link.png Bang Bang Bang!



One of the most important parts to design properly while developing a large scale game like this, whether the player realizes it or not, is the weapons in the game.

link.png PipBuck Art Contest Results



Just a little over 4 months ago we announced our first ever contest. Now it’s time to not only see the results of your hard work, but you also get a chance to affect the future contests!

link.png The Journey of the Light: Physically Based Shading



Today we start introducing you to our new rendering system, and physically based shading is the first topic we will dive into. Welcome to the Journey of the Light!

link.png Alley of the Artists IV: An Unexpected Post



Since it has been over 5 months since our last Alley of Artists, we figured we would give our many talented artists a chance to shine again. This week it's all about weapons and raider armor!

link.png Addiction, and how it affects YOU!



Within the story of Fallout Equestria, addiction played a very heavy role. However, due to the simplistic nature of Fallout’s addiction system, capturing that feeling of dependency that LittlePip suffered from is not really possible. This is why we have reworked the system into two parts; dependency and withdrawal, to put a greater emphasis on risk and reward. We’ve added a bit more realism on the drugs themselves.

link.png A Year in Perspective



It's hard to believe its been another year since this project began, but through that time we have shown all sorts of interesting and cool things. In light of that we wanted to go back and look at some of the things we highlighted, going all the way back to the beginning of last year, as well as have a brief word from the leaders of those posts.

link.png In-game Adaptive Music



In the first update from the Music Team we promised a music soundtrack that would be adaptive, i.e. the music would change according to how the player's situation evolves. Now get the first glimpse into the result of our labor!

link.png It's Magic...



Magic is one of the core tenets of Fallout: Equestria, and now our Design team is going to give all of you a tour into its underlying systems!

link.png Bloatsprite Speed Modeling



Many months ago we shown you a glimpse at one of our 2D artist’s process at drawing one of the many concepts for the game. Now we would like to show you our 3D artist’s process, turning the disgustingly amazing Bloatsprite concept into an animated model.

link.png Statistical Analysis



Another Design post, this time we are going to be sharing some of the foundations of the game; Skills and Attributes!

Most of you who have played Fallout know a fair bit about the attributes, skills, and levels that form the basic systems of the game. In our case we have adapted and modified the systems found in Fallout 3 and New Vegas to help improve gameplay.