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===Interior (dungeons) workflow===
 
===Interior (dungeons) workflow===
  
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*Concepting Phase (story, the concept of playstyle, enemy stories, type of dungeon)
 
*Layouting Phase (having a closed layout without holes and getting stuck)
 
*Layouting Phase (having a closed layout without holes and getting stuck)
 
*Basic Cluttering Phase & basic light sources/lighting template raw (adding first objects to get a better impression of the design)
 
*Basic Cluttering Phase & basic light sources/lighting template raw (adding first objects to get a better impression of the design)
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The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
 
The level design course will go through these general stages of level design in 3 courses for each interior and exterior creation.
  
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==First Creative Step: Planning the Design==
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Most work happens on a paper with a pencil, or a google doc, or your head (if you know what you are doing, but being able to discuss this with your team always helps). Standing on the brink of creating a new interior for example (but this also applies to exteriors) the first questions you should ask yourself are the following:
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*'''What do I want to portray?'''
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**Story, Peoples, Quests, Atmospheres. you need some game environment (we have Skyrim’s) and a world/lore to realize at this point. The main challenge is to find a way to appropriately introduce this topic later to the player, as you need to consider the player’s conception; how they enter and leave a place, how it feels from the first-person view, what relations they could (or cant) build with NPCs in your location; and how immersive that is and so on, you see this is already a heavily writing-connected topic… Most importantly, note that you can only transmit a limited amount of information; so relevance is key.
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*'''Who would be inside when the player enters?'''
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**“Residence topic” - consider exactly who or what needs to be placed inside and what these encounters require you to do from a level design point of view; if you have a huge monster, for example, having narrow sewers is no option, as the beast would get stuck and this loophole would quickly get exploited by players; which would ultimately break the balance and immersion of your aspired game experience.
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*'''Who created that Interior, what was the applied process, which tools have been used?'''
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**In your game and your world history, your dungeon is somehow connected to its environment. It was created by certain natural forces, peoples or beasts, and this should be reflected by its composites and its structure. This can greatly aid you in getting forward with a meaningful, realistic and believable design.
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*'''What happened to the Interior until then?'''
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**This point is logical: before the player arrived, things happened. Make sure you portray these things as part of the environmental storytelling by structures, objects, and damage or intertwining materials (Aging, weather, wars, Dragon attacks…).
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*'''What would the basic structure be like?'''
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**Some civil engineering and material science and maybe socio-historical economy on small scale here (does it carry its own weight, what kind of material is it, how durable is it, what stretching still makes sense, would the tunnels collide, how much/deep “digging under the earth with elder scrolls lore resources and magic is realistic”?) Make sure that your small village of farmers does not possess a heavily fortified castle exterior unless you really have good reasons for that! As a reminder, you need either decades of rich lords and/or big communities or strong magic to build such structures.
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*'''What would I want to show with it?'''
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**(feeling, mood, quest event) Your interior should clearly follow a function and a functionality. Make sure that this purpose is followed and the player intuitively can understand that.
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*'''How do I connect it with world space / other interiors?'''
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**(load doors, connection network or “linear run through”) Consider what you need: a circular path, an expanding labyrinth of instances, an open world or a linear street of dungeons? Think about this carefully because it influences the density of “distribution of content” in your world. Also, obviously ice caves should not be placed in deserts; so check if things fit together, and also consider how much “player convenience” (hidden exit after the boss was killed, shortcuts, etc) you want.
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*'''Can I make a sketch and draw it?'''
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**The first best thing to do after you have a frame for your story, is to actually sketch the layout with pencil and paper. “think in multiple ways” you can use your haptic impression with the pencil to realise “empty areas” and “choking points” or maybe you can achieve something more organic if you have a blueprint before touching very linear wall segments. Only playing with linear wall segments without a previous thought on an organic layout often leads to a design catastrophe. You want it to be relevant, unique and definitely not too big!
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*'''How does it connect to the player’s quests, how could it be interesting to him/her?'''
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**You don’t only want your interior to be fitting to the worlds environment and story, but also to have some intrinsic motivation for players to go there. Or something unexpected, or better both. Make sure you have room for that!
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*'''Do I use the same materials as in the surrounding exterior or connected interiors? Should I use 2 or more sets?'''
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**(cave+mine+imperial fort? Or rather stick to the main idea of the dungeon?) Be careful not to visually “overload” your dungeon with various assets that don’t look very much like they belong together. The visual impact should be scored by an organic unique shape and a (fake) variety of assets along with unexpected and before unseen progression, not a big pit full of various rubble. In fact, monotony if done right can amplify certain aspects of the player’s awareness of the level design.
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*'''Where can I place events, ambushes, loot, “safe zones”, hints for the story, encounters, traps, lights, give the player nice detailed Points of Interests or points of sight?'''
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**Along with the implementation, this is maybe the most important. If your interior or world space cannot offer spots for what you need to place your gameplay, no matter how beautiful it is, it is useless. Also, remember that it is not very pleasant to enter a dungeon and be attacked immediately. This might cause scenarios where people are kept in the loadscreen and already harassed by enemies and dead by arrival. (depending on game engine and implementation)
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==Basic Rules of Execution ==
 
