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Fallout co-creator wasn't allowed to share ideas with the rest of the team, so he showed the engine that would eventually power the RPG at a secret pizza party
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Kaan Serin
2026-02-08
Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Fallout's co-creator and the original game's producer, Tim Cain, wasn't really supposed to share ideas with the rest of the team working on what would become the post-apocalyptic classic, so he scheduled a hush-hush after-hours pizza party to demo the engine that would eventually power the RPG. "I was making engines kind of in my spare time," Cain says in a recent interview with Game Informer. "My job at the time, at Interplay, I was making installers for a few other games, because when games used to come on physical floppy disks – multiple ones – you had to have an installer, and there were a whole bunch of parameters for them." Cain recalls that he eventually made a capable sprite engine, but he "wasn't allowed to approach" the rest of the team with it directly "because they were on other projects." He instead just found an office loophole. "What I did was I reserved a conference room for 6 p.m., which was when everybody was supposed to go home, and then I sent emails saying, 'I'll be in that conference room with pizza if you want to come and talk to me about games we could make with this sprite-based isometric engine.'" The eventual Fallout producer says only about eight people showed up, and even without realizing it at the time, he "was self-selecting for go-getters." Fallout was a "B-tier side project" compared to the D&D "money teams" at Interplay, says series co-creator Tim Cain Fallout co-creator "would have gone in a different direction" than Bethesda, but "sales say people love what they did" Tim Cain worked 70+ hours a week making Fallout not because of crunch, but because "we loved what we were doing" Cain also remembers that fellow lead and art director Leonard Boyarsky was one of those go-getters that showed up for some pizza, though Boyarsky tells the website he can't really recall the meeting "because [Cain] showed us a bunch of stuff," including a 3D engine and a voxel engine. "Eventually, when we talked about what we were going to do, as the art director, as much as I thought 3D would be cool, you really couldn't do very detailed work in 3D at that point in time," Boyarsky adds. "That's when we decided to go with the sprite engine, which he already had." Fallout co-creator "would have gone in a different direction" than Bethesda did with the RPG series, but "sales say people love what they did"
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broken_umbrella
Feb 08, 09:11 PM
I borrowed it. absolutely not;
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Feb 08, 07:41 PM
fantastic ❤️
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tinyFrog
Feb 08, 06:11 PM
Probably worth it.
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404Noise
Feb 08, 05:21 PM
A game for everyone. great value for money. really fun. top-notch
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