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Skyrim YouTube retrospective celebrates 10 years of the game



SkyrimHis 10-year anniversary took place in November. Yes, it’s been a whole 10 years of screaming dragon across Tamriel, riding Shadowmere over rocky ledges, conjuring atronachs, encumbering loot, losing Lydia multiple times, and definitely reaching the final boss battle. And a new YouTube retrospective “A SKYRIM DOCUMENTARY | You’re Last Awake: Nine Developers Recount the Making of Skyrim, ”celebrates this 10-year anniversary by digging into game development.

In this 53-minute video, released on December 4, character artist Jonah Lobe showcased nine developers, including himself, who worked on Skyrim. Together, they provide new insight into the creation of the game and how it grew into such a massive cultural influence. The mini-documentary also shares new stories about early ideas, level design (from dungeon lighting to city layouts) and character animation, including showcasing many art concepts for the environments, creatures and creatures.

None of these developers still work at Bethesda, but all had meaningful thoughts on their working time on Skyrim. Lobe interviews Joel Burgess (level designer), Lianne Cruz (host), Salinee Goldenberg (video editor), Dennis Mejillones (character), Nate Purkeypile (world artist), Rashad Redic (world artist), Jean Simonet (programmer) and Mark Teare (FX artist) and chronicles their individual contributions and camaraderie.

“None of us knew how the game would play out, but we all knew it could be good if we all gave our best,” Lobe said, in the video’s introduction.

Diving into these new Easter eggs and learning more about the development of the legendary game is a truly delightful experience. The YouTube feature shares the design process behind the werewolf, as well as the fact that the giant’s design is based on Lobe’s father. (“I didn’t want the player to think of them as monstrous, I wanted them to look soft,” Lobe explains.) This is far from the only real person the developers use as a design cue – some character classes were based on colleagues and friends.

The featurette also recognizes Skyrimmeme contributions to culture. This includes the movement of NPCs – the NPCs jerking and moving in place – which has become a meme on TikTok, as well as the tendency to place baskets on the heads of merchants in order to steal their wares.

There is no argument Skyrimthe influence and impact of. Since its launch in 2011, the game has sold tens of millions of copies. The large number of contemporary consoles and platforms you can play Skyrim one is a testament to the resilience of the game. That doesn’t even mention the enveloping presence of the game’s memes – in 2011 it was virtually impossible to walk a few steps without someone. fus roh dah– tackle you, or pretend to be an explorer like you, before taking an arrow to the knee.

For many of us, Skyrim was the first game that really went there, in terms of creating a fantasy world filled with explorable areas and dungeons, runes and lore, and bizarre enemies (there’s no such thing as hear a Draugr whistle behind you). I still remember walking into Fry’s Electronics (RIP) and seeing this cute, pretty end of PC copies – and I still treasure my pre-digitized CD-ROM even though I own Skyrim on many consoles now.

It was a beautiful thing to play Skyrim this first time, exploring the huge, open world of an Elder Scrolls game and enjoying real-time combat. (Morrowind fans, you know the pain of rolling the dice.) It’s really nice to revisit these worlds from a developer’s perspective and learn a lot about the making of the game.