Good day! I asked around yesterday how I could get information for an article on Skywind, and everyone told me that creating a thread would be the best way since everyone's on different timezones.
I saw an article on Kotaku featuring your mod and because it's such a huge undertaking, I pitched it to my SciTech editor. He wants more gaming articles on our site, so he approved it, and now I'm here.
I read the FAQs and watched some videos, but I'd rather have it explained by the people who are actually making this happen- hence the weird questions. Please feel free to answer any of them. If I use your answers in the article, I'll definitely credit you.
General Development
- Why Morrowind?
- Who were the original eight members mentioned in the developer video?
- How much did it change since more volunteers started coming in? How many people are involved in this now?
- Is it a very loose operation i.e. no hierarchies, no deadlines?
- What's the biggest challenge in producing the game?
Quests, NPCs
- Will quests be affected by the gameplay mechanics from Skyrim?
- In a video, it was said that dozens of quests have already been implemented. Does that mean they're playable, or have they merely been coded into the game?
- What other gameplay elements other than the armor system are coming back?
Concept Art, 3D Modeling (architecture, items, weapons, armors)
- Morroblivion was taken off Nexus for copyright issues, right? Does that mean that every texture made in the game is unique?
- Which programs were used in creating these objects? I didn't quite catch the name of the program used to animate the 3D models from the video.
- Are the concept art followed completely, or are they modified for software restrictions, etc.?
Landscaping and Level Design
- How much of the map has been finished?
- Were major rehauls necessary for quest-specific dungeons, given that Havok means a bigger space needs to be filled?
- What was the plan for the landscape/what were the pegs for it?
Voice Acting, Music
- Is it difficult casting for previously unvoiced characters? How did you cast each race/unique NPCs?
- Which unique instruments were used in the making of the game soundtrack?
Personal Stuff
- What made you volunteer?
- How much time are you dedicating to this project?
- Why is it important to you?
- Are you considering putting this in your portfolio?
If any of you have anything else to add, I'd like to hear it. It's going to mean a lot to TES fans and, to be honest, my career if the article turns out well. Thanks for being kind to a stranger, and more power to everyone!

Answers by Brandon Giles (SquallyDaBeanz) - Lead Landscape Designer
General Development
Q: Why Morrowind?
A: Morrowind is often referred to as the best of the Elder Scrolls games. Many people have fond memories playing it as a child, and we want to recreate that for the current generation that never had a chance to experience it. Morrowind also has a very unique and alien atmosphere that fans enjoyed, and has a vast world and compelling story/culture. We hope to capture that feeling in Skywind. We feel we owe tribute to an amazing Elder Scrolls game and hope to recreate and reimagine it with today’s technology.
Q: Who were the original eight members mentioned in the developer video?
A: I don't know the answer to this, or if it even was eight. This has always been a community effort, and people come and go all the time. Thermador runs the website and would have more information on the matter.
Q: How much did it change since more volunteers started coming in? How many people are involved in this now?
A: The project has changed drastically since more volunteers started coming in. For the first time, the project is looking like a real possibility. We've had hundreds of new volunteers come in, all contributing in different ways. We have a lot more modelers hard at work, which we were in dire need of before. The music department has also exploded with original pieces for the game's soundtrack. We have new concept artists to inspire us, landscapers to populate the world, and coding specialists to get everything working in the game, like armors and creatures. The exact number of volunteers is hard to pinpoint, but a couple hundred have helped in some way. To put it mildly, we are achieving a lot more than we were before, and great things are coming.
Q: Is it a very loose operation i.e. no hierarchies, no deadlines?
A: The project is and always has been volunteer based. While some are more dedicated than others, we don't demand a certain amount of work from our members, but we also expect a certain quality standard to be reached. Those who wish to put in the effort are the ones who produce the most quality work, often with self-imposed deadlines to keep the work flow going. Each area of the project has dedicated Team Leaders to ensure quality work and assist other members when needed. As a community, we are very open to criticism, feedback, and support. We want people to know that we are fans just like them, and all help is welcomed. If we want to remake an Elder Scrolls game, we want the Elder Scrolls community involved as much as possible!
Q: What's the biggest challenge in producing the game?
