[Music] good morning everyone welcome to the skyrim speed run my name is brian francis and if you need to refer to me in the third person my pronouns are he him today we're going to be watching bubbles del fuego do a speed run of elders the elder scrolls 5 skyrim while before former bethesda 3d artist jonah loeb commentates and tells the stories from his time at bethesda um bubbles jonah would you mind introducing yourselves bubbles go ahead uh oh thank you um yeah i'm bubbles do fuego i speed run a lot of things uh if you've ever seen that i've done like probably eight different aaa titles that gdq's before and uh esa and some stuff at like other publications and things and lots of fun for a long time including a lot of bethesda games like fallout 3 fallout 4 skyrim oblivion today we're doing skyrim uh jonah did a lot of work in that game
you can introduce yourself jonah thank you bubbles um hello everybody my name is jonah loeb i was a character artist at bethesda software for seven years where i made most of the creatures and monsters for games like uh shivering aisles fallout 3 skyrim and fallout 4. and these days i'm doing my own thing i do art education uh i'm very active on twitter and instagram and i make a lot of art traditional art or otherwise and up until this year i was diving into attending cons and then they all got cancelled what's a con i don't even know anymore we're in a virtual conference i don't even know apology to jonah for um uh character artists not 3d artists sorry oh maurice uh for those of you at home in chat thank you for joining us i'm seeing some faces in chat like melissa sawicki and ben freed i just want to remind folks feel free to ask questions for jonah i'll be grabbing them if you want to know about his time of bethesda if you want to know about his art styles uh go ahead and do that so before bubbles
get started running um i want to just uh sort of explain what we're doing why are we doing a skyrim speed run uh speed running is an incredible aspect of the video game community runners get together to raise money for charity and take time to explore games in new and fascinating ways that elevate and explore all the hard work that went into them and sometimes they just break stuff and it's funny um the elder scrolls 5 skyrim was one of the largest rpg releases of the century uh to the point that we're probably going to see it ported to the ps5 and xbox series x that's not confirmed news that's just me speculating but uh if i'm wrong like i'll be very surprised to be wrong um it's system does it system driven design shows the incredible craftsmanship of bethesda softworks and of the games we're running this week it's the one where the line between bug and feature is blurred even if you're not speedrunning the game in skyrim you can live your own adventure and sometimes that adventure involves running around doing 360 degree spins uh joe again jonah will be taking your questions during the run drop them in chat and i'll be pulling
them for him uh for that um you can also ask questions for bubbles if you're a dev and you want to know how runners approach games like this um with that let's get started bubbles uh blow our minds hi i'm here and i'm right in the animation area the art there's jonah character oh we got the center we got the credits yeah ah snuggled right comfortably comfortably in the middle i've never never checked there before all right uh all right so there's a long cart ride in the beginning of skyrim and um and then you have to create a character which is pretty specific to the run so um a high elf is nice because they're tall and there's a ratio between height and movement speed in the game um as of course as we all know so i think it's something to do with how long their legs are honestly it's like their stride and it's funny because like in oblivion you would think like the wood elf would be fast because it's you know it's their type of type of
character but they're really short so they're not really um and so on so the high elf is fast and uh so things will get started immediately as you can tell by the thumbnail of the save file um we just finished making the character and as soon as you gain movement speed your head gets off of the chopping block um and i guess we'll immediately jump into the face of the dragon that jonah designed and so things start off really fast so i'm just going to start off with an infinite running glitch and uh by preserving my run speed through quick saves and quick loads and um and then get out of here right on let's do it so you can start the timer i guess i guess i'll run a timer we didn't oh yeah it was a speeder huh you don't have to it'll look a lot better if you don't oh yeah yeah you're going to break the world record all right there's the
dragon there's the wing and we're gone whoa already i'm shocked you never uh jonah when we were doing pre-show for this you said uh you laugh whenever people tell you about uh skyrim bugs because you've played quote the buggiest version of all bethesda games because obviously you're playing them before release and this still beats your expectations i guess yeah absolutely i mean it's very funny to watch other people uh encounter all these bugs and you're right the line between bug and feature is so thin with bethesda games um i think people understand that these games are so big um and so complicated it was so many different variables that a million different things can happen wrong and so there is an enhanced level of acceptance on the communities part um but uh and for that we would like to thank the community because not a lot of games we get would get uh get past that certain you know uh hallmark of bugginess but yeah i mean i'm always
impressed to see the new ones that are there but i i i will not i just can't bring myself to feel that bad about them you know because yeah they're without oh i oppose that skeleton how neat was it playing this game and sort of seeing your own models just pop up every time uh like a brief like hey it's me yeah a little bit a little bit it's funny because then i i see the thing and then i kind of remember i have a flashback to work in there to the time i was bringing the thing and of course as an artist i see something also and i'm like oh i wish i i wish i'd done that better you know i wish i'd like man if i could go back you know yeah um uh i have a question for bubbles while you're running uh it comes from dom harrison chat uh what can a dev do to aid this a speed running community for their game uh they the dom says oh we can add split you know split timers and things like that but uh bubbles is there anything else you would want dom to add to their game um
uh i guess like trying to make your game good for a speed run is like it never works like whenever someone is like i love speedrunning so i made a game that's perfect for speed runs like that's that's not really how it works it's like trying to make the best movie ever you know it you can't you can't plan it you know sometimes there's a little bit of a suggestion to it like portal's a really awesome speedrun and it's of course got like a speedrun mode built in um so it's you know it's not really a big surprise but i just want to point out that in the run uh we just watched you wait a specific amount of time to get a specific horse which is just that's just never how i think about playing these games and the horse is vertical and you're gone oh boy oh boy that's the troll oh my goodness i don't even understand what i'm saying right now
let me work for bethesda i'll find this stuff wow wow this is the thing about speedrunning is so often is is you're you're finding ways to break the game you know and yeah it's it's pretty amazing yeah and there's a lot of different ways just even just what happened just now running so fast the geometry of the uh the setting couldn't load in um i've had that happen you know i remember i was testing fallout 3. oh i post that drawer as well i was testing fallout 3 and i posed that troll and i was running and running and running and the landscape became more and more barren around me and i thought i was emptying entering a very small a very isolated area and i kind of just finally stopped on this one dark patch of earth and i'm like what there's nothing around me what's going on and then a house just like loads around me but not the interior of a house just the exterior model but the inside of that model and then i was just stuck and i was like oh i get it the whole landscape had not loaded i get it okay so it's
