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Game: The Elder Scrolls V - Skyrim
Genre: Action, RPG
Mode: Single Player
Team Size: 1 Developer
Engine: Creation Kit
Development Time: 2 Months
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Concept and Documentation
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Environment Design
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World Building
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Lighting
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Scripting (AI, Boss Fight, Puzzles)
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Quest Design and implementation
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Gameplay Flow

GAME INSTALLER
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POSTMORTEM
POSTMORTEM
POSTMORTEM:
What went right?
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Developed a linear flow paced level with interesting combat sequences
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Quest stages progressed as designed
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Level aesthetics got implemented way ahead of development and output was as anticipated
What went wrong?
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Focusing on aesthetics in early development stages impacted the scope for gameplay as sections of the level had to be cut to fit within the overall scope. Even though time was lost doing aesthetics during the early development stage, I was able to catch up with the the aesthetics after reducing the levels scope as I had a better vision of how the areas in the level should be
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Did not get much prioritize time for gameplay enough which resulted in less time developing the boss fight sequence
What have I learned?
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Learned how to create and implement a main and side quest with stages using the creation kit
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Got introduced to the papyrus scripting language and learned how to call events and setup AI spawn sequences
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Learned how to script a two phase mini boss fight
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Learned the importance of white-box and the reason why it is done in the initial stage how to avoid waste of effort
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Improved on prioritization and critical reasoning
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The ability to build immersive environments with mod-kits and kit-bashing