A: The biggest challenge, in my opinion, would be replacing all of the original Morrowind assets. Because Skywind started as a direct port into the Skyrim engine, we need to replace all of the original models for legal reasons. Every tree, rock, armor, weapon, structure, and creature needs to be remade in order to release the game. Again, we need all the 3D modelers we can get to help do this. On top of that, we need to get all these models into the game, and make it function right. Updating a game from 2002 to 2014 is a lot of work in almost every aspect.
Quests, NPCs
Q: Will quests be affected by the gameplay mechanics from Skyrim?
A: As much as we try to have the appropriate mechanics from Morrowind carry over to Skywind, the Skyrim engine has its limitations, but also its advantages. Quests for the most part should remain unaffected however. There will be options to disable fast travel and quest markers for those who want to experience the game like Morrowind. Perks and other dialogue options will also make a return (i.e bribe, charm, luck, etc).
Q: In a video, it was said that dozens of quests have already been implemented. Does that mean they're playable, or have they merely been coded into the game?
A: A bit of both! Most have been coded and scripted into the game, but it takes more than just that to complete a quest. NPC behaviors, dialog options, quest items, scripted events, and other mechanics still need to be finished before the quests are "playable". However, many of the more simple quests are in the game and completable already, though it would be best to wait before attempting to do any of them.
Q: What other gameplay elements other than the armor system are coming back?
A: A lot of gameplay elements are still up for debate, while many are already in the works. We are trying to bring back as many great features from Morrowind as we can, while still working them into Skyrims systems. While this is still subject to change, we have plans to bring back spell crafting, armor layers, and real mining, while also taking advantage of Skyrims systems, like smithing and alchemy using Morrowind materials. It will be the best of both worlds!
Concept Art, 3D Modeling (architecture, items, weapons, armors)
Q: Morroblivion was taken off Nexus for copyright issues, right? Does that mean that every texture made in the game is unique?
A: Yes, Skywind is a remake of Morrowind rather than a direct port. By the time the game is finished, we will have replaced every mesh and texuture with our own or those already in Skyrim.
Q: Which programs were used in creating these objects? I didn't quite catch the name of the program used to animate the 3D models from the video.
A: (3DS Max is the only one that comes to mind. I have no knowledge of modelling and it would be best to ask some of out modelers, like Ravanna.)
Q: Are the concept art followed completely, or are they modified for software restrictions, etc.?
A: Concept art is used like it should be: as a concept. They are there to inspire the modelers and level designers, and are extremely helpful to the project. While there are restrictions, especially when it comes to towns and cities, we are able to do much more than what was done in the original Morrowind. Often, the models made are almost direct replicas of the concepts, like many of our armors prove. Our concept artists have the imagination and creativity to make Skywind a truly unique experience, and with the help of Michael Kirkbride himself, we are designing Morrowind in its true glory.
Landscaping and Level Design
Q: How much of the map has been finished?
A: It's very hard to say at this point. Morrowind has a much bigger world space than Skyrim, and it will take a lot of effort to finish. There are so many parts to landscaping and each region is at a different level of completion at this point. It's difficult to give an estimate, but if we had to guess, we'd say about 1/3 is done. Sufficiently more volunteers will be needed to finish it.
Q: Were major rehauls necessary for quest-specific dungeons, given that Havok means a bigger space needs to be filled?
A: Dungeons have remained mostly untouched up to this point. However, we are working on completely new tilesets to update them. Dungeons in Morrowind were much smaller than those in Skyrim, but there were also a lot more. Small caves, mines, and tombs are almost on every corner, but hopefully with the new tilesets, we can make them sufficient enough to be explored and rewarding to the player. We will have more information once more work begins on this.
Q: What was the plan for the landscape/what were the pegs for it?
A: Given that Skywind was originally just a direct port of Morrowind, it's landscape was severely lacking in detail, especially with the updated visuals of the new engine. For this reasons, every region needs to be remade to reach Skyrims standards. While we have modelers working on new meshes to decorate the land with, we also need to reimagine areas to work with what we have. Aside from just populating areas, we are also taking creative freedom and advantage of the newer engine to make breathtaking regions. Overall, more detail is being added to truly bring the world of Morrowind to life, and dozens of landscapers are putting in the time and effort to do so.