it's it's everywhere they're everywhere also also remember that this you know is was nine years ago and so a lot of these you know it's it's things are not quite i think i think there was there's this greater tension between hardware and software you know and what could what could run what so yeah i'm in combat that's really weird oh is it affecting your run i mean it's not going to be a problem i was just like oh that's interesting um uh jonah we're going to pull some questions from chat for you please from lori warfield uh would like to know uh when you were working on skyrim did you have a favorite character or prop that you worked on um lori thanks for asking that question um did i have a character favorite character or prop um i was really proud of the giants um you know my intention with them was to create something that that that did not inspire desire to just murder i wanted you know what i really
like about designing creatures and characters and monsters is creating um something that will stir the imagination to me that's more important than uh just creating uh something uh that the player wants to click and kill and kill so i really enjoy doing the the giants because they seem very human um i really enjoyed alduin's final form um although the process of getting there gave me tendinitis i was working so hard and so many extra hours and i really liked the draugr uh they just sometimes the most effort should be put into the things that you see the most it's not even the biggest assets but the most common ones you know the the goombas of the world yeah that makes sense um our next question comes from josh good what type of art pipeline did bethesda have during skyrim's development how heavily was engineering involved to assist artists in building the tools where needed
um it's a good question josh um the art our process was generally we worked from a concept sketch um that's my mammoth a concept sketch to um to a 3d model and then we kind of you iterate from there and then create the final um um model now some things like the spriggan that i created i worked uh not with engineering per se but with a um a world artist an effects artist named mark tier and we kind of collaborated on creating this almost like a beehive effect um with um with uh the kind of the buzzing um lights everywhere so we um we didn't collaborate as much with engineering as i would have liked all the time um but i definitely whenever there's a particular character or creature or something that is uh has that needs these special things like it's like like this bergen you know with glows on you know whenever we get the idea that whenever she brings out
her claws they light up green that kind of thing that's when a direct collaboration is for sure encouraged um but i think people also um frequently um uh overestimate the size of bethesda softworks the manpower there during with skyrim's creation i think on average over the course of the project i think we had 9500 people on the team and so the there's not as much bandwidth usually as you want to be able to collaborate back and forth on things and not everything can be given all the same amount of attention because the world is just massive but i for sure and i know myself and others um were very certain that when something required that attention we would get it from our desk walk across the building and talk to a programmer and try to get or or level designer or whoever and try to get that that support and feedback and collaboration because the best things in game design happen when people work together to make something cool
right on yeah that's so different in a world now where i think more i don't know quite what the state of um cinemax is cinemax has owned so many studios now and i think bethesda is still for my understanding bethesda software stealth itself is still pretty siloed but they're not the only company you know so many games now ship with the help of uh not just you know multiple internal studios with external studios too with uh contracting and such um yes that's my peanut gallery comment um well that's that's correct i think in the background bubbles continues to just roll through like a demon um in this massive world of the slow animation of getting into a card which i'll linger on for just a moment um uh a question from someone named carly veloci who's sitting in the room with me uh says i've never known a single person who finished skyrim since it's so easy to get lost doing side missions have either of you actually finished skyrim and that's for both bubbles and jonah uh
i didn't at first i mean like same thing with oblivion just like thieves guild dark brotherhood side stuff and then you're out of there yeah like i um i uh i did not i um you know because most of the time i spent playing that game was pre-shipping um so much of my job for the months and months and months after um production had started when we were just ironing out bugs and and polishing and and massaging things into place uh my job was to just play um the game and uh report books um and then fit you know and do do little fixes on this and that and so very frequently you know i got very far but you know very frequently you get quite far with a with a character you really fall in love with it and everything and then they say well you know what enough things have changed now that we're starting a fresh build and and you need to you need to start a fresh build if you're going to continue to do this and so
enough stops and starts over the course of um the play testing and i just wasn't i just never got around to finishing it which is funny because i never got to see my own alduin like love like get killed um but yeah you know i created that the whalebone bridge and everything in saving guard and um you know and i've i've watched videos of it but i never actually played it i never got that far right on um i love that uh for whatever reason bubbles keeps reloading this uh um uh this horse uh speed glitch and so every time we see his hero run through the world like this um uh it it is appropriate because someone in chat uh uh put in uh green hill zone theme starts playing which is a reference to sonic the hedgehog of course so uh we don't have that music on hand but if you the chat would like to just picture that in your head while this little guy runs around that this is sonic the hedgehog in skyrim um you can do that um uh jonah um uh ben free would like to say
that they love your pen and ink illustration and the splash of golden red thank you thank you very much what's going on in the run here before i do anything interesting it looks like we're doing some faster traveling ben just you know i just i recently got this larger print of a print of mine done like literally it came in just last week so that one turned out pretty good it's a nice print it's a nice print uh joan are there any particular challenges this question comes from melissa sawicki um are there any particular challenges you have when working on character art for different iterations of an existing ip um that's a good question um melissa um so so since i've worked at bethesda and i moved on to contract to work in freelance work i do make uh um assets for different kinds of games and you know so for instance i've worked for a little while on the system shock remake at the moment i'm working on crowfall which is coming out shortly and
essentially it requires different art styles and so it really you know i try to be careful because i think you know in a game like skyrim when i worked on fallout 3 for instance i was able to really polish up my abilities uh in character design and character art and the workflow there bethesda and then with skyrim i was really able to unleash you know my artistic sense self and and be the artist that i wanted to be but that was you know so then my art style then contributed to skyrim's art style but so going on to other projects then i actually have to be cognizant of the fact that my art style it might not be theirs and so i often try to spend a lot of time trying to pay special attention to the art style they have going on in that in their own um game and really try to and i and i'll ask the um art directors you know for feedback on like what matters what's important what do you guys rely on can you give me some color swatches
that you use a lot that kind of thing because um as much as i like doing my own thing it's really important to listen to employers and really figure out what is important to them what they're trying to prioritize in their own game and really lean in that direction um so yeah it can be quite complicated trying to adapt to different gameplay styles but i think it's really important to do that both for client happiness and uh as an artist and as a game designer it behooves me to try new things and to learn other people's new techniques and to to stretch my own styles because a lot of aspects of art no matter what the art style is in particular are similar from game to game to game to game you know ideas like shape line form color these things all have a unique kind of visual power but the way they're used um becomes the language the visual language of that game and so i definitely try to put a lot of emphasis on um on whatever they deem to be important
