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Large, open-world games like Fallout 4 require an efficient approach to creating many high-quality locations in relatively short period of development. Modular art kits and an iterative level design process are essential to the team at Bethesda Game Studios. This 2016 presentation from Bethesda Game Studios' Joel Burges and Nathan Purkeypile provides an in-depth analysis of the techniques used to create art kits, the level design workflow which takes advantage of them, and the production approach which empowers a relatively small content team to make an enormous world. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter / official_gdc Checkout our Facebook page for GDC exclusives / gamedevelopersconference http://www.gdconf.com/