Voice Acting, Music
Q: Is it difficult casting for previously unvoiced characters? How did you cast each race/unique NPCs?
A: Voice acting is one of the most ambitious parts of the project without a doubt. Like the rest of the project, it is entirely volunteer based. Countless people have auditioned for parts, and while not all are qualified or have the right equipment for the job, many talented actors have already started recording lines. Basically, we have a whole list of NPCs and their lines, and volunteers "try out" for the part. After, the voice acting team leaders review these recordings and decide what best fits the character. If someone has the quality voice and equipment, they are assigned to that NPC or race.
Q: Which unique instruments were used in the making of the game soundtrack?
A: (I don't have the information on specific instruments used, and most are done on programs rather than recorded. I can tell a bit about the soundtrack though) Morrowind had roughly 45 minutes of music, and for a game so large, we felt is was necessary to create an original score for the game. We've had a large influx of musicians join, each bringing a unique style and sound with them. We have specific songs for each region, as well as general exploration themes and combat suites. We also have covers and remakes of the original soundtrack in the works, with talented vocalists to enhance them.
Personal Stuff
Q: What made you volunteer?
A: I've always loved map making. Ever since I played Time Splitters, I've been obsessed with creating and playing my own and other peoples content in games. Making worlds and unfolding stories is what gaming is all about to me, and so I was hooked when I started playing the Elder Scrolls and Fallout series. When I learned about the creation kit and modding, I decided to give it a go. Being over ambitious, I worked tirelessly on my own worldspace and massive mod. Sadly, it never saw the light of day due to technical issues and lack of time/resources. However, other users content kept me occupied, but eventually it wasn't enough. To sate my landscaping craze, I looked online for projects that I could get involved with. I was curious about Skywind and decided to check it out just over a year ago. I eventually decided to give landscaping a try and couldn't stop. With a supportive community, I had finally found something I loved doing, and haven't stopped since.
Q: How much time are you dedicating to this project?
A: I have been landscaping for Skywind for over a year now, and with over 800 hours just in the Creation Kit, I plan on putting much more time in until me and the fans are satisfied with my work. I am very dedicated to the project, and it is something I wish to see finished and possibly pursue as a career in the future!
Q: Why is it important to you?
A: This project is one of the most important things in my life right now. Aside from it being a hobby, I think this mod is a huge landmark in gaming history. It's a chance to show corporations and other gamers what we are capable of. I hope that gaming companies in the future consider adding modding features and tools to their games, because if the game is all about the player, then the player should also decide what they see and experience in a game. Games are changing, and I think modding capabilities will be one of the most promising and rewarding feature that can ever be implemented.
This project has also given me a chance to be part of a great community and work hard to achieve something. It's taught me how to cooperate with others, manage my time and work, and do something I love. Watching fans come together to create something they love is truly inspiring and not a day goes by where I don’t get excited to see what others are doing for the project and watching it grow.
Q: Are you considering putting this in your portfolio?
A: Absolutely! As videogames become a more recognized art medium in this generation, I hope it will be more widely accepted in society and the work field. Businesses and other corporations will hopefully realize the dedication and work it takes to manage and work on games.
If any of you have anything else to add, I'd like to hear it. It's going to mean a lot to TES fans and, to be honest, my career if the article turns out well. Thanks for being kind to a stranger, and more power to everyone!
Skywind is one of the most ambitious undertakings ever done my modders. It really goes to show the determination and talent of the fans, and I hope to help make this project a great experience for everyone. As I mentioned before, I think the world is just starting to accept gaming as an art medium. People are moving past the notion that games are just a waste of time or for children. Games have the potential to tell stories and explore worlds that you can’t do with a book or movie. Skywind is giving me a chance to create something I have imagined and share it with others in an immersive experience. This goes way beyond just making a mod for a loved game, and instead, really shows what fans and players can do. I encourage everyone reading this to take the next step in gaming and show people what it really is. I hope this project inspires others to make the most of their gaming experience and push for a new direction in gaming.