and i try to try to head in that direction that's such a cool answer um bubbles uh where the heck are you uh okay do you even know there we go uh yeah i'm uh in helgen right now i'm in the beginning of the game gotcha um let's see here going and i'm with esper go for it and now we're going to riverwood to meet up with delphine and he's going to have that conversation about uh about you know here's the dragonborn the dragons are back and they they go in that you know that meeting in the end roger that yeah i remember this is one of the it's funny you were just in a conversation a second ago and i'm sitting here going i have no memory of this of this conversation and now you're at a point i'm like oh yeah i've played this 20 times for all the times that you restart skyrim just because you're like i feel like changing things up today
um uh what's your jonah what's your favorite software for character and prop development um i would say my favorite software um is zbrush um i think it's you know it's definitely a program with a steep learning curve but i think it wasn't for this program i have i'd have had a lot harder time getting into the industry and i think you i think knowing zbrush was one of the things that got me a job bethesda because at the time it was still a new program a lot of people didn't know it even there um and it's just really cool for like modeling and um sculpting you know i think i think i'm probably my own work is best known for all the little detail i put into the surface of things and all that you know that the jogger the giants the mammoth uh the dragon priest etc etc and a lot of that comes through in this program called zbrush which is basically just a sculpting program um and so as somebody like me who is um i'm very art centric
and technically speaking i'm like pretty garbage like when it comes to you know like i was definitely probably like the worst at at computers epithelial softwares um you know accepting the concept artists who you know didn't have to do anything with computers if they didn't want to um but um it was definitely a really nice entree for me into the into the the game world being able to like sculpt and like think about things from this 3d you know perspective oh the wabajak i made that oh you read the wubba jack i did i did we didn't know we had no concept art for it and so i just so much cooler than a dragon i asked the concept i asked one of the designers i was like you know do we have any i'm supposed to do the web jack do we have any concept art for it and they said no not really and so i was like well you know one of the first things i ever did at bethesda softworks was i made the three-faced shiogroth like gateway to the shivering aisles um that's one of the first things i did at that company and so i was like i'll just use those
three faces and just use those to create the staff so it came together well i made the sprig and matron as well bubbles you just passed through one of my favorite areas from skyrim that that artifact like quest in the north um uh yeah we just go through that whole dwemer system backwards yeah so we're just going to go to the elevator we wow every time you come back to this horse i swear like my brain just breaks a little yeah i don't even understand this is so confusing oh i might crash i'll ask you to explain i made that troll as well um i'll ask you to explain exactly how this horse elevator works later when you're not speed runner yeah i gotta close the program it's the second crash of the run so far oh yeah whenever it's a black screen it's not my visuals cutting out or something it's uh you know it's it's a feature it's a
well no well it's something it's not a feature not a bug it just works it's skyrim it just works um uh david uh boston hardy um says they remember that door i don't even know what [ __ ] we've been like stuck at like five doors by now um and it sure slows down the speed run um let's see if there any other fun questions from chat uh remember to keep them coming folks because yeah yeah anybody can chat please please let me hear from you not that we don't love just like reacting to the elevator the horse elevator did you make this moves i did not make the moves now oh give me the moose uh i i am not sure i don't remember i don't know whoever made the moose thank you it's a glorious moose um look at that ragdoll go i'm trying to fly from the stables into uh the mozark shaft that temple i don't remember the name of it exactly but um jonah here's an interesting question
from uh if you have unlimited funding for a patch and one month to finish it um what would you choose to improve i guess this is interesting because you're specifically referring to um to character art here is what we're discussing but you know everyone wants to improve their their work all the time if i could have a patch having to do with character art yeah that would improve something you worked on you go man i wish i could update that um man that's a great question um i would like to update alduin's texture i think i think he could use it could use some some love but actually i've actually um made a remastered version that i've put up on art station that you can that people can see if they want but i would love to get that updated um it actually you know the the patch that i would want wouldn't even be my art not that i don't have a ton of art that would need it it would be on the animation system i would love because i think i think an artist is sometimes only as good as the animation system that the character is based on
and so i would love to see some really fluid smooth um animations of these characters because you know i i literally couldn't prove like i was literally things i would like to improve on on every single creature but i but i think that what would really give us the most bang for the buck would be to see all these things move more fluidly um all that and you know again like it's skyrim was made by a team 100 and you know so it's like when you look at a game like assassin's creed even the original assassin the creed was made by a team of about 400. and so it's just and and and almost exclusive exclusively they're all animating people and movements so there's so much fluidity and so much um uh room for just like realism and interaction et cetera in those games and then a place like bethesda at the time we had like five animators and they all had to and there was like there was dragons and there was mammoth and there was a zillion non-human things um to animate and so there wasn't
there wasn't the resources that we could dedicate um to really enriching that system and i would love i would just love one day to see that almost congrats on making it to the watchtower hey thanks even though it took like 10 tries it was still 10 times faster than going through uh black reach and all that stuff and yeah yeah just was just actually it wasn't even like necessarily part of the plan i don't think i think it was it was just created by one of the level designers and then it was just integrated i think into the main quest okay so since i'm going kind of fast i'll just literally stand here and explain stuff because we have plenty of time this is an elder scroll uh and i've been playing for probably like 10 15 minutes um so hey it's the game but so all that horse stuff so i uh a lot of properties transfer over through saves like if i am getting off a horse at really high
speeds and i'm flying off of it and i make a save in the or and then i while i'm in the air i load a save i'm going to fly really fast and that save i loaded as long as they're both in third person because they have different like physic uh like collision properties um based on the perspective i think but um and it kind of resets every time you go between first and third person um wow that is mind-blowing yeah so and the reason i kept going back to that helgen cave like i went from esburn back to the helgen cave is because i made a save file uh on the outside of the cave right in the beginning of the game that's the first thing i did was jump out of the place and make a safe firelands out of the cave and then after i rescued for example esburn i made a save and then i loaded this save and then i went through the cave here and as the same time i went through the cave i paused and i went to the main menu and then in the main menu i loaded the save where i
