Fallout: Project Brazil released Part 1 of its 2 Part series in May of 2013. 4 Years Later we're showing off our progress towards the completion of our epic Unofficial Prequel to New Vegas!
We start with a recap of events in Part 1 while showing off the fully renovated Vault 18's new level assets before giving you a look at the first hour of gameplay in one of the many branches the story can take. Because your playthrough has multiple narrative arcs, your story may go a little different than this one. You can play with all the companions, just a couple, or none at all. Be known as a Warrior or a Scientist, Join the Enclave or Defend the Vault, Join the NCR or Raider Alliance, help the New Reno Mob or the Shi Rebels conquer the Pass -- each with multiple paths to completion and a unique ending.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
Fallout: Project Brazil released Part 1 of its 2 Part series in May of 2013. 4 Years Later we're showing off our progress towards the completion of our epic Unofficial Prequel to New Vegas!
We start with a recap of events in Part 1 while showing off the fully renovated Vault 18's new level assets before giving you a look at the first hour of gameplay in one of the many branches the story can take. Because your playthrough has multiple narrative arcs, your story may go a little different than this one. You can play with all the companions, just a couple, or none at all. Be known as a Warrior or a Scientist, Join the Enclave or Defend the Vault, Join the NCR or Raider Alliance, help the New Reno Mob or the Shi Rebels conquer the Pass -- each with multiple paths to completion and a unique ending.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
Pay-Pal Donation Link: http://www.nexusmods.com/newvegas/users/donate/?id=1040788Morningstar OST Sample Direction 1RadianHelixMedia2024-07-22 | An uploaded of some early OST work. This is just to help set the tone for the direction of the OST rather than to serve as an example of it. If you're finding this later and wondering where these tracks went, it's basically a just an example for while we're hiring a real composer. I (Thain) have never been much of a musician, but in 2022 I dedicated a little time to learning the basics so I can better communicate the tone to our future team members.
These tracks were all my fault.
1. Mellow Explorer -- 0:00
2. Generic Dirge -- 1:44
3. Voices of the Deep A -- 3:15
4. Voices of the Deep B -- 4:38
5. Interlude -- 6:04
6. Dire Combat Theme -- 7:31
7. Fathomless Depths -- 8:19
These tracks represent mostly exploration and peaceful building modes of the game. Mellow Explorer would be for the World Map during moments of high morale in your party. Generic Dirge is for low morale exploration as one travels the world map.
Voices of the Deep 1 and 2 are for deep exploration of caves. One for light moments and the other for combat. Fathomless Depths is similarly for dark moments of exploration.
We still need to establish a lief motif for the Main Theme. Voices of the Deep and Generic Dirge, as well as the Dire Combat Theme, each share a bit of a lief motif in common that may inspire what's to come.
The main inspirations here are: Jeremy Soule's Total Annihilation's OST, Guild Wars OST, Austin Wintory's The Banner Saga OST, and in general some Sci-fi Fantasy TV show themes like Battlestar Galactica, Farscape, and Stargate SG1. The core is Orchestral, a lot of deep choir voices, heavy use of Cello, french horn, violin, and Taiko drums, but also some unexpected sounds from Spitfire's Fog Horn to the Yaybahar from Görkem Şen.
This gives a familiar, but still very alien sound, fitting for a player surviving on a Fragment of an alien megastructure full of iron age tribes and dangerous alien organisms. There's an ambient component for chill exploration and peacefully building, navigating menus, but also a tense while calculated combat atmosphere when fighting for your life, issuing order to your troops on the battlefield.
The mix of the iron age and sci-fi future is a unique blend of genre tropes, and the OST in turn needs to reflect that mix as well.Propaganda! How To Create and Use Super Soldiers!RadianHelixMedia2023-08-02 | To make a Super Soldier, place 5 defense tokens on your card, and toss 5 more on top of those.
Each stacked or "crowed" token acts as 1 of your super soldiers.
If your super soldier takes a hit (enemy gets a heads in the coin toss) then he loses 1 life. Keep him in combat though, he's not dead! It's just a mortal wound, for a mortal man! These are Super Soldiers!
The next heads he takes, yeah okay, he's dead.
But so long as he comes back home at the end of the combat encounter, he gets his extra token back for free.
If you're down by 1 super soldier, just invest 1 Economy to make another. (Up to 5 Max.) --- Play Propaganda now!
