Salutations, folks! It’s been a while since I last published something of considerable value on this here blog, so I sincerely apologize for the radio silence that has transpired within the past two months.
I would like to preface this post by making an announcement most of you are likely aware of by now: on July 5th, I have joined the Bethesda family as a Quality Assurance Tester following my internship on Skyrim: Special Edition last year. Suffice it to say that after nearly a decade of enarmorment, I have achieved my lifelong dream of working alongside the same folks responsible for some of my most treasured gaming experiences of all time.
So what does all of this mean? Well, for starters, it means that my writing and design endeavors will have to be modified somewhat: I’ve decided to put my design articles on hold for now in order to focus on my newfound responsibilities as a professional developer. Instead, my works will be more creative and personal in nature, things like character profiles and 3D levels that I craft in my spare time, either after work or during the weekend.
Speaking of profiles and levels, I’ve been trying my hand at a couple of small-scale projects over the past couple of months. The first one consists of character sheets that I concocted. The personalities in question consist of an individualistic word wrangler, who is defined by her inner turmoil and outer mystique, a personification of her worst demon, and a materialization of her inner “good voice”. My primary goal was to create an individual who embodied the portrait of a “wonderful mind”, someone who uses their invisible hardships to better themselves as human beings and broaden their worldview and sense of self-discovery. Penning these profiles has proven to be one of the most poignant activities I engaged myself in as of late, and I look forward to further fleshing out the mind of the characters I dubbed “Naomi Watkins”, “Sebelius”, and “Praescia”.
The second project is a little more unusual and experimental given my previous development experience. Recently, I decided to take a whack at the Creation Kit, the same SDK used by Bethesda Game Studios to create their massive role-playing titles. Although I’ve never used the CK in the past, my time with Maya and other modeling programs has greatly expedited my learning of Bethesda’s toolset, leading to the re-creation of my humble abode and childhood home in the world of Skyrim and Fallout respectively. They’re rather small, but I consider them to be relative successes considering that it’s the first time I ever built something with the CK. I welcome all kinds of feedback!
That’s it for now. I hope to have more things to share with y’all in the near-future. All you need to know is that my life couldn’t have experienced a better turn of events earlier this year. To be able to develop games for a living and hone my skills in my personal domain are some of the greatest pleasures I’ve ever had as a creative talent, and I hope this’ll mark the beginning of another splendid chapter in my life.
Until next time.