Learning Creation Kit
I have spent some more time learning the Creation Kit this week, trying to extend myself into areas of scripting. Hopefully, my mod won’t require very much scripting in order to be functional, however some features will certainly require it. For instance, I want to limit the player’s carry capacity and allow them to spend resources in order to purchase new equipment and items. For this I will need at least rudimentary knowledge of Papyrus, the language used by the editor. I have been recently learning a large amount of C# in an effort to be a more T-shaped developer and help out with technical aspects of my current team project. Because of this, I am confident that I will be able to learn enough Papyrus to get my intended features to work.
I have also learnt a great deal of keyboard shortcuts within the Creation Kit that will help to speed up the development process of my level design. I will learn many more throughout development, but here are a number of keyboard shortcuts I have learnt so far:
- Zoom in/out (scrollbar).
- Pan/orbit camera (shift + mouse).
- Quick focus on an object (shift + f).
- Rotate tool (w).
- Move tool (e).
- Scale tool (s).
- Turn grid snapping on/off (q).
- Turn rotation snapping on/off (ctrl + q).
- Select snap reference in render window (shift + q).
- Top-down view (t).
- Orthographic view (0).
- Turn lighting on/off (a).
Statement of intent
As the deadline for the statement of intent approaches, my focus has been largely focused on continuing to develop the document. Having written both the ‘project outline’ and ‘rationale’ sections last week, my attention was first turned to the project’s scope. Planning for scope is a crucial part of any development process so I tried to write this section with an objective and critical perspective. I began by outlining reasons why I am confident in my project’s scope, including the rapid iteration afforded by the modular kits, and being able to rely on a lot of pre-existing scripting found in the game. Next, I listed potential risks to development, discussing the size of my level and the time it may take for me to learn the intricacies of the Creation Kit. After that, I wrote a list of contingencies that should mitigate these risks, such as cutting content and focusing on the core hook of the mod. Finally, I created a timeline for the project, bullet-pointing what I intend to complete each week of the module.
I chose to leave the research section of the statement until last as I have been continually conducting research into level design and the Creation Kit engine, so as to best prepare myself for the project. Luckily, I have been making a note of many of the GDC talks, tutorials and texts that I have accessed by recording them on this blog, meaning I was able to extract points and repurpose them for this assignment. I split the section into two parts: one for more academic research that has elevated my understanding of level and systems design, and one for inspirations and case studies that have informed my ideation and development. Finally, I filled out all references, which was again made easier by the fact that I have referenced many of the texts on this blog. I hope that this section of the statement is able to reassure markers that I understand the importance of research and market awareness when developing personal projects.
With all sections of the statement of intent written up, I will now be able to move into full production of my Skyrim (2011) level mod. I am excited to get the ball rolling and learn some new skills. Next week, I will make sure to read over the statement for any grammar or formatting issues before submission.
Level design
I have also continued to develop the level space itself, extending the mines to be more labyrinthine and representative of real mine systems (fig. 1). As can be seen in the image, there are now dead-ends, and an area that loops back on itself, to promote the feeling of claustrophobia and confusion that I am intending to initially instil in the player. My intention is to use narrow space in order to “create tension by giving space scarcity, limited amounts such that space becomes a valuable resource” (Totten 2014: 118). I want to build anticipation and intrigue in the player by initially leading them through narrow winding tunnels, that eventually disorient them, before they are met with the relief of a larger ‘prospect space’ that signifies the entrance into the crypt proper. After some iteration through playtesting to evaluate pacing, and look for visual seams, I am happy with how this initial level space and feel it serves as an intriguing set-up for the bulk of the level. I look forward to next week when I can advance the development of my level.

Research
As my project develops, research will be crucial to creating an effective and engaging level design. This week I watched a lecture discussing the design of “radically non-linear single player levels’ (Aubrey 2019). Many interesting points were raised, including the idea that non-linearity allows for deeper gameplay as a more open level allows the gameplay systems more room to breathe. This design approach gives the player more room for self-expression through engaging with the various mechanics. The lecturer also went on to discuss the different layout types of non-linear level design including symmetrical layout (low tension center line with a left-right choice), concentric layout (increasing danger as you move towards the center), node layout (a series of interconnected clearings), and field layout (a large area of increasing risk). While my level design is not intended to be “radically non-linear”, I would like to incorporate elements of non-linearity with multiple paths that offer elements of risk vs. reward for the player so this talk was beneficial in ideating that.
References
SERR, Aubrey. 2019. Designing Radically Non-Linear Single Player Levels [GDC talk]. Available at: https://www.youtube.com/watch?v=R75g3elj7y4 [accessed 10 February 2022].
The Elder Scrolls V: Skyrim. 2011. Bethesda Game Studios, Bethesda Softworks.
TOTTEN, Christopher W. 2019. An Architectural Approach to Level Design. Boca Raton: CRC Press.