With the rapid growth in the game industry, a designer needs to understand many roles. I pride myself in being multifaceted and I have added all my works of design, engineering, and systems in one place.

20:31

Apr 17, 2024

Skyrim Mod SCP Level Design

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Role/Objective:

Level Design

Program:

Skyrim CK

Duration:

3 Months

Summary:

The Henantir's Steamcrag (HSC) project is this year's student project within Arcane University, a discord community for Skyrim mod devs. This community rallies once a year to make a large mod. This mod includes everything from indoor and outdoor spaces to questlines and voice acting. My claim in this mod was a medium-sized Dwemer Ruin.


Responsibilities

The Dwemer ruin I was in charge of creating was named Kragenkanthalnkemel (I know long and hard to pronounce). The ruin is the setting for a quest chain as well. One of my requirements during construction was ensuring that the ruin and the quest were going to be compatible.


DesignGoals

My goals during the design process were as follows:

  • Create a believable factory setting with a logical room layout & beautiful spaces

  • Create setups where the player has to open gates and doors with multiple buttons

  • Create small discoverable areas and reward the player with that discovery

I tried to keep the player engaged by spacing out combat and creating areas that encouraged looting and exploring. I used these as a reward after the player was in combat or completed a small puzzle.


Process

Level design for me is an iterative process and also a collaborative process. Breaking the project down and having a team lead in place to bounce ideas off and check progress created an environment where I could thrive. This was the process I followed while working on my level.

  • Optional but recommended: Sketch your planned layout on paper or in a digital drawing program. Keep in mind how the player will navigate the space.

  • Build the layout with tilesets.

  • Place furniture and large assets (no clutter). 

  • Add larger forms of clutter, such as rugs, and large pots.

  • Add the rest of the clutter, such as herbs, and small bones.

  • Lighting and Effects

  • Navmesh

  • Optimization and Markers

  • Music and sfx

  • Create generic actors and a Boss and give them AI packages and patrol routes.


I would say the longest process for me was the layout stage. I found it took a long time but was not actually difficult. The hardest part for me was the cluttering process. I found that I often wanted to add too much to the areas I was working in or I wanted to add things that were not from the "Kit" I was working in (Cave & Dwemer Kits).

Image Gallery

I've taken some screenshots from the level to point out some of the most important features.

In this first image, I was using the dust and light beams to attract the player to this "assembly line" if you will. In this room, they will be ambushed by Dwemer spider bots that are released from the assembly line.

In this next space, I had multiple objectives. First, my goal was to build a vast space to contrast the tight underground quarters of the ruins. I also wanted to give players something cool (a double waterfall) to look at as they exit a tunnel. Finally, I wanted the steam that is so prevalent through the level to feel like it comes from hydropower. I created this river as the source of that power. The river continues to an alternate path for the player. The way is hidden on the primary path unless the player explores, rewarding the adventurous.

I am passionate about the secret areas in my level so I will only show an easy one. This sunken room is off to the side of the player's primary path later in the level. It is blocked from their view when entering another large cave. If the player even slightly turns they will see the light coming from inside the building and be rewarded with a skill book and some good health potions inside.

Through the level the player has to trigger certain buttons and steam triggers to pass gates, creating a simple puzzle aspect to my level. I had to script these triggers so they would not only trigger the gate to open but would also turn the light on and replace the sconce asset from an "un-illuminated wall sconce" asset to an "illuminated wall sconce"

What Went Well

Before embarking on any project I had only worked on teams where everyone was equal. No team leads had been in place for my previous projects. I felt very motivated and supported working with my team lead. On a projects in the future, I think even without a team lead's structure, I would want to implement some more structure. I'd create an opportunity for each team member to critique and comb through other's work to find flaws.


What Went Wrong

My time management was bad for the first half of the project and better for the back half. I had underestimated the time it would take me to complete certain steps of the process due to my relative newness to this team and their breakdown of steps. With time and experience, this will get better, I know it.


What I Learned

I solidified the importance of constructive criticism in my work. Some of the comments I got were simple like, "This space has been abandoned for many many years it needs more rubble and disrepair". Other comments were complex, "How will the player know what this button does if they can't see the door?". Each comment or question spurred on my creativity to find a solution that would fit the space and circumstances.

This GIF accurately depicts the iterative process I went through when designing just one area within my level.(not even an explorable level just the backdrop for the final zone.