Fallout Season Two was a great example of things getting more complicated in the process of making them simpler. Season one was epic, breathtakingly beautiful, complicated, and pricy.
Then the strikes landed with a thud, the business internationalized, and to keep things in-country, Big Indi Dawn Films was handed a restricted budget and told to keep things simple. But it also had to be bigger and more epic than Season One. Ah Hollywood...
Production moved all the show’s assets to Los Angeles. The art department was switched from nineteen or twenty New Yorkers to ten or eleven Angelinos, four of them short-timers. Construction and set dressing were local and shrank by similar amounts. I was first on and nearly last off the project. The volume of work we produced was an epic in itself. I am only showing highlights here; there were over seven or eight other sets I have not included. And everyone was as busy as I was or more so; the art directors were sleeping in their cars, stuck in some of the most inhospitable locations in Southern California. Nice and simple??? Not even close!
When the show moved to L.A., the scenery, dressing, and props arrived in sixty or seventy forty-foot shipping containers. We had to sort out where everything was buried, and figure out how to connect all the bits of Vault 33 in a way that would fit on one sound stage (in season one it wasn’t) and avoid hitting our stage’s oodles of columns (it was a repurposed warehouse). Our Production Designer, Howard Cummings, did a masterful piece of Set-Origami that stitched the whole thing together, and our construction crew (best I have EVER worked with) got it all in and looking perfect.
Then there was the CG. In season one, the sets the audience saw were not entirely the same sets that were built and shot. Beyond the usual set extensions, a lot of the surface finishes and details were also CG. Come the second season, Production realized it was cheaper to build bigger sets with more detail than to add it in post, because you cheaped out and it looks awful on camera SO FIX THE MESS DAMMIT! Sorry… So, we had to add tons of detail to, and refinish, a lot of the scenery we inherited (BEST paint and plaster crews, to say nothing of set decoration). Everything I have written up to this point was what we did in the first month and a half!
Then we started building new stuff and adding big chunks to the old. And then there was New Vegas and Freeside. The same ‘simplicity’ applied here as it did to our standing sets. It was cheaper to build a big backlot for Freeside than it would be to do it in post, so we rebuilt the entire 1920’s, Penny Dreadful street at Melody Ranch, all four blocks of it, to be 1950’s Las Vegas, two hundred years after a nuclear war. It was glorious, even if there was still a lot of CG for the deep background.
I am not complaining. Not even a little. I got to work on all of it. New Vegas, the Vaults, Freeside, Mutant lairs, 50’s Rat Pack casinos: everything. It was fun and challenging and the crew were all geniuses (they even got my buddy Ramsey Avery, of Rings of Power fame, to come art direct for a bit), I have never seen such ingenuity or so much A-List talent in one place. Our construction crew alone had EIGHT HUNDRED man-years of combined experience, and it was NOT a big crew (not kidding, tiny crew). We hit it out-of-the-park. Bethesda Games LOVED it, Amazon LOVED it, Johnathan Nolan LOVED it. The cast LOVED it. I loved it too, BTW. My thanks to art directors William Budge and Kevin Gilbert for sharing photos of the finished sets.