had esburn rescued and so when i enter the cave it's got this character in there the one from this save file uh that's called a load warp um i discovered i discovered that on accident um like four or five years ago in oblivion and it also exists in fallout 4 um yeah where i went through a door in oblivion the same time that a notification popped up and so i had to click yes on the notification and then i went through the door but while the notification was up i loaded a save file because i was like all right i'm enough practicing time to start a run so i loaded the save file for my first run and then my character that should have started the game went on the other side of that door so i was like in handcuffs and stuff and yeah that's so cool that means like you i mean like that's such a such an accident such like a one in a million moment to that's now affected how you do all your runs like i think that's that's why i was so
excited to like make this happen was because like those accidents you know define speed running but the developers don't want those accidents they want like the perfect i mean skyrim is sort of the exception because they want kate you know joan i assume there was an error for chaos but um yeah but there's still some like you know that's not how it's supposed to work um uh we're gonna pull some more questions from chat so bubbles thank you for uh taking a breakdown that was watching jonah's expression there was was yeah so that was the two main uh biggest things i don't know why my neighbor was banging above me i don't think he was sending a signal i think he was like oh that's important yeah if your neighbor barges into your apartment um that's okay you know like that's okay the run can stop there um uh um okay so we're gonna pull some questions from chat while we restart the while the run get uh gets going again um uh sean mcpherson would like to know jonah um what is the best and easiest way to learn and get into normal bump height etc maps from your experience so normal maps bump maps height maps um do you have an answer for that
question um so i render a lot of those things i mean actually to be honest i render exclusively um normal maps from high resolution um uh files so um when i take something from zbrush and it's you know three million polygons um i can then transfer that using recently i've been using marmoset but in the past i've used crazy bump and other programs um to generate normals um so we get a lot of that work done from projecting uh projecting one model on top of another and rendering a normal map um i don't often render height maps or bump maps these days in fact i haven't rendered a bump map in for almost the duration of my career only when i was learning learning uh cg when i started to learn use bump maps and because i didn't know what normal normal maps were um and for anyone who's just curious bump maps are grayscale images that um wrap around an image a model and then
when light hits that model uh they tell that they say you know what pops out what pops in or what appears to pop out what appears to pop in so that when light hits an object it can appear more three-dimensional than it is a normal map does the exact same thing but it says what pops in down left right up you know whatever so it's much more like a 3d access of of things so and that just gives much richer results um so i will often work from zbrush and then bring that high res model project it using a projecting software like i said previously it was something like what i used to use i forget these days i use marmoset um marmoset render is a great program super fun and it's really good at baking um textures so yeah and by the way for anybody who has any further questions or i don't clarify things enough uh feel free to hit me up on social media happy to have you to answer what i
can right on yeah um uh maurice stumbo would like to know how was the character creation modeling divided between team members at bethesda did everyone have a specif specialties or a region level they worked on uh do you have a specialty i guess that's actually like a good like production question too like how do you organize you know the billions of assets that make up uh skyrim yeah so our our depart our art department was divided up into um environment art a world art and character art and within those things within world art for instance we have people who who create effects like clouds water etc uh mountains skies down to um housing uh um wall hangings [Music] silverware cups that kind of thing and then you have um on the character outside of things you have people who make characters care all character related um things armor weapons that kind of thing
and then there's animation as well and i think and and i don't know if it's considered the same departments no it's not considered the same department but physically when i was there we had the concept artist in the character art space as well um within that within that for my job i my job would be to take a um a piece of concept art that was kind of had been a result of a back and forth between the art director uh a lead designer and the concept artist and then i would take that piece of art um and i would basically um um make sure that i knew you know because i like to riff on things i don't like to just create exactly what's in the concept art because for me as an artist i'm kind of like well where do i fit in you know i'm not just the i don't just transmute from 2d to 3d i like to invent but i will ask the art director or the lead designer or whoever you know what are the elements of this concept artist art that the artist has made what's your favorite you know what do i basically making sure that i am not
eradicating that which really like inspires them and then that then that also lets me know where i can i can feel free to tap dance um so within that within my job i would then take that piece of two-dimensional concept art and i would make it into a three-dimensional model uh that was fully textured uh so i would make the model in the texture and only when that was all polished out would i hand it off to the animator and the animator would go to work on that so so i would say at least a place like bethesda it's small enough that everyone has to wear multiple hats and so for sure um i had to you know it's not it's not divided down to like i do the model you do that texture uh it's really like if you're if you're a character artist or a world artist or whatever you are doing both um except for the animation that you pass on right now that includes a rigging uh before we move onward i just want to process that
uh that jonah was giving us like such good deep cuts there that i barely had the brain power to look at my monitor and realize that jonah or bubbles had picked up a bucket and used it to pass through an entire for somehow used it to pass through an entire castle uh finishing the sequence that we saw right before here um so uh my brain like just broke a specific fraction of a percent watching that and i was just like sitting here listening to jonah going i am listening to this wonderful team dynamic get explained while there's a game that i thought i understood just breaks in front of me all because of a bucket and we got married oh we got married too cool hey that's amazing muzzle's off he's it's my follower and our marriage is happening soon well i'm wishing you guys the very best thank you i really appreciate that oh this is this is my dragon by the way i mean this yeah i made muslim jacket but i enjoyed making parts and axe yeah what what um what
what did you enjoy that about like like what makes this so special to you as an artist about this about this particular asset um you know he's the one dragon except for alduin who talks to you really he talks to you i mean um odaving talks to you but not too in-depth and he basically uses the exact same model as the other dragons i just gave him um i referenced colors from like a kawasaki motorcycle uh to make oda for parthenox he has a much more washed out bleached old thing going on and he's a character and so i got to um i thought the concept art was great uh you know the way his scales look like a beard but still look like just scales that grew out it was a really brilliant way of aging a dragon and i got to put a personality into his face and i and i was actually surprised at how much um the audience seemed to actually really like parthenx um so yeah i had a fun time making him it's also interesting because parthenon shows up really deep in the game to the point that i'm looking at the sequence and going i think i maybe hit this on my first run um but i
haven't seen him since uh so the fact that um it speaks to uh you know it speaks to your work that you know players were able to connect with him even though as as bubbles are so wonderfully demonstrating like skyrim is this open book for for people to throw themselves up against um that's a mixed metaphor if there was one so for chat we are still taking your questions uh we just wandered into some specific topic areas for a second i'm gonna do something uh pretty if you don't mind pretty complicated so i thought i would just spend like like a second explaining what's gonna happen it's gonna make it's gonna make no sense so i got married because if you can't if you if you cancel a marriage um canceling a marriage uh will initiate the signal to the character of like hey you can move now and so if we're in the middle of that elder scroll cut scene with parthenox watching the history repeat itself and stuff you know in that time travel moment we can't move it's a cutscene where we
