Jack Lewis

Virtual Reality Developer


Hircine's Hold

Hircine's Hold

Project Details

  • Role - Level Design
  • Engine - Skyrim Creation Kit
  • Scripting - Papyrus
  • Duration - 2 Months
  • Team Size - 1
To view my individual responsibilities on this project, as well as documentation such as level maps and breakdowns, simply scroll down.

Overview

     Hircine's Hold is a large dungeon I created for The Elder Scrolls V: Skyrim using the Skyrim Creation Kit. This dungeon utilizes multiple elements from the original game as well as the first DLC, Dawnguard. It combines fast paced action, environmental hazards, traps, puzzles and new and exciting lore.

     Hircine's followers have fled to his hold in order to escape those who hunt them, the Silver Hand. In this mod it is up to you to track down and kill both Hircine's followers and those who would hunt them to ensure peace. 

Steam Link

     Hircine's Hold is available for download on the Steam Network! It requires Skyrim to be installed on your computer as well as the first DLC Dawnguard. Follow the link below to download, and view ratings/ comments on Hircine's Hold by the Steam community.

Gameplay Reel


 Level Map

Game & Level Design

Features that I designed, constructed and implemented for Hircine's Hold:
  • Modular level design
  • Modular level building/ construction and iteration
  • Level pacing and flow
  • Environment puzzle design
  • Environmental hazard design
  • Combat encounter design and balancing (Enemy Pathing, Idles, Choke Points ect...)
  • Navmesh (Generation, Cleanup and Fixing)
  • Clutter/ Set dressing
  • Lighting and FX
  • World hookup

Scripting

Features I setup/ customized through visual scripting with activate parents and link references, also some regular scripting in Papyrus:
  • Custom chests and loot (Dragon Claw and Key) Visual Scripting
  • Portcullises and pull chains activators (Activate Parents between pull chains and portcullises) Visual Scripting
  • Dart Trap (Multiple assets scripted together with activate parents and pressure plates) Visual Scripting
  • Mammoth Skull Trap (Mammoth skull with Havok physics and activate parents) Visual Scripting
  • Gargoyle and Werewolf Ambushes (Custom scripted with ambush actors and trigger systems) Regular and Visual Scripting
  • Combat Encounters (Scripted pathing and custom idles positions and timers) Visual Scripting
  • Dragon Claw Door (Multiple assets scripted together with custom activators/ sequences) Regular and Visual Scripting

Combat Encounter Example

Ambush Encounter Example

Designing Around Existing Gameplay Mechanics

Trap Example

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