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Full Version: Some neat stuff on the level design of skyrim!
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To much technical stuff and talk, it's a art. Either your good at it or you're not.
(05-02-2013, 04:52 PM)Rapture Wrote: [ -> ]To much technical stuff and talk, it's a art. Either your good at it or you're not.

I couldn't disagree more.
It's mainly about making an efficient pipeline for a whole team and techniques that can give you variety while you're just breezing through creating a level.

It's all pretty standard info to me, didn't really learn much new. Something level designers and the like should be familiar with.
(05-02-2013, 04:54 PM)Traggey Wrote: [ -> ]I couldn't disagree more.
I guess I should of been more specific, when I was referring to the actual levels they designed. Weren't all that interesting. (Favorites would have to be some of the Daedric related levels, or this one Dwarven place. Where they took part of the level and turned it upside down (While you were falling down), so it was this cool parkour while your bearings were screwed up.)

What pipeline they use for their team is their prerogative.
Not a big fan of this game, but I actually have a lot more respect for it now considering the small amount of people who worked on building the levels in this huge game.
Yeah, pretty much everything involved with making a game is technical.
Good read, thanks for the link
Hey art team I need a new UtlCavWalUp77NNXE225 model ASAP please!
Haven't they been doing a lot of these stuff since Morrowind?
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