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

Lokir's Tomb Level Design Project

Main entrance room of the tomb
Main entrance room of the tomb
Main entrance room of the tomb
Main entrance room of the tomb

Role/Objective:

Level Design

Program:

Skyrim CK

Duration:

1 Month

Summary:

The Lokir's Tomb project is a beginner project from the Bethesda Wiki designed to teach the basics of the Bethesda Creation Kit for Skyrim mod devs. The goal of this project was to teach the basics of each tool in the tool kit and implement one part of the most used systems in the game. The project has required items such as the general layout and certain objects in each room but creative freedom is given for all the clutter and most assets such as urns and furniture when not specified.


Responsibilities

The ruin I was creating was intended to be a learning opportunity for me. My job was to take advantage of every tool in the Creation Kit and apply them to the level design. Some of the aspects of Lokir's Tomb were out of my control. However, I don't think that is too far out of the ordinary when it comes to normal level design. I looked at this project as an exercise in designing "within the lines" if you will.


DesignGoals

My goals during the design process were as follows:

  • Follow the intended design parameters of the given prompts

  • Learn the Bethesda Creation Kit for Skyrim

  • Create spaces that look lived in by the wizards and warlocks within the tomb


Process

This process felt very short and segmented but I know that this feeling was necessary given the goals. I was working step by step to create this small area in a short amount of time. The small size of this dungeon allowed me to go over many steps in a much shorter time than a larger project would have allowed.

  • Layout

  • Clutter, Containers, Doors & Furniture

  • Navmesh

  • Basic Encounters

  • Traps Ambushes & Prefabs

  • Rooms, Portals & Optimization

  • Lights & FX

  • Connecting to the Outside World

  • Radiant Quest Ready


I would say the most beneficial part of this process as well as the most difficult was the 'Clutter, Containers, Doors & Furniture' step. It was time consuming to learn the location of every asset I was searching for in the file hierarchy. I was unsure where certain items were located and therefore resorted to searching with the search bar. That did not expose me to new items, only what I was specifically looking for. With much exploration, I was able to find more and more new items and I could create areas like this dining area with some magic supplies as well as cooking ingredients used in the soups that are on the table in front of both seats.

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 attempting to use the materials I had on hand to create a short and simple story moment for the player. The bonemeal in this picture can be used in alchemy.

In this next space, I followed the instructions to add a warlock at the alchemy table doing work. In this room that was one of a short list of requirements. I took that as an opportunity to stretch my creative muscles and create a small alchemy storage area that will fill up the room with the clutter.

I also added sleeping arrangements for the three warlocks/wizards in the ruin given they had a place to cook/eat and a place to practice their alchemy fully stocked with fire salts and dragonfly wings.


What Went Well

I learned what my goals were when I started. I felt as though I came out of the class with a lot of knowledge of the Creation Kit and some of its limitations. This knowledge base as well as the community in the Arcane University Skyrim Mod community allowed me to springboard into much larger projects.

What Went Wrong

At one point during the creation of my level I had accidentally imported an NPC into my level. The NPC was idle and did nothing until it was attacked. Then it was as strong as any hard mob in the game. Killing it wasn't an option and he gave me the run around when I tried to remove him. Long story short this ordeal allowed me to learn a little about the debugging processes in The Creation Kit.