![]() ![]() ‘ Because it’s a custom engine, I think that’s one of the things that we as a studio are really well-placed to do as well. They were very good partners in that way as well, that they didn’t have a burning deadline, like “it has to be done tomorrow.” ‘ When we first started Test Your Metal and the Moonshine Jamboree, some of those things, their plan was to ramp us up really slowly. IF: ‘The freedom has definitely grown over time. I was particularly interested in finding out about the creative freedom that Double Eleven had over Fallout 76. I knew that Double Eleven had worked quite extensively on Fallout 76 in the last year or so, but I was curious to know at what level they’d been given access to the game’s engine. By the time they contacted us, we were absolutely ready to kind of take that challenge and do that again.‘ Read More: Fallout 76's Secret Patch Makes the Game Much Better Keys to the Kingdom ‘ That’s how we’ve kind of walked this line of starting in one place but gradually growing and building over time, and it sort of felt very natural by the time we got to working with Bethesda. That means that we go out to the people in the studio but also people externally, and we recruit people who love and live the lore and have almost accidentally – by being fans – trained for years, making ready to then lean on that project.‘ Players are excited about what has happened, what hasn’t happened yet, and what’s in the future. ‘ (Fallout) 76 was out, it was a released game, as they announced at the end of last year, it has 13.5 million players – it’s an incredibly successful game, and it’s steeped in this lore and IP. Gradually, you end up very organically pulling in all the different disciplines you need to be a full-service studio like we are now.’ ‘We were absolutely ready to take that kind of challenge.’ You go from kind of having just a team of mostly programmers to maybe just one designer to maybe a couple of designers and then needing artists. ‘ What happened sort of naturally is that you’re working on those things, and those studios have got an interest in extending the content and creating new things. ![]() It was fairly small … and then over time, you’re getting a reputation as a very technically capable studio that can do some heavy lifting.‘ IF: ‘Being founded by a bunch of programmers, our background and our origin story are very technically led because that was how we got started. I was very interested to find out how things had progressed from working in those areas to lending a hand to Bethesda Game Studios on the Fallout franchise, arguably the best post-apocalyptic, open-world series of all time. In the last few years, Double Eleven has also worked extensively on Minecraft Dungeons. Before long, the team had buddied up with PlayStation, working on some sizeable projects before focusing most on console ports, arguably the largest of which was the console-based port of Rust. From One Thing To Anotherĭouble Eleven’s history is quite prolific, with the firm having been founded by ex-Rockstar programmers to work primarily on handheld and mobile games. I was eager to learn about how that relationship started, how it’s going, and what’s next for that collaborative piece. Since entering the arena, Double Eleven has crafted events such as Test Your Metal and Moonshine Jamboree, created the Nuka-World on Tour update, and crafted the current season in Fallout 76 – Once in a Blue Moon. Recently, I had the pleasure of sitting down with Iain Farrell, Programme Manager at Double Eleven, a UK-based team that Bethesda Game Studios brought into the fold to work on content for Fallout 76. Like many others, I was somewhat disillusioned by the franchise when Fallout 76 was released in 2018 to a paltry reception, but eventually, it started to level out and it was turned around into a genuinely enjoyable, entertaining game. ![]() I’ve been a relatively dedicated Fallout fan since I first played Fallout 3 way back in 2008.
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