have to stay still so but if we can activate that cut scene and then cancel a marriage like right after that then we can move around during that cutscene um and so the re the way that we do that is enter this wedding room and uh pull out the elder scroll at the same time uh wait so you're destined to get married and you're just to get divorced uh yes he gets really mad if sometimes there's like sometimes there's routes with multiple marriages and so you come back to him and he's like how could you do this to me and then he's like all right i'll marry you again um this is an emotional roller coaster my goodness you have to bouncing the cutscene we're bouncing back and forth between like breaking a marriage and using that marriage to fling yourself you know through time and space uh which isn't how that's supposed to work um thank you for that explanation bubbles
you once again just every five seconds i just have an existential existential crisis thanks to uh i go i go here i am going to do a lot of stuff i gotta do right on i'm gonna go ahead and grab questions from chat um uh danny sizek uh that could be chizek i'm not wanting to present her on the pronunciation uh i would like to say for texturing would like to ask jonah for texturing material design was there a concern about targeting a certain realism standard if so how did that measure to get get measured across the studio artists which i think is an interesting question because even though skyrim doesn't have a realistic look it certainly has like the 3d models of it have a what the heck specific oh did something surprise you surprise you yeah i should have put my swords away before interacting with that carriage or if my game crashes i know it doesn't make any sense but yeah no no no it makes total it makes as much sense as everything else that's running this right this is why we make quick saves jonah do you um do you want to grab that do you want to answer that realism
question yeah can you sorry could you ask that question real quick just the the short version of that question real quick for texturing and material design was there a certain was there a concern about targeting a certain realism standard if so how did that standard get measured across the studio artists and that comes from danny uh chiswick i see i see um danny i don't you know there wasn't the harshest metric when it came to that i think bethesda games already have a particular style which definitely is meant to sell realism um i don't think um uh uh i know for you know i can speak for myself attaining making something feel real was very very high on my list of things and that doesn't just mean like getting all the textures just right but it really comes down to making characters and creatures that have a sense of weight that have a sense of age you know where the skin wrinkles unfold in a certain way you know to really make it feel lived in uh as if this thing existed
before we the players even encountered them so that was my own personal um attempt uh oh i made alduin in that wall as well if anybody owns a collector's edition of skyrim they had that best sculpture um then awesome um but i um so there wasn't a particular metric that you know the art director typically is oversees that and make sure that make sure make sure that everybody is kind of on board and attaining a certain um aesthetic but um thankfully uh you know when you're inventing fantasy there's not a ton of one-to-one you know uh um contrast between like oh well you definitely got the dragon wrong because we all know what dragons look like um so it's much more about making it feel real making it feel unbelievable but also kind of going off script a bit i'm definitely a fan for going off script for inventing and uh i think i'm relatively known for making something that can sell as real
but have not quite a realistic feel more like painterly feel or expressive feel but um yeah there wasn't there was not an answer to your question there wasn't like a very strong across-the-board way to measure that um i think it's just the job of the art director to make sure that things feel unified enough that everyone all the different artists who are working on the team are creating something that looks um i'm so confused all these dead dragons everywhere oh yeah the things basically hold together enough you know so bubbles why are there so many dead dragons uh it's the great dragon war i i don't know it's the flashback with the elder scrolls right again yeah i have played a hundred plus hours of elder scrolls never saw that sorry jonah that's okay i have seen i have gotten that far because that's main quest nobody plays this no i said i know i know just get distracted
you gotta find those jewels i mean that's my favorite thing that's my favorite thing about bethesda games in general that's part of the reason i joined the team and you know or wanted to you know set out to is because i just loved the fact that you can just go anywhere this is a very common idea these days but when i first got the game um morrowind when i was in college you know i literally was googling you know i really i really want to play a good rpg you know final fantasy is not available on pc and i'm not even sure if i want to play final fantasy but you know what are the good rpgs out there and i googled top 10 rpgs and some they they had this game called morrowind which looked totally weird totally alien and i i like weird and alien i like i like seeing things that i've never seen before you know i don't like um too much classic fantasy um because it's you know for me the whole purpose of fantasy is to see something and experience something that i've never experienced before and if in a fantasy it's just dragons sorry
dwarves and elves i get i get kind of like frustrated but borrowed really really got me hooked and then what i didn't understand which i only saw recently we just okay you're playing when god sent into the sky don't worry guys so this is a bug that can happen if you load a save during the alderman fight when he's flying around um this is the current patch by the way so um but i know that's not your department jonah but but if you load it save during the alden fight he can just perch and never come down and be active again and so it can end the run completely but um i have a backup for when that happens specifically for when that happens so what happens normally as he lands and you just kill him pretty quickly you just hit him in the wing and then he talks for a second um and so this is the backup save look this is typically he would land like he did before and i would get him i would unlock him on the wing over and over again if you look at my stamina i can do this
repetitive attack with both swords by initiating with both clicks of the mouse and then just tapping instead of so i don't consume the stamina wait yeah it worked on the first one so yeah so i'm never consuming stamina yeah it's only going up yeah so that's the power attack combo infinite thing that you do because we used to play as the uh i'll load the save just so i'm not out of sync with my timetables but i'll uh i'll use that to uh fight pretty much everything in the run but the only things i fight are uh alduin and then eldon again
um jonah sorry to where we sort of rolled you're through the rest okay we're going to yeah i mean we were just watching our uh again constant existential crises um yeah i don't want to like i don't want to like you know go to the end of the run to explain everything that happened i might as well know this is good no just jump into whatever because usually when i'm trying to you know maintain a narrative and answer your questions i'm usually part of my my brain is just watching kind of like quietly exploding oh totally yeah so it's all good all it was to say was that that when when i first discovered morrowind and bethesda software's in general um open world games were totally new and so i really early on got into um not finishing the main class i was just like the whole point of this is for me to discover adventures um and i really felt like i thought the team did a great job with skyrim with that i mean really really there's so much magic to explore and to see and then um i