And The Tabletop Simulator version!Tucson Game Developers Conversation with Roel from Cursed CrewRadianHelixMedia2022-04-07 | Tucson Game Developers is trying a new format for our April meeting! Brandan Lee and Chris Hill have a conversation with Roel Heirman, aka ‘Roolo’, from Cracklewock Games, about their game, Cursed Crew!
We talk a little bit about the transition from modding RimWorld to producing a first standalone Indie Game from scratch, some of the hurdles of game development, and the brave decision to go full indie with kickstarter and self funding just you and a couple friends! A true indie adventure!
If you'd like to join us at Tucson Game Devs, we hold a meeting every month where a presenter (usually live) gives a talk about their career as a game developer. We hang out, share Q&A, and catch up on the latest development in and around our home town of Tucson, Arizona.
Intro song is Trampled By Javelinas by Dead By WednesdayRoger Owen in 2012, Rehearsing Coach John Braggs Opening SpeechRadianHelixMedia2022-02-21 | This is Roger Owen recording John Bragg's dialogue for what was then Project Brazil, in 2012. Way back in the day, in a literal shed in Catalina, AZ, not far from where Roger once worked as a councilor for a (now nothing but ruins and foundations) juvenile corrections facility. It was 112 Degrees outside, and inside it wasn't much cooler! You can hear the AC we ran between takes in the background, as Roger takes a break to rehearse his lines.
The original version of FNC's opening mentioned various cities which you'd see getting wiped out on screen, but I moved that to the animated cartoon intro. But it's still chilling. The buildup and to that escalating ending is still rousing all these years later.
We used overturned mattresses for sound dampening, and an H4N Zoom + XLR Rode Shotgun mic for recording. Re-recording this years later on a much better mic, in 2015 and 2018, we managed to keep that tone and feeling really consistent for his in-game dialogue, but agreed that the take we got back in 2012, despite the lower quality and primitive setting, just felt right. So I tried to salvage it as best I could in Adobe Audition from the original recording for what we released with in 2018: youtube.com/watch?v=Fi9itYvREig
Our good buddy Roger passed away today, 21 February, 2022.
We are going to miss him, but everything we do as a company will be in his memory. The world is worse for losing him, but better because he was here. We love you man.PENTA Icons PreVisRadianHelixMedia2021-11-23 | Quick previews of the PENTA Icons, still an early WIP with a lot of static elements waiting to be hooked to the backend.RadianHelixMedia Live StreamRadianHelixMedia2020-07-01 | ...Save Our Ship 2 Ship Combat Update [Release Trailer]RadianHelixMedia2020-05-20 | A mod for RimWorld by Ludeon Studios: store.steampowered.com/app/294100/RimWorld
Save Our Ship has taken RimWorld to the next level. What was an ending, building a ship and launching it, is now only the beginning for your colony's next adventure.
Save Our Ship 2 was created by Kent Haeger and Brandan Lee, with assistance from the RimWorld modding community.Fallout: New California Ending - SUP - (13/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | For the player who joined the Father and became part of the Super Mutant Meat Machine.
Fun Fact: This is the last of 13 ending scenarios. This ending was cut until June or July of 2018 because it, along with the entire Super Mutant branch path, was cut content back in 2015 when we downsized the mod to bring it back from the mass-exit of all our assistance in 2014 -- basically everyone who promised to help us disappeared and abandoned the project. But Rick and I continued on. The Super Mutants weren't always meant to dead end at a choke point. They were supposed to be their own faction with quest and everything. But on a 2 man team with no budget and no way to convince other modders to join us, that meant a lot of potential got dropped just out of necessity of getting the mod done and out there.
A lot of comments say that FNC had a lot of missed potential, and I tend to agree. I love this mod. It was very punishing and difficult to make, has a lot of moments that disappoint me as well as players due to the realities of making a mod at this scale for so long on a shaky engine. But it was very fun. Very interesting. Taught me a lot. And ultimately I think the parts that are good, where FNC did live up to its potential, are amazing, and really show what we were capable of at the time.
If FNC had been a team of, say, 10, or 15. Had we multiple writers who stuck to their promises and delivered on their word, on time, and editors and copy editors, a dedicated guy doing level design, a dedicated guy doing sound and voice editing, another doing side quest and companion programming -- FNC would have been a very different mod, even without a budget.
I think a AAA version of FNC with a Vault as a home base set in 2260 in California with true open world mechanics and the plethora of side quests and features a game of that scale would warrant would be an excellent Fallout 5.
In the end, problems and all, I'm glad we made FNC and got it finished and released.