(If there are still questions, I’d contact Eloth. If you need me to clarify anything or answer more questions, I’d be more than happy to do so. I probably have quite a few typos and other grammatical errors, so hopefully you can fix these up. Feel free to contact me any time at SquallyDaBeanz@hotmail.com. Thanks!)
ilurkalot wrote:
Shushine- Modeler
I don't know if you want a more detailed explanation but quick list of programs used for modeling, texturing, and animating are maya, blender, Xnormal, photoshop, 3ds max, zbrush, mudbox, and nifscope. These are the main programs used I can think of right now and if needed a more detailed explanation can be provided.
I'm not a developer but I can answer some of the questions.
General Development
- Why Morrowind?
People here have nostalgia from when they played it but can't really manage to play it much anymore on such an outdated engine. They want to bring it up to par with modern games in terms of gameplay and graphics because it's hard to go back to something made in 2002 when you've experienced super high-res textures and much less clunky gameplay.
- Who were the original eight members mentioned in the developer video?
I don't think there ever was eight working on Skywind. First, back in 2008(I was around then but that was before I made my forum account), Galadriel made a converter that would bring Morrowind stuff to Oblivion if you owned both games. Bethesda didn't like this because some of the assets in Morrowind weren't theirs and they just borrowed them for Morrowind. These assets appearing in Oblivion went against the contract, so, to make sure that the guys they borrowed from didn't get the wrong idea, they didn't allow Morroblivion on official sites. Then this site was made by fans of it(idk what happened to Galadriel) and progress went slow until 2010ish when they got more organised and managed to finish most Morroblivion by the time Skyrim came out. Then they moved to Skywind and at that stage there was already a fair few more than eight developers.
- How much did it change since more volunteers started coming in? How many people are involved in this now?
Loot at Morroblivion to see how it was before. It was a conversion with few new models and it didn't really re-add many old features or take advantage of new ones. Skywind, with all its many volunteers, is replacing everything with brand new models based on original and new concept art and it will take advantage of lots of Skyrim mechanics(the bards in Morrowind will actually play songs now, scenes in quests etc.) while re-adding old ones like separate armour pieces and stuff. Skywind is basically what Morrowind would have been like if Morrowind was made in 2011, instead of just a port which it might have been if it wasn't for huge amounts of people joining.
Quests, NPCs
- Will quests be affected by the gameplay mechanics from Skyrim?
There is talk of adding scenes like the ones you see in Skyrim when you enter a city for the first time. For example, in Seyda Neen you might see guards harassing Fargoth.
Answers by Ravanna - Lead artist
Why Morrowind? - Various reasons, for some ESIII was considered the best, and many new or younger gamers never had a chance or desire to play due to old game mechanics. For me, when Dragonborn DLC arrived, I realised there was an ideal opportunity to reinvent what morroblivion had attempted.
Loose Operation - We arent paid for this, its a labour of love. Heirarchies arent solid, and deadlines are often self imposed.
Biggest challenge - Organisation and efficiency
Art:
Nexus/Legality - Any port of an asset, ie, mesh, or texture, from one game to another, even if made by the same company, is illegal. Thus in skywind we are attempting to make everything ourselves.
Core programs: 3dsmax, zbrush, xnormal, photoshop, Blender, Maya. We're a varied bunch.
Concept art gives the direction. Dragomirs concepts reinforced a culture inspired by kirkbride. When we model/sculpt, some changes are made for the sake of speed, or mechanical accuracy.
What made me volunteer - I lost my love for game design after 2 years of failing to get hired in the UK as an artist. Skywind gave me that passion back. Eloth kept me inspired and driven.
How much time - too much :p I work 2 other 3d freelance jobs at the same time, i work over 110 hours a week. its tough, but I feel responsible for what goes on here.
Importance - Its a matter of pride now. I'm unlikely to ever get hired by the likes of bethesda as its such a competitive industry, but my ability has improved whilst working on skywind. I can experiment and learn by trial and error. I am a character artist, but here I learned the requirements of environment and props.Ultimately, I feel there are few joys in life greater than the ability to create a beautiful world yourself, for others to enjoy.
Portfolio: When i have the time, I will assemble my best work made for skywind and show it in a page on my portfolio, but that will have to wait for summer.