actually thought that fallout 4 was awesome with that you know i just i jumped into fallout 4 and i just was immediately just loving all the the side quests etc i don't know yeah um going from chat real quick uh bubbles you have a fan here uh el eric uh billeri billeri there's a j in there and i really don't know how it goes i'm sorry eric um uh they love to see bubble speed running and they love these questions and discussion too so we all get a shout out there but you know almost i wanted to give uh give your fans some time um uh jonah you did not work on the vr edition right you were gone from bethesda by then yeah okay so steve can you thank you for asking about the vr version um sadly however we cannot answer that question um danny is here again did you and the team ever encounter differences of opinion about the best way to present a character or scene and how did you resolve them um that's a good question um certainly um i think that those kinds of things happen all the time um you know i i wasn't always i i wasn't
i was not usually a part of this discussion on how scenes want to unfold um of course playing the game i had some of my own feedback um and sometimes i was listening to and sometimes it wasn't and sometimes that was a question of they had a differing opinion sometimes it was a question of just bandwidth just we just didn't have we recognized that there was an issue we just didn't have time to fix it um uh i'm trying to think of a particular difference of opinion that we might that may have resulted in some kind of conflict but i can't think of one that occurred per se there's definitely like course questions that happen so for instance um you know i you know when in the the the concept better for the spriggan looked a lot like a dryad you know she was just a woman kind of made of wood with glowing green light and i just thought that that's that was too standard fantasy and i added um like kind of uh an extra joint in the legs gave her kind of stag legs give her
gave her huge horns and then i collaborated with the effects artist to create this like beehive look um and feel and um and other things like that that you know where you're kind of going out script and whenever i did that i would make sure that that was okay you know you don't want to just piss everybody off by just inventing um and so i always you know and and and it takes time to make an art asset so as you're developing an art asset you're often checking in with your your lead um to make sure that what you're doing yeah go through all those i love that it's one of the best one of the best things about the game is just running across those huge tables the funniest thing ever is i've had like record pace runs die to running across that and then i would kick a plate in the air and i was accidentally trying to talk to ulfric stormcloak the same time that i would press e as the plate would be in front of my vision so i would accidentally steal something and it's such an ordinary bug like that that's what happens in skyrim is you try to talk someone you steal something and your normal play is interrupted which is
beautiful and chaotic it is so like yeah exactly what you saw there but i kick a plate and it intercepts my my interaction press with the over and then these guards all pull out their weapons because they stole a smuggle or something excuse me sarah i meant to say hello but instead i took this plate and put it in my bag they take food stealing seriously they really do they do probably what they we should have done is make it so that like when you try to when you click on something and it's stealable you should have to like hold down the button an extra second to make it happen or something i feel like button holding came a couple years after this because i remember in 2011 you know the other games of the era uh because assassin's creed kicked up around that assassin's creed 2 kicked up like a couple years before by 2011 i think we were heading into you know revelations from that but we keep giving shout outs to assassin's creed today but you know halo reach without around this time um and i remember distinctly remember like a couple years later it would be a few years before like hold down button to confirm an action
um or an interaction was popularized in game development and then ever then it was everywhere and now it's like you know i'm playing um ghost of tsushima right now and it's such a common interaction that game if you want to talk about a game that has good art that game is beautiful it looks unbelievable yes unbelievable and so much of that is like lighting and environment and it's stunning it looks stunning um we're gonna grab a question from michael gibbs here those bubbles is there anything else you want to break our minds with before i grab it well this is the peace council and if you notice all this stuttering and flashing that i've been doing this game that's happening right here too that's quick save quick loading and that's been around since uh probably fallout 3 um it was first noticed that fallout 3 was broken when some japanese player with fallout 3 was noticing that like every time he lowered a save file uh nothing was loaded in for a second except for the character so you could go through a wall real quick if you loaded it next to a wall and then somebody an american runner named craft lab integrated that over
with quick saves and quick loads because it was available on pc and ever since then it's been pretty broken with every bethesda game because they kind of recycle everything but and that's why load warping also works on like several of the games and yeah but peace council is going to be pretty boring i'm just skipping the dialogue i appreciate the quick save quick quick load uh anecdote um jonah for your part uh here is a question from michael gibbs uh did you have any part in the skyrim character creator yes or no quick quick yes or no no no okay we're going to skip the rest of the question then sorry michael but thank you so much for watching but i will say this that when when skyrim started out the character creator the characters were like pretty gnarly looking and my friend dennis put a lot of time and effort into that character creator and and so many of the sliders and the abilities to change you know face paint face size etc was due to him he worked his his his butt off for sure dennis is his name he worked very hard on that uh big shout out to
dennis do you know if he's still at uh bethesda he is yes he is he is so if if you didn't like the character creation system it was not his fault it was due to the technical limitations if you do like it it is that is that is due to him uh i mean other people did you know other things like you know this guy charles made like awesome like hair in the game that just like is is just looks so much better than what we had before um but dennis just put a lot of effort i think he was just profoundly unsatisfied with what we had and just dedicated all kinds of extra hours to making the system work and so yeah right on uh just another reminder for folks in chat we are still taking your questions we've got some time left in left in the run here um uh bubbles would you refresh my memory on how much time left we're expecting um i would expect somewhere between 20 and 25 minutes tops wait that's such a that's like the right amount of time to get some more questions so we will we will take them um jonah um we can get
a little serious here while we wait for the peace council to wrap up talks um you mentioned before about how you wound up with tendinitis um uh has a as one you know as an injury from working um you know people don't think about game development it's a business with injuries but the human body is poorly constructed um and fails us in specific ways it's why i'm sitting in a chair that looks like a race car chair because my back my back was having issues working from my old chair um uh i don't know how as an artist i think we've actually had a couple gdc talks about managing you know art is such an intensive process like it's so focused you're constantly doing small hand movements with things that were meant to club you know um at best maybe bow and arrow um but uh how do you as an artist have like managed your physical health alongside your your creative health there you know like and that's that's a good question i think that it definitely extends you know to artists and programmers alike and and you know anyone who's sitting at a computer all day
um yeah so i had sustained this injury um working on alduin um he was you know he was behind schedule i was i was referencing a meteorite in in creating him his service texture so every inch of his body was pitted and whatever and so then i had to create the lope the low polygon version of all that and it was just very strenuous a lot of clicking clicking holding clicking dragging clicking with one finger clicking with two fingers and i ended up falling behind and falling behind and then just really hurt myself and actually you know with within it like a day of finishing out doing i just had to stop and i was out of the office for three weeks etc um you know we forget that that um we humans um and especially we gamers are animals we're not just you know brains with fingers that can move or animals you know you look at your dog and they don't go for a walk that day they are profoundly depressed and very upset and i think that we as artists need to remember that we