==Basic Rules of Execution ==
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====Scaling of objects====
 
====Scaling of objects====
Scaling objects under 0.5 will drop fps; scaling objects over 1.5 will look miserable in game. Especially objects using vanilla resolution textures will appear super low resolution and break the visual quality level, which should be held consistent during the game to address both optimisation and appeal.
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Scaling objects under 0.5 will drop fps; scaling objects over 2.0 will look miserable in game. A 1024×1024 texture would practically be reduced by half. Especially objects using vanilla resolution textures will appear super low resolution and break the visual quality level, which should be held consistent during the game to address both optimisation and appeal.
  
 
''Workarounds:'' Sometimes you have to use especially big meshes with low texture resolution to achieve a certain composition of space. There are a few ways how to work with them without making the low resolution too obvious:
 
''Workarounds:'' Sometimes you have to use especially big meshes with low texture resolution to achieve a certain composition of space. There are a few ways how to work with them without making the low resolution too obvious:
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On the other hand, regions with a low object count might allow small meshes with higher resolution. Still, it is suggested to test the impacts on the engine and game stability, which you can easily do by checking fps when loading the area and running around there. This is just a general guideline, a checklist for you, if you aim for a high level, and depends on your case of application.
 
On the other hand, regions with a low object count might allow small meshes with higher resolution. Still, it is suggested to test the impacts on the engine and game stability, which you can easily do by checking fps when loading the area and running around there. This is just a general guideline, a checklist for you, if you aim for a high level, and depends on your case of application.
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====Avoid Duplicates====
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Better do not get used to duplicates. Try to be original and unique whenever possible. The factor of composition, the combination of things allows for new designs more than you would have thought when doing the first concept sketches or thoughts. This might take time but it is worth it.
  
 
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====Use Havok properly====
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====Avoid Havok Chaos of flying and falling objects====
Havok is part of Skyrim, it can't be avoided, and players will interact with objects that have physics enabled. A common mistake of new level designers is to set "Don't Havok Settle" on all clutter. This setting does '''not''' stop the object from havok settling always, it stops it from havok settling ''initially''. Setting "Don't Havok Settle" on every object to create a picturesque interior only means that upon any player interaction (which ''will'' happen) your level design will fall apart. If an object floats on havok settle, this is an asset issue, not a level design issue, and as such is not your responsibility to fix.
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There are two methods to avoid that your assets fly around or fall through the ground. One is the checkbox "disable havoc on load" when you double click on the object reference in the cell view window. The other is to jump to the last tab called scripts in that object reference window and add a script. Search for "disablehavokonload". Once this script is added, double click on it. Now, click on each condition and fill it by default, press okay and you are good.
That said, "Don't Havok Settle" is not always bad. Use your judgement to determine if something needs to not havok settle, but the answer is almost always no.
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*[[File:LDHavok1.PNG]]
 
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*[[File:LDHavok2.PNG]]
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*[[File:LDHavok3.PNG]]
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*[[File:LDHavok4.PNG]]
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*[[File:LDHavok5.PNG]]
 
