Skyrim - Modular Level Design
Well this news is a little late, but I just came across the blog last night. The whole topic gives insight to how Bethesda develops their games.
While many developers understand the basic concepts behind a modular system, and some have dabbled in it for a project or two, very few have made a career out of it. That’s exactly what Nate and I have done, however. Our current project will be our fifth together in the near-decade we have known and worked with each other. Every one of these projects has taken this kit-based approach, including those we worked on before joining Bethesda.
We recently realized that there are many unspoken understandings we and our colleagues share; expectations and assumptions taken for granted as part of our process. We've struggled to explain ourselves in detail for new artists and designers who had joined our team. This talk was a way for us to explore and articulate this accumulated knowledge.
To understand our approach, it’s useful to know where we’re coming from as developers, and where Bethesda Game Studios is coming from as a whole
The slide presentation to the topic is also available here.
Platform: PC, Xbox 360, PS3