have bodies that need to be tended to and so um you know i got that injury right right around when i was 27 or so which is about the age that a lot of mortal people realize that they are mortal um you know all they for the first time in their their youth um their body has you know is suddenly failing them um i had discovered from uh our perspective that uh there a couple different things uh helped i did a lot of pt um and the pt helped to a fair degree a lot of stretching you know a lot of icing of the wrist i think people forget that icing um is not just for pain management it actually accelerates the process of healing um and so that was another thing i did and i really took to stretching um doing a lot of stretching and that helped out a lot ultimately what i did discover is that it was uh the problem wasn't in my wrist which i thought i thought it was even though the result was tendonitis the problem was in my spine i had like a whiplash injury from from back in the day that apparently between
these two vertebrae the nerves that come out from between the vertebra because between between each vertebra vertebra we have nerves that shoot out into our bodies to control our limbs that control our organs etc between those two vertebra that i had this compression in uh were the nerves that go to the tips of the fingers so um i think it was partially due to overwork on my part and partially due to just poor posture and mismanagement of and sitting too long without taking breaks and not moving myself and getting my whole body stretching these days i put a lot more effort into getting out of house going for a walk these are the things that loosen up not just they don't really loosen up your wrists per se or your fingers but they will loosen up the bigger more central and more integral parts of the body so the people who are looking to um uh reduce their own like physical strain uh often that starts farther up the body than you think it does um
so really focusing on your back uh really focusing on your neck making sure that your you know that you're that you're getting some very basic flexibility up there will do a lot of a lot of help so when i'm experiencing wrist pain often i stretch my chest you know against the wall or open it up and that reduces the pain further down the extremities so take care of yourself um watch out for your physical well-being really respect the fact that you you know whether or not you care to admit it you're an animal and you need to treat yourself as if you were your own pet and uh take those fundamental care of these basic aspects of yourself that is generally good advice um bubbles we've gone from the peace council to a dragon what exactly are you doing to the district part of we're going to capture otaving so we can go to skullduffin and find alduin and uh so there is a there's a trick
where you can like shout while you're opening the door and then you get him in the first available like second that you're into this room but i couldn't line it up but it's okay um so i just got him the casual way you still you still got him trapped while uh yeah these insane feats um uh let's see here um uh we have some more questions in chat uh danny we will get your question but because you you know we've gotten a lot of gears we're gonna grab gabe uh pufker's cheers uh do you have any favorite stretches would you be willing to demonstrate a couple uh wow that's i haven't thought of being able to do that on the stream but yeah if you have any stretches that like help we uh you know what actually gabe we're gonna pause on that um we do have a gdc talk on the gtc vault that should be free to access that is about um uh naming is about stretches that you can do so i'm gonna go look that up while we get another question for jonah and then i'll put that in chat so we're gonna let that be the guide for it
because we have a whole talk about it and jonah doesn't have time to ethically get you through some helpful stretches in five minutes because the five minute education on that is probably not enough um so we're gonna get to danny your question does come up um between concept modeling rigging and animating how long was the average pipeline for characters in terms of days weeks or months um you know it depends on the asset so something like the dragons um i was given i believe 32 different illustrations of dragons uh to make to to reference uh before i made um the dragon and so i actually couldn't even tell you how long that took i think that that took you know probably i would say maybe a month or two to generate all those different images um of which i referenced about three or four um to create the final model the first time i made a dragon was it took me almost three months but that was because it was a very iterative process um you know oftentimes the aesthetics that we want to go for for instance a
really really long neck etc you know when you're actually fighting the dragon uh and you're you know early on you were attacking this thing and you're attacking it and it's facing you and so the head is right in your screen and the body's 40 feet away and so it just looks like a giant cartoon bobble head just like in your face the whole time so like you know there was a bunch of these large-scale iterations um the average monster um or creature it would take me about a month um you know that's about three four uh weeks sometimes five depending on the complexity of the art asset and um and then from there we can move on to animation and animation typically would also take about a month to create the basic set of animations but invariably there were lots of iterations over the course of development i mean all of the time um animators had to return to um uh the original art asset um the original animation and just keep tweaking keep tweaking keep adding keep bug fixing that kind of
thing and so um from start to finish from concept to finished product i would probably just round up to about four months um because and and half of that being well maybe maybe three months but half that being animation because animation is just very time consuming it requires a lot of polish to get right um yeah so usually would take me between three to five weeks to finish something um you know it was something easy like a like a just a circlets you know i made the circlips with the gems in the game that took me two days um the dragon priest of the dragon priest that we just saw that took me about a month because a lot you know very complex uh um uniform um yeah so and then and then again and so and then some things you know the concept artist spends a couple hours on and the architecture might be like yeah perfect that's great exactly what we're going for you know um or they might take a month so it would you know you can you can usually more or
less scale depending on the complexity of the art asset and go from there so from anywhere from eight hours on something to a month of concepting anywhere from 12 hours of modeling texturing to five weeks um you know i'm not counting the dragon in that in that large guesstimation because the dragon was so exceptional and required such a mountain of labor um but i can guarantee you that the animations of the dragon took forever for the the artist to make um and a lot of back and forth so it takes it takes a while and when you think about all the different creatures and non-human things you know you know all the things that don't share a skeleton it's a lot of bandwidth for it for a small company like bethesda that makes sense um speaking of animals i forgot you like humans or animals or i forgot to mention as some of you may have noticed my animals my cats whose gdc talks were rejected if you follow our gc twitter feeds
wonderful talk submissions for rejected have been hanging out with us um if you want i don't there's nothing productive about that i just they've been hanging out so good on stream uh okay we've got about 10 minutes ish left in this talk um danny thank you for joining us i can see you've got to head out but that's uh thank you so much for asking these questions um yeah i can only just keep saying keep asking questions because the ones i've got are just my own otherwise otherwise i'm going to keep talking about my cats game's just about to end well the game's just about the end um but we have a couple minutes we can take we can take a couple more questions while alden gets finished off but we can also admire the beautiful aldwin model um admire it for three two one and we're done we're done and there goes there goes oh look at the wings though there we go six months of my life just burning up good job got them i got on a medium graphics just for you