Time to look to new stars and try again with a new IP on Project Morningstar.Fallout: New California Ending - N/A - (12/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | For the player that loves to kill everything -- the Empty Earth ending.
Fun Fact: A lot of people who got this ending were bothered that there is no narration -- because there isn't one. There's no one left alive to narrate, so it's silent. O'oga warns you that given your eternal life and penchant for murder, that eventually you'll kill everything that lives out of sheer boredom.Fallout: New California Ending - ENC - (11/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | For the player who followed Bragg from the Vault all the way to the final ending, betraying everyone they met in every path and helping the Enclave secure a final victory before fleeing California for the East Coast.
Fun Fact: No one knows what happens to Bragg and Chevy if they take this ending, just that at some point the player ends up alone after the Brotherhood and Lone Wanderer destroy the Crawler in the Broken Steel DLC. After Chicago where Ed-E and the fleet of Eyebots were sent to the West Coast, the rest is a mystery. Who was the ex-agent the player was looking for when they returned to California and picked up the Platinum Chip? Do they even remember after getting shot in the head?Fallout: New California Ending - SHI - (10/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Kieva and helped her take over the Raider Alliance, not launching he missile, allowing the Rebel Shi to take over Fort Daggerpoint for a time and reestablish themselves as a force within the NCR, where they come into conflict with the "True Shi" of Chinese decent in the ruins of former San Fransisco.Fallout: New California Ending - SHI - (9/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Kieva and helped her take over the Raider Alliance, launching the missile at the Enclave instead of taking over the Fort with the Shi.
Fun Fact: A lot of people took umbridge with the idea of a woman being used by the Legion, saying that women are only good for breeding and maids etc in the Legion. But I'd argue that no one really knows what happened to Kieva in those 20 years -- it's possible she was just kept by Caesar as leverage to keep his new Shi tribals in line, but she wasn't allowed outside of a prison cell until threw all he had at the Dam, giving the 60 year old warlord a chance to die for her tribe, which makes sense. In the end I don't buy that argument saying this ending violates the lore, because the Legion are misogynists, not morons, and Kieva is more than competent and loyal to whoever keeps her people live. No matter what interpretation you take, at best you could argue it's flexing the established lore, but breaking it? Nah.Fallout: New California Ending - SVR - (8/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Elsdragon and the Raider Alliance, carrying out his orders til the end.
This is my favourite ending.Fallout: New California Ending - SVR - (7/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Elsdragon and the Raider Alliance, carrying out his orders til they launched the missile instead of leaving it in its silo as they were told to do...Fallout: New California Ending - MOB- (6/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Senator Paul DuVille in the NCR, launching the missile against the Senator's orders and walking away from the NCR.
Fun Fact: Just like the NCR ending with Silverman, this was meant to be an ending that did not end in the player becoming the Courier, as was much requested by the players of the old mod. Some people loved it, some people hated it -- in the end it was just more convenient if none of the endings diverged from the timeline and never went to New Vegas (because it wouldn't be very rewarding if it just stopped at the main menu where a player who chose to continue got a whole new game to play.)Fallout: New California Ending - MOB- (5/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-05 | The ending for a player who sided with Senator Paul DuVille in the NCR, launching the missile against the Senator's orders.Fallout: New California Ending - MOB - (4/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-04 | The ending for a player who sided with Senator Paul DuVille in the NCR, launching the missile against the Senator's orders.Fallout: New California Ending - NCR - (3/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-03 | The NCR Ending for Fallout: New California, if the player walks away from Silverman at Fort Daggerpoint, abandoning the NCR.
Little known fact: this was going to be the ending just for me that did not end in the Star player becoming the Courier (because I didn't personally like it, I wanted them to go on to be their own kinda hero.) But it was thematically inconsistent, and the overwhelmingly requested feature, to begin playing New Vegas at the end of FNC, wouldn't work there, so this one was merged into the opening of New Vegas like the others.Fallout: New California Ending - NCR - (2/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-02 | The NCR Ending for Fallout: New California, if the player launches the missile at Fort Daggerpoint against the Enclave.Fallout: New California Ending - NCR - (1/13) *SPOILERS, OBVIOUSLY*RadianHelixMedia2019-04-01 | The NCR Ending for Fallout: New California, if the player DID NOT launch the missile at Fort Daggerpoint against the Enclave.Fallout New California Narrative Trailer - With Release DateRadianHelixMedia2018-06-01 | For our 5 Year Anniversary, we're finally announcing the exact day we will launch our mod to the public!