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====Tilesets don’t like kitbashing between each other====
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====Stay non-symmetric and organic (except for places that require it)====
Do not try to mix two different types of ruins together. Your dungeon should either use one tileset, or a combination of a ruin and a cave.
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Avoid any linear and symmetrical level design wherever you can (unless you work on cyrodiils palace maybe 😉 )
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====Style Kits don’t like kitbashing between each other====
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Use different kits only to a believable extent in the same region/interior; (consistency, not a surrealistic world)
  
 
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====Light Sources====
 
====Light Sources====
Lighting can make or break your level. In the majority of cases, lighting should be diagetic. Sconces, candles, chandeliers, skylights, and so on are generally your main light sources. Lights should be used to guide the player, and highlight important things of note. Play with light radius (this is done by scaling the light, and can be viewed by pressing L) and play with the intensity (this can be done by holding Alt + Ctrl + S, but don't go too crazy with it.)
 
 
A very important note: you cannot have too many lights in close proximity. This will cause the game to not know how to render all the lights hitting the nearby objects, so it will randomly ignore some lights, causing flickering. Only four light can hit the same object, an easy way to test this is to right click on the render window -> Render Window Properties -> Shaders -> # of lights. This will shade every object with a color indicating the number of lights hitting it. Green is low, purple is high, red means it's too much. Sometimes this setting shows things you don't expect. The reason for this is, on a technical level, 4 lights can only hit one TriShape in a nif, rather than the object. The bounds of what the engine considers a light hitting a TriShape is also larger than you expect, the light's radius doesn't have to physically hit a visible part of the mesh for it to count.
 
 
 
Make sure you use beams, spotlights, omni-emission light sources and shadow creating light sources as suggested in tutorials. Light might also guide the player through your cave, and can greatly influence the feeling, just like music does. Also, notice that there is an image space dropdown window in the cell view window. The right setting can go a long way in helping to define the proper mood for your interior.
 
Make sure you use beams, spotlights, omni-emission light sources and shadow creating light sources as suggested in tutorials. Light might also guide the player through your cave, and can greatly influence the feeling, just like music does. Also, notice that there is an image space dropdown window in the cell view window. The right setting can go a long way in helping to define the proper mood for your interior.
  
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====Lighting Template====
 
====Lighting Template====
This is not the light sources and FX, but the cell's “background lighting”. Generally, you should use a lighting template appropriate for the tileset. If you're unsure you can always check vanilla settings.
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This is not the light sources and FX, but the cell's “background lighting”. Be very careful when using the lighting templates. If not sure, choose all black, and gradually increase the brightness. This is because the background lighting can come off as unimmersive pretty quickly. Therefore, go with low values; especially if you plan to have realistic light sources.
Reminder: This is how Bethesda explained lighting: https://www.youtube.com/watch?v=5fZoIpKcJ6I&list=PLD5AA9F15CAA68B07&index=10.
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Reminder: This is how Bethesda explained lighting, one of the most challenging aspects of Level design: https://www.youtube.com/watch?v=5fZoIpKcJ6I&list=PLD5AA9F15CAA68B07&index=10.
  
 
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====Optimisation====
 
====Optimisation====
Make sure to create roombounds or occlusion planes to optimize your interior. If you have a massive interior, split it into multiple cells. Vanilla dungeons are a good guide for how big you should let a cell get before splitting it off into another.
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Load room borders, occlusion planes, check unrequired objects, remove stuff from the conception phase and clean up carefully;
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If you have too much to load in an interior, making a second interior is always an option, as there are limits to our beloved CK engine.
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
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====Stay open for inspiration, feedback, criticism====
 
====Stay open for inspiration, feedback, criticism====
Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
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(most importantly)  Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
  
 
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=== Blockout Tools and Illustrative Reference Tools ===
 
=== Blockout Tools and Illustrative Reference Tools ===
  
==How to Clean Your Plugin in xEdit==
 
[[AU:xEdit Tutorial|xEdit Tutorial]]
 
  
 
==Speed Level Design as Reference==
 
==Speed Level Design as Reference==

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