oh thank you oh medium hole graphics bumped it up from little all those little meteorite you know but inspired bub uh bubbling i don't know i forgot the verb you have a little cratering yeah that's the thing about about this is you know as as a character artist and as a 3d artist you know i might spend a whole day on the underside not the whole day but half a day on the underside of a character's foot you know um and knowing that you know 99 of followers of viewers won't ever ever see it or notice it but it's always worth it for that one percent of people who actually take the time to look at a model and check it out and see what's going on because i invariably get comments from people or questions about like oh i noticed this i noticed that and i'm like cool cool so i spent that time like for you now i know like didn't go totally to waste it literally i mean like hey we'll take the um you know we'll take six seconds of appearing on a gtc stream to entertain folks and and entertain it entertains bubbles and entertains folks at home we'll take it
um bubbles let me know when you want me to stop the timer because it is uh oh yeah when aldewin dies stop like when his health bar went to zero it gets stopped it's cool we have no idea what the time was then it's just about one hour um anyway um yeah let's take a couple minutes uh bubbles feel free to show off any other tricks uh we've got we'll say we'll give it another three minutes here and then i'll ask for us to be quietly sunset and i'll read it in an outro um but we'll get a couple more questions in um thank you anybody thank you christina pidgeon for hanging out we appreciate your company um mateo fasano would like to know uh could you elaborate on your modeling workflow in zbrush is it important to have 2d drawing skills for making complex models that's a good question i get that a lot um no it is not it's not important it's not it's not vital um it's always helpful it's always good you know i think a lot of problem solving uh uh comes through in two-dimensional um art so you can figure out a lot of things being by being able to do that but no
i've seen some amazing 3d i mean i know a lot of amazing 3d artists who do not do 2d art i'm always in the mindset that art is complementary and so the things we learn when it comes to like 2d art whether that's oh my god this is hilarious what is that that is that's you made this jonah come on it just works oh my gosh it's getting worse and worse with every moment oh my god um yeah so so it's um and then with regards to my my workflow um i always work from the most simple to the most complex so again my work is known for being quite detailed but um i will always always always you know um take a cue from oh my god this is so disturbing i will take a cue from movies like pixar that this and that which where they are really um so good at conveying so much with so
little you know so much like like design like like so much with like the big shapes and big forms i will take so anything i make i start off with a very very um simple set of shapes and then i go from there and so that's one thing i really like about zbrush and about the sculpting process is that i get to create something very basic very simple and then continue to um add on um more and more complexity you know so you i almost have these different scales of design you know so when you look at like the lines of the dragon's head in this game for instance a lot of the contours of the of the head flow together so even though the dragon is very visually complex a lot of the shapes you know of the throat of the spines on its back they all flow together and they form these very very simple um layouts and then i just kind of add on more and more complexity um while always making sure to preserve
the underlying um aspects so and i guess i guess that's also another way in which two-dimensional art helps because being able to focus on the clean pure shapes and lines uh first and foremost makes it so that when you do start to pay attention and start to focus on adding all this little detail you're preserving like what amounts to the fundamental visual power and thrust of whatever you've created so keeping it simple is is the best always joan i appreciate your participation in the give serious game dev answers while watching horrible nightmares that'd be rendered on screen in front of that challenge that was i'm going to be dreaming about that tonight for sure um real quick um uh we're getting close towards wrapping things up here's what we're going to do there's one more question in chat that i want to grab from steve kuhn house we're going to make that the last question of this um i want to give a shout out to folks like michael gibbs uh council strategy chris grafton chat sean mcpherson tim brengel um jessica mao thank you all for watching uh we appreciate having you on for this
weird experiment we haven't tried anything like this before we haven't tried a virtual gdc we haven't tried beaming in game developers and speedrunners and having the former watch the ladders this is new um and the fact that you've all joined us here for this experiment is really wonderful um uh normally when we start these sessions we say turn off your cell phones and remember to do your session evaluations but guess what you can keep your cell phones on because you're at home um but please do fill out your session evaluations uh if not for this i don't know if there are session evaluations for this stream but uh for any other talks you do please fill out um uh the evaluations for the end of the show the official survey all that helps us make a better gdc for the future um and we're gonna be back later this week with two more speed runs for ukulele and the impossible lair and star wars republic commando those both should be a lot of fun um if you want to find me i'm on twitter at r bryant 2012 jonah and bubbles where can they find you uh i can be found on twitch.tv bubblesdo fuego bubblesdoefueco.com so
it just redirects to twitch and uh my twitter is the same it's all just that word so twitter youtube and twitch i primarily stream on twitch lately i've been doing halo 3 but you know i've had a bunch of stuff in a lot of games so you never know what i'll do roger that and jonah where can folks get in touch with you if they have more questions sure you can find me i do um a live stream about once or twice a week on twitch that's twitch.tv slash journallobe you can find me on twitter at jonah loeb uh that's probably the best place to answer and ask questions my website is johnaload.com you can also send me messages there and i'm on instagram at um i am jonah loeb so yeah so here's our last question for the day from steve kuhn how many lods of the dragons are there i don't know you're supposed to pronounce that laws but how many lods are the dragons uh we always we always call it leds um gosh i don't know um i think there's only maybe like i think there's only one i think there's
a basic one and then there's like the lod version um architecture and landscape it's a lot more levels but for the dragons i think it was more basic um or maybe maybe there was two maybe there's two yeah yeah that was always really fun taking my my precious art and crunching it down to something just awful distance that was one of the things about about about working bethesda is i i'm a stickler for all this detail etc and i remember when we made fallout 3 and i um i made the um uh the rad roach and todd howard was just basically telling me like it's it looks great but you need to you know six thousand colors you need to cut that number down a lot and i remember you know even as a new character artist i was kind of arguing with todd i was like no it's got wings and it's got a shell and it's got six legs and antenna and i can't possibly do that um but i remember when he you know he i would often make a creature for the game uh give it this high rise texture and he would say that looks great you know that's that looks i love it now cut the texture down in a quarter quarter your texture and i would just and every time i would
just be like damn you todd like why would you do this to me like i don't want no why and then i would do it and then i would quarter the texture and i'd be like oh i i made this and i can't even tell the difference and so i guess this is why you're what you run the show i didn't the second part i'll keep that second part to myself but i'd be like oh oh oh so we can't find todd oh so we need to delete this part of the archive is what you're saying we can't let it find out no no no i can't i can't let him know that i was giving him all the credit he deserves with uh ending on a todd howard anecdote feels like the right way to do this so with that bye everyone make sure to wear a mask when you go outdoors we are gonna go home now bye bye bye
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