Special thanks to LucianHector for helping shoot in-game videos with me, and to Jack and Rick for the support. And Martin Purvis, Pablo Cortina, for the music, and Scott Sherman for audio help.
We'll be having BETA sign ups in July if anyone would like to come test the mod -- the Main quest is now feature complete in the core narratives, and we have a cap over the parts that aren't accessible (because there was no one available to code them. Mostly a two man operation here in New California's CIC.)
That said, the mod is now art locked! We have a our BSA files set, the story works, bugs are minimal...
....so why October and not now?
Because something is missing -- and all the testing guys noticed -- is side quests. Again, not the end of the world, but you hit this story with huge replete branches 16,000 lines of dialogue long you expect some little moments with characters off to the side of the big arcs, and there just aren't any. Again, because there was no one to code it! I'd also like to take time to revise some plot holes and gaps in the open possibilities that appeared in testing.
So we will code that ourselves the hard way, and provide a lot more support in optimizing the engine side of things. Our art is just running up against the limits of what this old engine can do. We need source code. Or, we need to do tedious work to work around limitations on both low end systems and high end ones that can handle all the pretty stuff at 60fps.
Love you guys ThainTESTSRadianHelixMedia2018-05-06 | Last minute tweaks.
Gotta kill that "star" nickname in the last of its hiding places! And do some dialogue line condition juggling. There are a lot of lines in FNC that should/could have alternatives. Some are just turned off or not conditioned, others just don't exist and need to be penciled in real quick. this Elsdragon line is one of them.
(This is also a test to see if those CS campers try to copyright strike music that WE MADE OURSELVES like they did the last one.)Nem Gate Exterior Shot BreakdownRadianHelixMedia2018-04-29 | Breakdown of our feature film NEM Gate, which has been in development as long as New California. :pNew California Prequel to Chapter 1 CinematicRadianHelixMedia2018-04-13 | The Cinematic between the Prequel and Chapter 1 revealing the nature of the coup to take over Vault 18 by the Enclave Infiltration Team led by Colonel Bragg and Lieutenant Chevy.Fallout: New California Intro VideoRadianHelixMedia2018-04-13 | Final draft of the intro video. This is technically the 4th draft in the last 6 years, remade from scratch for release with a new "Brazil!" Cover Song from Pablo Cortina and Martin Purvis. :p
Final in game version will have a "real" screen shake and the player's identity, race, sex will be hidden under thick armour and gloves. And sound, obviously.
We're adding a control script for the DLC popups, and Solid Project is adding a control script for FNC so that initialization popup won't appear.
Was listening to a podcast with Todd Howard and dudebro from Insomnia while fixing the collision in a Bethesda/Obsidian game engine. Bethesdaception.
Now the isolation chamber is haunted.Truck Firmly Believes it is StoneRadianHelixMedia2018-01-07 | Well, one of them works as planned. :p Gotta fix that before I copy and paste it all over the others and implement them in the Wasteland.Killer Turrret ProgressRadianHelixMedia2017-12-05 | AI almost behaves. Reacts instantly to threats and tracks better. Still has a bad habit of fixating on things it can't hit tho. But it no longer dips into the cement and it can't hit things hiding under the barrels.
No explosion on death yet. WIPKiller Turret WIPRadianHelixMedia2017-12-05 | Mesh from Mesh Magnet artstation.com/artwork/oQOJ4 Rig & Animation by Jamilla Texture Remix by Thaiauxn
Audio & behaviour WIP. :D
This is in one of our test cells by the way.New Vault 18 JumpsuitRadianHelixMedia2017-11-29 | We needed a new model for the 1st person camera in the opening animation. We needed high quality gloves and arms, but didn't have any to fit that description. So I grabbed a Turbosquid find for 80$, made more parts, renovated the normals, and used Ddo to retexture. Dragbody will rig and then we can animate, and scratch that 5 year long item off the wishlist!New Tackle Dodge Anim MockupRadianHelixMedia2017-11-26 | A demonstration for AnimatorGeck 2017 11 06 19 00 18 09RadianHelixMedia2017-11-07 | Testing new Rudy ENB shading. Huge frame rate improvement in game! Just in time for recording this ending setup!
nexusmods.com/newvegas/mods/55076/?Project Brazil - New Audio Quality ComparisonRadianHelixMedia2017-08-26 | This week I went back in time and updated all of our audio in a giant universal pass that encompassed the oldest files in the game that we first recorded in May of 2012, up through all of the new Part 2 audio from October 2015. We got some critiques on our audio from the 4 Year Anniversary Gameplay videos we put out a couple months ago, so I figured it was time I put in the effort to actually do something about it. :p
Generally you never want to record game audio until your project is finished and coded. But on a 2 man team, with limited budgets and time, we had no choice. That led me to make a lot of stupid amateur mistakes in the recording process that have haunted me for the last several years, and I'm just now fixing them.