Hello:)
General Development
- Why Morrowind?
We love this game.
- Who were the original eight members mentioned in the developer video?
I don't know where we found this number lol
- What's the biggest challenge in producing the game?
First challenge was conversion problems, but zilav save us.
digitalparanoid, quest leader, scripts, general work and merges.
General Development
- Why Morrowind?
Because that was my first elder scrolls game I was able to play (for the earlier games, I didn't have a gaming PC) and the Elder Scrolls are my favorite games.
- Who were the original eight members mentioned in the developer video?
I guess I was part of the main dev when Skywind became very serious ;) but more to the point, this is really a community where some people were here at some point and moved on. This wouldn't exist at all without Morroblivion.
Eloth, happychappy and myself carried the leadership of the project when it was a little slower. Eloth was also working a bit for Morroblivion IIRC so he's the link between us. We had members around for the same time
- How much did it change since more volunteers started coming in? How many people are involved in this now?
What changes most is how difficult it is too keep track of everything that is done by all our members daily. Reading the forum is a full time job! The most significant change IMHO is that we definitely had to give ownership of some parts of the project to more recent contributors (eg music, voice acting, landscaping, etc...) It's no longer possible for the main/historical project leaders to manage everything ourselves. So we let them do their job and just give pointers or advice when necessary.
- Is it a very loose operation i.e. no hierarchies, no deadlines?
No formal hierarchy, every opinion is appreciated. However if there's a debate where we cannot reach agreement, I guess the historical members would take the final decision.
But if you disagree with a decision that is made, just create a mod for Skywind and we would gladly list in the mod list thread !
There is no deadline because this is a hobby. We have some internal road map but we'd rather take more time and do it better than to release something half done.
- What's the biggest challenge in producing the game?
1/ The scope of it. It's a really huge endeavor.
2/ Our infinite ambition. We want to make it so perfect that sometime we really spend a lot of time into details. We can do this, as we are not working under a budget or real time constraint but I now understand the compromises that may happen in a professional studio.
Historically wise, the most difficult moment is when we realized that the master was screwed up beyond repair and that we needed to start from scratch. There was a point where I thought about quitting (I had manually created about 60% of the dialogues). However, a couple of weeks later I was back and thanks to Zilav we now have a good master !
Quests, NPCs
- Will quests be affected by the gameplay mechanics from Skyrim?
The gameplay will be Skyrim's. Meaning skills, perks, game mechanics etc...
For the moment, the quests are really similar to Morrowind but if Skyrim mechanics allow us to improve upon those, we will not be against it (eg: scenes, NPC AI packages, ...)
We're not yet there, but when we finish the morrowind vanilla content, it's possible we would add new content: new quests, radiant quests, immersion scenes... The sky is the limit ! All this with a morrowind feeling, of course.
- In a video, it was said that dozens of quests have already been implemented. Does that mean they're playable, or have they merely been coded into the game?
They are playable. We have a number of storylines done and a few more ready and not released yet. They are tested by the developers and myself. So you can complete them. HOWEVER, at the moment I would suggest everyone keep in mind that they have not been tested by a lot of people so bugs may/will happen. Please report them to us, we will gladly fix them.
Also, at the moment, playing quest can be sometimes awkward due to naked NPCs, placeholder creatures, etc.. So you will not enjoy them as well as in the finished product.
I think at the moment, if you play the quests, consider yourself a tester. When we release the first "final" release of Skywind, then it will mean that the quests are in good shape and you should start a new character.
- What other gameplay elements other than the armor system are coming back?
Concept Art, 3D Modeling (architecture, items, weapons, armors)
- Morroblivion was taken off Nexus for copyright issues, right? Does that mean that every texture made in the game is unique?
To keep it simple: Morroblivion was mostly using the Morrowind assets, including some textures that were outsourced by Bethesda to another company and for which the contract didn't allow for use elsewhere than Morrowind. Therefore, this was a problem. These textures have since been replaced.
Morroblivion topics were forbidden on the official forums and therefore a number of sites followed that rule. This is perfectly ok in my opinion.
