Meat Pie from humans after they fell into deep financial despair, tied into the Economic crisis from the resource war.

 

From intertwining the cannibalism from pre- and post-bombs, I thought of a cool opportunity to have a Wendigo at the location. As Wendigos are creatures that attack all others on sight, I needed a reason why this one was still alive. I suggested that the Wendigo was actually the former leader of the group of Rust Raiders, hand-picked by the Rust King. They had hoped to offer this dangerous monster as a gift to the King, hoping that it would spare their lives after letting their leader be transformed into this beast

 

Having the Wendigo alongside the Rust-Raiders allowed me to create a new scenario for players to experience. The Wendigo will act as a surprise, either before killing all the Rust-Raiders or after. If the Wendigo was encountered before the Raiders were defeated, the Wendigo has the possibility to aid the player by targeting the Raiders, or both factions could go after the player, causing the encounter to shift. 

 

Furthermore, this breaks Fallout's trope regarding the Red Rocket, as throughout the franchise Red Rocks have been seen as safe havens for players to access workshops, to repair damaged gear, or produce armaments or ammunition. Alongside having access to a player stash where players can safely store items without risking losing them or being weighed down by situational resources. While in my location, those workshops and stashes are still available, but there will be tough enemies between them, emphasising to the player that this new region is not for the unprepared.

Chop Shops Development Process

-> Take Me There.

-> Take Me There.

-> Take Me There.

-> Take Me There.

-> Take Me There.

 -> Take Me There. 

  1. Iteration 1: Conceptualized the idea of a Truck Stop incorporating gas pumps, a diner, and a small Red Rocket structure.

  2. Iteration 2: Pivoted to a small roadside Gas Station.

  3. Iteration 3: Inclusion of Wendigo adjusted the Gas Station.

  4. Iteration 4: Elevating combat experience alongside expanding the location.

  5. Gameplay & Lore implementation: Inclusion of core gameplay additions, Ammo, junk, loot, and notes.

  6. Combat Pass: Polishing and refining gameplay combat encounters throughout the location.

CH_Developemnt Process ChopShop

Iteration 1

The Chop Shop Iteration 1.png
The Chop Shop Iteration 1 HiddenRoofs.png

Once I knew who would occupy ‘The Chop Shop,’ I needed to design the location before transforming it with a raider theme. I began by researching real-world locations in Ohio and across the states, focusing on roadside gas stations and diners. These provided valuable structural insights into how such places are built and marketed to travelers.

I sketched out the infrastructure on my assigned plot. Once the traffic and structures were in place, I worked on a secluded level to experiment freely with the available assets, avoiding conflicts with regional artists.

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I started with the diner, the location's central feature. After creating its shell, I roughly outlined the interior, including the kitchen, eating area, owner's office, and freezer. Once satisfied, I added a gas station for trucks, using elements from the Mega Red Rocket stop for quick visual reference and placement.

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With the diner and gas station finished, I encircled the area with a pedestrian pathway, subtly enhancing it with raider fortifications inspired by the Regional Camps from Mad Max: Fury Road (2015). In particular, I appreciated how Scrotus' War Boys used visual cues to inform players about who occupied each location before their arrival. After incorporating these elements, the area was prepared for review.

Iteration 2

The Chop Shop Iteration 2 HiddenRoofs.png
The Chop Shop Iteration 2.png

Key

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Orange: Vehicle Cover

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Turquoise: Half Cover

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Blue: Tall Cover

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Pink: Stairs

Emerging from a team discussion where we realized that a truck stop, though promising, didn’t fit the area’s space constraints due to my initial concept being too large. Feedback emphasized improving the diner’s interior, while its exterior was already well-received. The primary reason for enhancing the interior was to ensure the layout supported both player navigation and enemy AI movement, creating a dynamic combat environment both inside and outside. ​​​​​​​​​

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To accomplish this, I revisited my moodboard for extra inspiration, drawing from Frankie & Benny’s and the classic retro diners across America. After gathering resources, I focused on the diner, starting with the kitchen and freezer, while subtly alluding to the office area, keeping it blocked off. The eating area needed the most work and underwent several changes.

 

These changes consisted of extending the Kitchen by 3 metres into the eating area 

I then created a nearby gas station with just two pumps, suitable for 2-4 vehicles. I added an iconic Red Rocket structure, and since it didn’t have a garage, I included a separate building behind it to complete the all-in-one service station. 

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Receiving further feedback, I added ventilation ducts and more furniture to the diner. This development aimed for immediate recognition of its purpose upon entry. I also devised access to the roofs: scaffolding at the back of the diner and makeshift wooden platforms with ramps for the garage, connecting to the Red Rocket's roof. This setup allows enemies to patrol above, introducing a new vantage point for Marksmen Rust-Raiders.