I had to learn a new piece of software, Adobe Audion, to resolve these problems.
It turns out I am, in fact, not an audio engineer. I am a visual artist & narrative quest designer/writer - a radically separate discipline set. You do in fact have to learn an entire library of techniques and approaches to get audio right! It's a whole world unto itself from microphone ergonomics to editing to final output. You can literally make an entire career out of JUST audio.
Crazy, right? 1 guy doing 1 job, and JUST that job. His whole life. Unfathomable, the luxury!
I knew when we recorded our voice acting that I needed help, but part of this mod is a learning process as much as it is a show piece of our talents. You should always be learning, no matter how advanced you get in your career. It's nice to have people around who know what they are doing fixing problems, but, when those people cost money, those people have to be you. XD
Thanks to Steven Cates as Ben Kurtz and Rogen Owen as Colonel Bragg.Mr ShinyRadianHelixMedia2017-08-13 | Upgraded Metalness Shading on Mr. Healthy, the Vault 18 Mr. Handy.
Now he can ride through the gates of Valhalla, shiny and chrome!NCR Flag in 3DoRadianHelixMedia2017-08-10 | Playing with the textures to get an ice and show effect.Legion Flag 2RadianHelixMedia2017-08-01 | Fixed. For The Frontier Team.
FPB will use them too. For our one Legionnaire among the Raiders. XDLow Res to High Res Texture Tutorial for Legacy GamesRadianHelixMedia2017-06-22 | This tutorial teaches you how to take low resolution textures from Fallout 3, New Vegas, or other comparable older generation games, and hand paint new high-res Normal Maps on top of them. Then use Quixel Suite to make all new textures. You can even take last gen non-pbr textures and make them new highres PBR textures. This would be great for revitalizing ancient games, like Homeworld Remastered for instance, or (*ah hem*) Re-masted New Vegas.
I haven't played Fallout 4 let alone made a mod for it, but the process would be identical on that engine except the last step of adding the AO to the Diffuse. There, you would skip that step and use the textures you get out of Quixel. I THINK. Like I said, I haven't looked into it yet.
This video assumes you know roughly what you are doing. I didn't go over the GECK (the cause of the failed videos this morning is still unidentified, but it was GECK's fault -- that thing is HAUNTED) and I didn't go over the FoMod BSA Browser, Nifscope, or Nvidia DDS plugins you need to know how to use to get started. So this is an "advanced" tutorial mostly for Tgspy.
You'll need photoshop and know how to photoshop to run this.
The Indie Version of Quixel is 80$: http://quixel.se/suite/ ($40 if you're a student.)
The Free legacy version is here: http://support.quixel.se/hc/en-us/articles/207439035-Where-can-I-download-the-legacy-version-of-nDo-and-dDo-
You will also need Niftools, which you should find probably from the latest build the devs are working on. Google it for the latest version. It is a 3rd party, us-official 3rd party tool made by fans (and they are cool as hell, so you should thank them.)
This is Digital Archeology and Restoration. If you are looking to learn how games were made a decade ago, this is the best way to learn. You'll get a master's degree worth of understanding of why games were made the way they were, what mistakes or issues led to what decisions, and that will inform you of how things are the way they are today. It's a great way to learn, and in my case, a great way to extend the life of an older game like New Vegas.
Recording didn't quite go as I expected this morning. :p Had a couple videos get dropped, causing what would have been a 30 minute quick thing turn into 13 hours (if you include working and getting back to work + rendering.) I might do another one in depth when I can take all day and 4-5 hours to go over every step of the process.Project Brazil Part 2 ALPHA Gameplay (5/5)RadianHelixMedia2017-06-07 | First Video: youtube.com/watch?v=oEC-prrPLdI
This concludes out ALPHA preview of Part 2! There's bound to be a lot more changes to these evens in the wasteland as Alpha Phase continues. We are getting new resources from several modders in the community when we finish the final quest in this story to help flesh out the gaps in narrative here.