Regardind assets, most will be home made (there may be a few assets coming from modders resource - with the owner agreement of course- but that would be the exception)
Also please note that we require the players to own Morrowind (it's controlled in the installer). This requirement is to make sure you own the orignal assets and also to thank Bethesda from making Morrowind in the first place.
- Which programs were used in creating these objects? I didn't quite catch the name of the program used to animate the 3D models from the video.
- Are the concept art followed completely, or are they modified for software restrictions, etc.?
I'm not an artist, but I would say that it's actually the opposite. With the advancement of technology, we can go even further than the concepts from the 2000's.
Landscaping and Level Design
- How much of the map has been finished?
The map itself is finished, you can navigate it. However, we are enhancing the landscapes to the 2014 standards.
- Were major rehauls necessary for quest-specific dungeons, given that Havok means a bigger space needs to be filled?
For now, the dungeons are pretty much the same as what they were in morrowind, but there might be an additional effort to rework them later in order to make them (ie: larger :) )
- What was the plan for the landscape/what were the pegs for it?
Voice Acting, Music
- Is it difficult casting for previously unvoiced characters? How did you cast each race/unique NPCs?
- Which unique instruments were used in the making of the game soundtrack?
Personal Stuff
- What made you volunteer?
I loved morroblivion, even though I didn't play it much. I was always interested in modding and used plenty of mods but never created any myself. I suddenly had a lot of freetime in 2012 so I figured I would help if they would have me :)
- How much time are you dedicating to this project?
A few evenings a week and week-ends when available. However, real life first for sure (and that's my motto for everyone here).
- Why is it important to you?
I like people here. I want to see this project be fully released. :)
- Are you considering putting this in your portfolio?
I'm not an artist so I don't have a portfolio. But Bethesda, you can call me! :)
Answers by Tajnarasha, Music and SFX lead.
General Development
- Why Morrowind?
Morrowind was one of the best game of its time, and has aged considerably over the last 12 years. This project presented an amazing opportunity to utilize the modding resources available in the Skyrim engine to re-create the unique story and universe of the third Elder Scrolls installment.
- Who were the original eight members mentioned in the developer video?
You would have to ask them ;)
If I had to guess, Eloth and Ravanna were part of the original crew.
- How much did it change since more volunteers started coming in? How many people are involved in this now?
There was a massive boom of activity literally overnight since the development video came out. People from all over the world grew a sudden interest in the project with a myriad of talents to offer. The team went from a few numbers of active members to a massive and dedicated team of artists. We suddenly couldn’t just go with the wind and create stuff on a whim – people had to create departments and organize the inflow of people and material coming in to make sure that each resource would be spent appropriately and not lost in countless forum threads.
- Is it a very loose operation i.e. no hierarchies, no deadlines?
This is a modding project and we are not a professional team so everyone is working on this on their own time, which means that although we’d like to establish deadlines we have to account for the fact that everyone is in this voluntarily and that we have to be malleable when it comes to dates. That being said, there is a pretty clear hierarchy of developers in the team, and most new members will know to whom to refer to when they have a question or to which department they should send their contribution. Many leads have taken it on themselves to create spreadsheets of the content to cover and assigning projects to members in order to avoid work being done twice. The member base has also been very active in contributing concise and coherent feedback on many pieces making the creative process fun and very engaging.
- What's the biggest challenge in producing the game?
It boggles the mind the sheer amount of things that have to come together to make a believable game occur. A very simple setting, like Seyda Neen (which is the starting town in Morrowind) takes dozens of man-hours to come to life. You have to account for the landscapers, who had to work on the environment and the city to make the place in the first place. Then you have the clutterers who ensure that every little items and detail are where they should be. You have the NPCs, the voices, the ambient sounds, etc. The amount of work and coordination required to make any single setting a reality is truly astounding, and it’s impressive to see the amount of communication and dedication required to make it all work.
Quests, NPCs
- Will quests be affected by the gameplay mechanics from Skyrim?
There are certain elements that were made available in Skyrim that didn’t exist back in Morrowind. A popular example is the quest markers. This is just one of many features that will contrast with the original experience of TES3.
- In a video, it was said that dozens of quests have already been implemented. Does that mean they're playable, or have they merely been coded into the game?
