LEVEL DESIGNER - REFORGING ANCIENT POIS FROM 2002
(Not so) little fact about me, TES III: Morrowind is one of my favorite games ever made.
As such, it only felt natural once I got into game design to join one of the game dev teams
I looked up to the most: Skywind!
I joined the team around July 2025, contributing what work I can as I
finish up my studies at University.
To date, I have contributed about
400 hours to 4 cells,
mostly to my main focus, the dungeon Assarnatamat Shrine.
Far and above my favorite aspect of the project is how many cool passionate people are apart
of it. Everyone is just some of the most talented people I have ever met, and I am proud that they
count me among them.
Short clip of the shrine room inside "Assarnatamat Shrine."
ASSARNATAMAT SHRINE
Editor view of the dungeon. The entrance is circled in red.
The original dungeon
can be seen on the top right.
Assarnatamat is a dungeon that can be near the focal volcano of Vvardenfell, Red Mountain.
The location is along the primary pathway to the final town of the game, Ghostgate, so I felt
a sense of weight designing this dungeon- lots of players may choose to visit!
It also features a new quest, as part of the restored content initiative, so I had to make sure to
account for that. The theme of the dungeon and quest revolves around the chaotic nature of Mehrunes
Dagon's symbol of revolution, and I decided an overwhelmingly "seismic"
aesthetic would fit the job perfectly! What better symbolizes change than a cataclysm?
Aesthetic-establishing lava-river in the shrine room.
The statue of Dagon remains mysteriously intact...
A tunnel that collapsed through the ceiling of the treasure room.
Creates a quick exit for the dungeon.
GNISIS HUTS
Dinadad Hut, my personal favorite. The resident here is an old farmer,
but she keeps it as tidy as she is able.
While Gnisis itself is a bit of a backwater town, it maintains a strong Imperial
presence, as well as a decent farmer economy. It is also the site of an important artefact
of Vivec, the Ash Mask.
These huts form the backbone of the living world. They
exist purely as simple elements to give the player the feeling
that the world is alive and lived in. All doors must be enterable in Elder Scrolls! Thus a careful balance had
to be struck- make it interesting, make it alive, but the player should not feel like they NEED
to spend time there.
Gnisis is personally one of my favorite towns, so I tried to claim as many cells as I could.
More to come!
Shand Hut. A larger hut, home to an old man muck farmer.
Works with wood as a hobby. No family of which to speak.
Shishara Hut, my first. Home to a widowed farmer,
he spends his days waiting to see his love again.
FORT DAEUS
Editor view of Fort Daeus, my first SCKE dungeon.
Starts in the sewers, exits to Riften at the top.
Fort Daeus was the test dungeon I created as part of my application onto Skywind. What I didn't
realize at the time is they were not expecting me to navmesh, encounter plan, create lore,
and an entire in-world dungeon of decent length with stealth routes.
Oops! I had a lot of fun making this dungeon.
Fort Daeus is a secret forgotten outpost being used by the Imperials in their plans to take over
Riften. It is only connected via hidden entrance by the sewers in the Ratway, being used as a clever
disguise to the spycraft within. The exit takes you outside the city walls of Riften, allowing agents
to easily come and go.
Gutter rats guard the entrance. They don't really do anything...
But that's why it works. Subterfuge!
The cave breaks into the secret fort entrance.
I had a lot of fun kit-bashing.
The official Skywind website!
This was genuinely just an excuse to use a website embed to be honest.
Good place to put the credits, though!
I have put a lot of hours into this
I have done three of these
This was a cool test i did to get on the team