Iteration 3

The Chop Shop Iteration 3.png
The Chop Shop Iteration 3 HiddenRoofs.png

Key

Screenshot 2026-06-19 155327.png

Orange: Vehicle Cover

Screenshot 2026-06-19 155518.png

Turquoise: Half Cover

Screenshot 2026-06-19 155408.png

Blue: Tall Cover

Screenshot 2026-06-19 155740.png

Pink: Stairs

For another round of feedback, I was advised to incorporate the iconic Fallout 4 Red Rocket, in addition to reassessing the diner’s interior layout, enlarging the kitchen, and ensuring that each wall piece aligned perfectly with the grid.

A major piece of feedback was that the entire location needed to be relocated across the main thoroughfare to avoid performance issues within the engine. 

Finally, I needed to think of an appropriate placement for a quest interior entrance within the location, which would be known as 'The Basement'.  

I agreed with the use of the Fallout 4 Red Rocket due to the rooftop branding and built-in garage, removing the need for a standalone garage structure that would have required unique Red Rocket branding assets.

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Upon restructuring the layout, I focused on the placement of the Wendigo, choosing the Red Rocket garage for its “nest/capture” concept.
Red Rockets signal safety; I wanted to use this against the place as a surprise, turning the normal safety into danger. With the narrative of Wendigos being mutated humans from overindulging in cannibalism, I grounded it with the use of gruesome flesh piles with scattered tools from their grim culinary activities.

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Next, I addressed the kitchen as it was hidden behind the service counter and too cramped for player movement during combat. Moreover, enemy AI would frequently get stuck at the kitchen entrance or refuse to enter due to a navmesh that was too small for proper pathing. This led players to exploit the situation, clearing out enemies without risk or concern about melee attackers, resulting in stagnant gameplay. ​

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​To resolve this, I pushed the counter further towards the main entrance and expanded the kitchen by an additional three meters, reorganizing the furniture layout to facilitate enemy pathing. Once the size was addressed, I focused on adding in gruesome, disembodied limbs to the kitchen due to the Rust-Raiders losing their initial preparation space from trapping the Wendigo.

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Once I resolved the key concerns, I shifted my focus to the exterior. I needed to add cover alongside visual signifiers of the Rust-Raiders occupying this location. 

During a small playtest with 3 individuals, I noticed that they were able to sit on the hillside and snipe all combatants on the exterior due to a lack of full and half cover. One notable addition was a toppled truck transporting industrial pipes due to the Rust-Raiders primarily using industrial, metal architecture.

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While iterating on the hillside, I took the opportunity to build scaffolding leading up to the diner’s rooftop, providing additional cover. I also scattered destroyed vehicles around the front of the location to create “dog leg” lines of sight. Additionally, I placed another truck hauling a closed trailer near the Red Rocket to disrupt sightlines further. 

Given that Fallout 76 is an open-world experience, it was essential to include multiple line-of-sight blockers for both enemies and players. If not, it would lead to the same outcome as the previous playtest but from an alternate direction.  

Iteration 4

Iteration 4 NoRoofs.png
The Chop Shop Iteration 4.png

Key

Screenshot 2026-06-19 155327.png

Orange: Vehicle Cover

Screenshot 2026-06-19 155518.png

Turquoise: Half Cover

Screenshot 2026-06-19 155408.png

Blue: Tall Cover

Screenshot 2026-06-19 155740.png

Pink: Stairs

Iteration 3 finished a day before the feedback session, where Bethesda shared some suggestions about the location:

  • The area behind the Diner and Red Rocket was too exposed, allowing easy enemy funneling.

  • There were too few enemies on rooftops.

  • A bridge was needed from Red Rocket to the diner roof to enhance enemy patrol routes.

  • The location felt empty due to a lack of enemies for its size.

In response, I focused on the area behind the diner and Red Rocket, creating a moodboard of mobile homes from real-world locations and the in-game site, The Wayward.

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From the moodboard, I then started to experiment with implementing my own mobile home into the location.  

Once I was satisfied with the exterior, I began working on the interior of the mobile home. I aimed to visually represent the family's story, indicating the child's room, the parents' room, and potential spots for notes. Given the strong Raider faction presence in the area, I also adjusted the rooms to suit the new residence.

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After I added the mobile home to the back of the location, I began connecting the diner to the Red Rocket. Suggestions were made to improve enemy pathing during combat, ensuring all players and enemies can move up and down the structures properly.

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Since Fallout draws inspiration from the real world, I explored real bridge construction, focusing on support spacing and alternative support methods. I aimed for visual realism rather than functional accuracy to satisfy player perception.

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The bridge was originally planned with 2 rooftop access points. However, noticing the gap between buildings lacked cover for players and enemies, I added a 3rd access point using a flatbed and a shipping container. This provides substantial cover and contributes to a stronger sense of structural integrity.

Gameplay Implementation - Loot and Fiction

After the location's layout was approved, I was assigned to integrate loot and narrative elements into the level.

Loot provides players with resources for crafting supplies, upgrades, and repairs, as well as ammunition for battling high-level enemies in public events designed for multiple players.

I strategically placed loot, including ammo containers, loose ammo boxes, and grenades, to keep players engaged without needing to retreat for supplies. These resources were positioned near enemy patrols to reward players for defeating foes rather than making the challenge too easy.

