School of Necromancy

Type: Personal Project

Time Frame: 2 Weeks

Description: The School of Necromancy was a project where I created a small quest line and map for “Skyrim”. The quest and map shows how a small sect of banished students from the College of Winterhold branched off and built their own school deep below the college. The player is guided to the cave through rumors they overhear within Winterhold.

Goal: The goal of this project was to learn about modding and creating content for games using their own content and engines. This gave me an great foundation in relation to how to best utilize modular kits. Experimenting with how they best fit together and connect and how to create a unique environment with these assets.

Tools: Skyrim Creation Kit, Adobe Photoshop

Gameplay Demo

Final Images

2D Layout and Concepting

Beginning the level concepting for this project started as an idea to add more content to the area around Winterhold. Necromancy, although partially acceptable within the college, is a taboo subject within Skyrim. Because of this and the relatively restrictive nature on the depth of study the college allows, I felt it would make sense that a small amount of mages would overstep the bounds of what is acceptable, and find themselves banished away from the college.

Utilizing the modular kit meant the aesthetic of the map itself was limited to the assets available within the creation kit. I decided it would be best if the map itself was a ruins/crypt aesthetic that the necromancers found, cleared out, and repurposed for their own use. The key here was to ensure the environment felt lived in and natural. To do this, I made sure to create even simple rooms that allow for every day living alongside the creation of classrooms and libraries.

Laying out the environment in the initial stage originally started simple, however, I came to realize quickly that since I was using a modular kit, I was a bit limited in how the pieces connect seamlessly in what kinds of obstacles and parts I could use. This became obvious once I began whiteboxing with the original layout design and I was unable to connect pieces in a way to match that exactly. I went back to the drawing board to create a new design better keeping the assets I had in mind.

Whiteboxing

Scripting

Retrospective

Retrospective

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