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Mark Teare is an artist who worked at Bethesda Softworks on Fallout 3, Broken Steel, Point Lookout, Mothership Zeta, Fallout 4, Automatron and Fallout 76 as an effects artist. He also served as the lead artist on Nuka-World.


Work on the Fallout series

For Fallout 3, Teare worked on effects in the base game and its add-ons Broken Steel, Point Lookout and Mothership Zeta.[1] On Broken Steel, he designed the VFX for Liberty Prime's destruction during Death From Above.[2][3] On Point Lookout, he created the "muck bubbles" seen in swamps throughout the add-on.[4] On Mothership Zeta, he created the generator and death ray VFX used during This Galaxy Ain't Big Enough...[5]

For Fallout 4, he worked on texture remapping[6] and constructing the new version of V.A.T.S.,[7] as well as the VFX for the Cannibal perk,[8] the artillery piece explosions,[9] the exploding oxygen tanks[10] and crows.[11] During an internal game jam, Teare developed Dogmeat's ability to wear dog armor, bandanas, and other clothing items, alongside Ryan Sears.[12] He also designed the pre-War newscaster broadcast seen in the game's intro,[13][14] as well as Vault-Tec lunchboxes, robot model kit parts and robot parts models, among other effects.[15] After launch, Teare worked on the add-ons Automatron and Nuka-World. For Automatron, he designed combat effects for the robobrain, including the "smoke screen" and ensuring V.A.T.S. could not bypass the smoke.[7]

Teare took on a larger development role during Nuka-World, for which he served as the lead artist.[16] Alongside Justin Schram, Alan Nanes, and Angela Browder, he came up with the initial pitch for the add-on, and created key art as a visual tool for the DLC team during pre-production.[17] He came up with Bottle and Cappy to serve as a stark contrast between the light-hearted theme park and the cruel, sadistic raider gangs. He led the environment team in prototyping landmarks and geometry for Nuka-World, as well as the character art team in designing the raiders, and provided feedback on outsourced art assets. He also directed the Nuka-World E3 teaser, and created lots of promotional material for the game, including screenshots and trailer footage.[16] Some of the things he worked on for the add-on are listed in the Work on Nuka-World section.

For Fallout 76, he created the "confetti mess" effect for lunchboxes.[18] The effect was first created for Fallout 4 during an internal game jam.[19] Teare wanted to make a blood-free version of the game for his young children, so that they could see what their father had been working on. The effect replaced the blood and gore from killing enemies with confetti, and even included a voice-over of his son laughing, that replaced the gib sound effect. Other developers were somewhat creeped out by the comic violence and the kid laughter.[20] However, the effect was later reworked into its Fallout 76 version, removing the laughter and applying it to the new lunchbox mechanic.

Work on Nuka-World

Sources: [16][21][22][23][24]

Employment history

20052008Factor 5Lead Artist
2009PresentBethesda SoftworksSenior Effects Artist


Fallout series

2008Fallout 3Effects Artist
2009Broken SteelEffects Artist
2009Point LookoutEffects Artist
2009Mothership ZetaEffects Artist
2015Fallout 4Effects Artist
2016AutomatronEffects Artist
2016Nuka-WorldLead Artist
2018Fallout 76Effects Artist

Other work

2007LairEffects Artist/Character Modeler
2011The Elder Scrolls V: SkyrimEffects Artist


  1. Creation Kit profile
  2. "Fallout 3 Prime Death" on Mark Teare's YouTube channel
  3. Mark Teare on Tumblr: "The animation I was handed had Prime dragging himself across the ground and I wanted some way to show his scale and weight buIn-game spelling disturbing the ground. I had the idea to use a skinned mesh to have a trail of displaced dirt appear as he crawled by."
  4. "Fallout 3: Point Lookout DLC: Muck Bubbles" on Mark Teare's Tumblr
  5. "Fallout 3: Mothership Zeta ...Death Ray VFX" on Mark Teare's YouTube channel
  6. Mark Teare on Tumblr: "Part one of my remapping work. Using the recoloring technique created for the particle system to recolor the diffuse map for lit assets. I had to start with the effect shader multiplied over a white lit shader with the normal map to mock up the functionality and learn to work in a way that eliminated the banding from this technique. I also had to use vertex painting driving the remapping to build in some of the localized dust present in the original texture."
  7. 7.0 7.1 "Robobrain Combat Design" on Mark Teare's YouTube channel
  8. "Three Course Cannibal Meal" on Mark Teare's YouTube channel
  9. Mark Teare on Tumblr: "Artillery explosion for Fallout 4:) (Music by Sunny and Gabe)"
  10. "Fallout 4: OxygenTank VFX" on Mark Teare's YouTube channel
  11. "Fallout 4: Crows" on Mark Teare's YouTube channel
  12. "Decorating Dogmeat" on Mark Teare's Tumblr
  13. "Fallout 4: TV Effects" on Mark Teare's Tumblr
  14. "Fallout 4: Prewar TV VFX Outtakes" on Mark Teare's YouTube channel
  15. "Fallout 4 Lunchboxes and Robot Model Kits" on Mark Teare's YouTube channel
  16. 16.0 16.1 16.2 "Fallout 4: Nuka-World DLC" on Mark Teare's Tumblr
  17. "Nuka-World DLC: Key Art" on Mark Teare's Tumblr
  18. Jeff Gardiner on Twitter
    Jeff Gardiner: "Thank @Markiepo0 for this ;)"
  19. "Fallout 4 : Confetti Mode" on Mark Teare's YouTube channel
  20. "Fallout 4: Confetti Mode" on Mark Teare's Tumblr
  21. "Feral Ghoul Chair" on Mark Teare's Tumblr
  22. "Fallout 4: Nuka-World Pack Gang Ghoul Chair" on Mark Teare's YouTube channel
  23. "Fallout 4: Nuka-World…Paddle Ball" on Mark Teare's Tumblr
  24. "Nuka-World Overboss Fight" on Mark Teare's Tumblr