If you've followed us in our news posts you know the down time between events here bothers me. We needed more side quests and distractions during NCRMQ02. Venders in Union City to sell your junk will help, as will new weapons and gear to craft. Weijisen will be adding realistic weather events to navigate, as well as upgrading our lighting per region. I'll be fixing some OF THE visual bugs you see (THAT ANNOYING FLICKER ON THE TERRAIN and THE GLOWING BODY TEXTURES,) as well as upgrading some low res textures to high res.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
Fallout: Project Brazil released Part 1 of its 2 Part series in May of 2013. 4 Years Later we're showing off our progress towards the completion of our epic Unofficial Prequel to New Vegas!
We start with a recap of events in Part 1 while showing off the fully renovated Vault 18's new level assets before giving you a look at the first hour of gameplay in one of the many branches the story can take. Because your playthrough has multiple narrative arcs, your story may go a little different than this one. You can play with all the companions, just a couple, or none at all. Be known as a Warrior or a Scientist, Join the Enclave or Defend the Vault, Join the NCR or Raider Alliance, help the New Reno Mob or the Shi Rebels conquer the Pass -- each with multiple paths to completion and a unique ending.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
Fallout: Project Brazil released Part 1 of its 2 Part series in May of 2013. 4 Years Later we're showing off our progress towards the completion of our epic Unofficial Prequel to New Vegas!
We start with a recap of events in Part 1 while showing off the fully renovated Vault 18's new level assets before giving you a look at the first hour of gameplay in one of the many branches the story can take. Because your playthrough has multiple narrative arcs, your story may go a little different than this one. You can play with all the companions, just a couple, or none at all. Be known as a Warrior or a Scientist, Join the Enclave or Defend the Vault, Join the NCR or Raider Alliance, help the New Reno Mob or the Shi Rebels conquer the Pass -- each with multiple paths to completion and a unique ending.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
Fallout: Project Brazil released Part 1 of its 2 Part series in May of 2013. 4 Years Later we're showing off our progress towards the completion of our epic Unofficial Prequel to New Vegas!
We start with a recap of events in Part 1 while showing off the fully renovated Vault 18's new level assets before giving you a look at the first hour of gameplay in one of the many branches the story can take. Because your playthrough has multiple narrative arcs, your story may go a little different than this one. You can play with all the companions, just a couple, or none at all. Be known as a Warrior or a Scientist, Join the Enclave or Defend the Vault, Join the NCR or Raider Alliance, help the New Reno Mob or the Shi Rebels conquer the Pass -- each with multiple paths to completion and a unique ending.
We'll release a final Release Date Reveal Trailer in a few months. Until then, keep track of us here:
Special thanks to: Tom Rogers for the PC Upgrade that made recording this possible (I was using a toaster all these years to make the mod. :p)
And our current team this last year of development: Rick Hukkanen, lead programmer and everything else Mark Hickman, additional writing & mass dialogue editing Ole Petter Ingebrigtsen, Balancing Testing and QA
And The Frontier Team for putting up with me (Thaiauxn) on Discord. :p
You can rent the film on Redbox.Kobble Animation 2 RHMRadianHelixMedia2014-10-13 | Kickstarter Animation Intro for http://kobblegame.com from Josh Meehan and Collin.Final Fantasy 13 Lightnings Pauldron replica propRadianHelixMedia2014-06-27 | Carefully recreated pauldron from Final Fantasy 13. The original sculpt took over 1.5 years to complete.
Available on Etsy! etsy.com/listing/194527022/final-fantasy-13-lightnings-pauldronDraft 1 Final Comp Dark PrinceRadianHelixMedia2013-08-19 | We created this short animation in the span of 16 hours, from the initial phone call by Pearry Teo to sending the final render to the producers. Josh Meehan created the most predominant 2D assets with additional material added by Brandan Lee, and Thomas McNiece composited and animated the frames.
We got the job, and were in LA a few days later. That gig resulted in nearly 4 minutes of animation created in the span of one month, plus several weeks of tweaking after the job was finished.Nem Gate - Official Trailer #1 [HD]RadianHelixMedia2012-12-04 | http://www.facebook.com/NemGate http://www.facebook.com/RadianHelix Nem Gate is our first feature film by Thomas McNiece. A sci-fi drama that stands for what we can do with no money, favors, borrowed time, and a lot of heart. It's already been three years in the making and we're still working on polishing the finished product.
Cast: Brandan Lee, Scott Harders, and Lealand Sotelo, with Alpheus Kosky, Esther Ellsworth, and Erin Helm
Exterior Buildings by David Sparling Audio mix by Gavin McNiece