Quests can be implemented but that is just one of many steps – you have to account for bugs and glitches that can occur. Quests will require a lot of playtesting before being fully operational as they would be in a regular Elder Scrolls game.
- What other gameplay elements other than the armor system are coming back?
We’re dedicated to bring back certain elements from Morrowind that were cruelly absent from following Elder Scrolls titles. Not naming anything yet - you’ll have to find out the surprise! ;)
Concept Art, 3D Modeling (architecture, items, weapons, armors)
- Morroblivion was taken off Nexus for copyright issues, right? Does that mean that every texture made in the game is unique?
We have set a goal to make this mod legal, which means we intend on re-creating the assets of Morrowind. We have a very dedicated team of modellers who work tirelessly to make this a reality.
- Which programs were used in creating these objects? I didn't quite catch the name of the program used to animate the 3D models from the video.
I’m not a modeler myself, but I know Maya was one of the programs that were used.
- Are the concept art followed completely, or are they modified for software restrictions, etc.?
Our modelers and artists try to approximate the concept art as closely as possible. Sometimes it is not evident because you have to account for some loss of detail for the richer pieces to avoid overloading the system with processes. If you look at some of our armors by Kurasaki or Ravanna you will see that we have very clever artists who are able to incorporate the best elements of the art while making the models playable.
Landscaping and Level Design
- How much of the map has been finished?
A little bit there, a little bit here. Due to the new possibilities offered by the Skyrim engine, it’s been an arduous task to figure out the artistic direction that we want to go with some areas to give each of them a clear and recognizable identity.
Voice Acting, Music
- Is it difficult casting for previously unvoiced characters? How did you cast each race/unique NPCs?
I know a very important factor for the Dark Elf characters was to preserve the original voice and feel that they had back in Morrowind with the gruff, intimidating voice. A lot of auditions and feedback was necessary to ensure that each character and lines were recorded accordingly.
- Which unique instruments were used in the making of the game soundtrack?
Morrowind had a very short soundtrack of barely 45 minutes in length. The songs played on repeat in the overworld as well, which gave us the opportunity to expand on the original sound by Jeremy Soule and incorporate different elements for the different regions of Vvardenfell. There’s already a couple demo reels on youtube that display just how far our musicians were able to draw inspiration for the game. We’ve definitely focused on giving a more tribal, almost eastern feel to some of the Ashland pieces with drums and djembes, as well as haunting dunmer vocals by our composers Sharm, Liz and Dragomir. The music is both an homage to Jeremy Soule’s vision and our own interpretation of Morrowind’s world and story.
Personal Stuff
- What made you volunteer?
I was always very invested in the Elder Scrolls series since Morrowind, and have had an interest in being part of a modding community for a while. There was no question upon being introduced to the forum – I wanted to contribute. I had a strong inkling for sound from my experience as a theatre student and a stage sound designer; an area Skywind was in dire need of improving upon. So I joined.
- How much time are you dedicating to this project?
Multiple hours a week: I get home from work and immediately look at the latest updates and developments and give constant feedback to the people in the sound departments as well as many others. I’m happily obsessed with the project.
- Why is it important to you?
Since finishing school, I’ve been dying to find an artistic medium. Video games have always been a passion to me as well and I’ve wanted to knock at the door of the industry for a while. This presents the best of both worlds in an energetic and incredibly positive environment.
- Are you considering putting this in your portfolio?
Absolutely.
Thanks for taking the time to come on the forum and speak to us!
I honestly didn't expect the detailed answers (totally meant that in a positive way)! I'll link the story when it's up. I'm so sorry it took so long to write it.
Thanks!
stijmunkey wrote:
Throwing feces at stij for not listing me, when I was here before some people in this list :P
ilurkalot wrote:
I looked through old forum threads and found the names:
Ice, Ramms, digitalparanoid, ironman12345, eloth, sorrow1, shadow, Mehh, Mooncat, Clint, alexanderb and me.
I dont know where we find 8 people.
stijmunkey wrote:
and me ;-p lol
Ola! Published the article on Skywind! Thanks to everyone who replied! http://www.gmanetwork.com/news/story/348520/scitech/geeksand...