Lua Demos |
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The Elder Scrolls IV
Oblivion and Expansions
Released in 2006, Oblivion allowed players to re-enter the world of the Elder Scrolls on a new generation of gaming hardware. Building on series staples of wide open explorable worlds, and free-form RPG gameplay, Oblivion launched to a wave of critical reception.
I designed and built over sixty dungeons using pre-existing art assets for the core product. Responsibilities included AI scripting, AI scheduling, layout, building, lighting, cluttering, trap placement, encounters, trap and activator scripting and AI path building. I also created and polished more than 100 dungeon exteriors and modeled, textured, and animated numerous in-game assets including world props, doors, containers, traps, furniture, and town buildings. Several downloadable content packs were released for Oblivion; I created playable spaces and art assets for two of these: Thieves Den and Knights of the Nine. For Oblivion's expansion Shivering Isles I designed and constructed several key dungeons for the game's main plot line. I also created several exterior locations and generated art assets for dungeon exteriors. |
Frank Ward
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