Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Oblivion’s setting felt “a bit generic” says Skyrim dev

Skyrim "a reaction to what Oblivion was".
This article is over 13 years old and may contain outdated information

Recommended Videos

The Elder Scrolls V: Skyrim’s concept artists have revealed how they went about setting the latest entry in Bethesda’s RPG series apart from it’s predecessor.

In a fascinating podcast hosted on the game’s official site, the game’s art team revealed that the brief with Skyrim was to create a more distinct, believable world with a greater focus on its people and culture.

“It was a reaction to what Oblivion was as a game,” explained lead artist Matt Carofano.

“Oblivion was a very classic medieval setting, and we felt some of that was a bit generic. We wanted to do something that showed a lot more of the culture of the people who lived there. Skyrim was all about creating a world that seemed believable.”

Concept artist Adam Adamowicz explained that the team had a wide remit to start with, before Howard later reviewed the work and narrowed the focus.

“It was completely blue sky,” he said. “[Executive director] Todd [Howard] said, ‘Sit down and draw a bunch of cool, weird s***, and we’ll look at it and decide what’s worthwhile and what’s really stupid.'”

Conan, Viking culture and and the work of [lauded American fantasy artist] Frank Frazetta were all apparently early touchstones for the team to draw on.

“I would pull a lot of Conan references, because there’s a lot of different Conan art that I like,” explained Howard.

“One of our early influences that I did show them was the McFarlane Conan action figure set. If you look at the Conan series they did, there’s a great vibe in that stuff.”

Sounds like it was a painful process though. According to Adamowicz, “probably about 90 per cent of that [early work] didn’t get used.”

Bethesda posted an accompanying video revealing some of the concepts the art team came up with. Take a look below.


Prima Games is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Author