Role: Level Designer

Engine: Creation Kit

Game: Skyrim

Time: 6 Weeks

Synopsis:

“Honey We Shrunk the Dovahkiin” is a quest and level for Skyrim’s single player campaign.  It takes place in a secluded cave in Skyrim’s Rift region, which is a part of the larger continent Tamriel.  The player must explore south of Riften to discover the cause many mysterious disappearances.  The player discovers that a pair of discovers that a pair of murderous Argonians are looting, shrinking, and killing travelers.  The Dovahkiin must navigate his or her way through a house while battling and avoiding massively new threats.  

Design Goals:


  • Create a branching storyline with two different endings.

  • Script a new shrinking/unshrinking game mechanic that changes the Skyrim universe.

  • Develop an engaging, isolated, side-quest storyline.

  • Decorate a contrasting somber and warm pair of atmospheres.

  • Make the quest scalable for different difficulty levels.

  • Foster player exploration within the various environments through item placement.

Design/Layout:


Whispering Springs Cavern


This screenshot captures a view of my level’s haunting cave interior, Whispering Springs Cavern.  Capturing the correct tone and atmosphere in this space is vital.  This cave is the first area players enter after starting “Honey We Shrunk the Dovahkiin!”  When the player enters the space, the moving line of falling water draws the player’s eye up the cliff face to the house perched on the cliff, the player’s final goal.  Overall, I am very pleased with the lighting and structure of this space as they create an environment reminiscent of a massive catacomb.  

House Interior


This interior of the abandoned house on the cliff stands as a direct contrast to Whispering Springs Cavern.  The bright lighting, abundance of food, and lived-in appearance of the house makes the atmosphere seem inviting.  However, there are no people living in the house giving the player an odd sense of trespassing.  The lighting and visual space guide the player along the critical path, but these cues are subtle, allowing the player to explore.  

Miniature Battlefield


This abandoned room within the house is where the player first plays miniaturized.  Along the quest, the player meets the character Tiny Tom, who the treacherous Argonians shrank a few weeks ago.  This room portrays a neglected area of the house where the spiders, rats, and Tiny Tom have taken over.  The player, now tiny, encounters all of the familiar objects of Skyrim, but from a new and interesting perspective.  The design plays a lot with height as the player moves up and down furniture via miniature walkways. When the player emerges from the dollhouse, they immediately experience a typical Skyrim room as an epic vista.  

The Hall of the Rat King


This image depicts the side quest associated with “Honey We Shrunk the Dovahkiin!”  The side quest, “The Insect Scourge,” has the player visit the Hall of the Rat King, a shoddy palace in a cave.  The Rat King’s dialog offers a humorous break from the somewhat dark main quest.  There is a simple dialog puzzle where the player answers the Rat King’s questions based on context and dialog cues.  This space is simple, but conveys a sense of dilapidated grandeur that fits with the absurdity of the Rat King.  

Boss Battle


Again, this boss encounter plays with the scale changing mechanics to create a new experience within Skyrim.  The two enemies are not terribly hard, because the player receives a unique weapon that damages larger enemies, but they offer an imposing appearance due to their massive scale.  This climactic battle brings the player back into the familiar areas of the house in their miniaturized form.  Additionally, the player may avoid this battle if they choose to pursue pacifist dialog options and resolve the story peacefully. After this battle, the player receives the potion that makes them big again, triggering the quest’s falling action.