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I included more containers than loose ammo to accommodate various weapons, specifically those used by players at level 50 and above. This makes the location attractive for high-level players seeking to replenish ammo for their preferred weapons.

Additionally, players can loot ammo from defeated Rust-Raiders, so I balanced the supply to maintain the survival aspect. I also added valuable junk items for players to collect and scrap at nearby workbenches, with a stash box available in the Red Rocket's main building for storing goods.

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Example of some of the notes.
For all, please
click here

For fiction, I needed to transcribe my location narrative over to in-gamenotes that players could interact with, finding out why the only Wendigo in Burning Springs was at 'The Chop Shop' and how the Rust-Raiders became cannibals.  

I came up with the narrative setup and conveyed that to players through 7 placed notes that can be examined and 1 terminal. A colleague reviewed these for intention as well as spelling.

Combat and Cover Pass

After incorporating the mobile home, I added more cover to the location, creating an arena in the courtyard and adjusting the front to block long sight lines. For inspiration on cover placement, walkways, sharp turns, and potential traps, I visited the Rust Kingdom's arena.

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Recent playtests revealed a lack of enemies on rooftops, making the location feel empty due to its size.

 

As the level has expanded, it's crucial to focus on the combat encounter at The Chop Shop for Bounty Hunting. I began by placing enemy spawners and patrol paths to ensure all areas are covered, while also allowing players opportunities to approach the level.

Ground floor &interiors

The Chop Shop Iteration Coverpass.png

Key

Screenshot 2026-06-19 155327.png

Orange: Vehicle Cover

Screenshot 2026-06-19 155518.png

Turquoise: Half Cover

Screenshot 2026-06-19 155408.png

Blue: Tall Cover

Screenshot 2026-06-19 155740.png

Pink: Stairs

Rooftops & Upper floors

Diametre of locations and RoofTopdown combat.png

Key

Idle Furniture.png

Staticically used Interactive animation

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Move to Patrol markers

Patrol move to Interactive Animation 

Patrol walkways

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I designed the layout to include areas where enemy NPCs can't see entry points. This supports Bethesda's commitment to accommodating all player archetypes, including those who prefer a stealthy approach.

Most players, however, choose the "Gunners" archetype, characterized by powerful builds capable of quick kills. To challenge these players, I incorporated combat scenarios with a variety of enemies, from close to long-range, including grenadiers. A total of 15 enemies were added to cover all categories, in turn enhancing the bounty hunting experience.

 

Some bounty hunting leaders provide nearby hostile NPCs with passive abilities and stats, ensuring each player's hunt is unique.

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Combat Video

Video that requires V.O going over decisions and such

Basement

Points Of Interest

Random Encounters

Fallout 76: Burning Springs

Quest NPC Location

The Chop Shop - Interior - Basement

​The basement was a later addition to The Chop Shop, proposed as a potential space for a quest character. Bethesda eventually approved it. I was then paired with a Quest colleague to ensure the atmosphere and tone matched the NPC who made it their home.

The Main story character to reside in this space is Magpie which later on also has the potential to house Eugene.

The finished product created a space tailored for the NPC character, adding depth and history for players to explore. It enhances both the quest and the broader narrative of The Chop Shop location.

Iteration 1

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Iteration 2

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Iteration 3

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Fallout 76: Burning Springs

The Chop Shop - The Basement

Quest Location

Metrics Overview

Location Type:                                                                                     Questline.

Purpose:                                                                                              Questline.

Utility:                                                                                            Workbenches.

Average Player time at location:                                                 8 to 20 Minutes.

Loot:                                                  Loose miscellaneous items and weapons.

Narrative:                                                                                        Set dressing.

Location Overview

This location was purposed for world-building tied to the pre-war narrative of The Chop Shop and for the purpose of a Questline. The boiler room has been converted into a safehouse for an NPC known as Magpie. She used to be a former raider, fortifying the basement with traps and defensive positions, warding off any uninvited guests. 

Responsibilities - Duration 4 Weeks

  • Narrative ideation: Pre-War lore to be transcribed into Post-War narrative.

  • Creation of various level layouts, experimenting with roadside diners found throughout the states.

  • Implementation of initial gameplay features, basic loot, and locks. 

  • Refinement of loot, a healthy variety of loot, some hidden loot, and junk. 

  • Inclusion of fiction, implementation of traps. 

 

During this process, each stated point went through rounds of revisions, with bi-weekly meetings with senior management and daily SCRUMs with relevant members of the team. Producers, Quest, Art, and QA. 

Found Characters within Location

POIs
Regional Development

Fallout 76: Burning Springs

Regional Development

Responsibilities - Deathclaw nest

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Responsibilities - Trainwreck

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Points of Interest

Responsibilities - Raghod Nest

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Responsibilities - Campsite

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Responsibilities - Abraxodyne Spill

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Fallout 76: Burning Springs

Regional Development

Random Encounters

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