Surface
dwellers. They just never quit with the "Cyrodiil
is sooo beautiful" talk. You'd think Cyrodiil was
a perfectly lush world full of dense forests, majestic
mountain ranges, and teeming cities the way these sun-loving
freaks go on and on about the place. Me? I prefer the
warm glow of torch light and the quaint, quiet beauty
of a cozy dungeon. Why venture above ground at all when
a good dungeon offers dark corridors to explore, dastardly
traps to avoid, and creatures of unspeakable evil to
fight? Even if you are a misguided fan of natural lighting,
I think you'll come around to my way of thinking after
a healthy, Oblivion dungeon romp.
When I joined Bethesda I became the sixth
member of a growing dungeon team - the portion of the
Oblivion dev team that basically does nothing but design,
build, test, and tweak dungeons. We've since added two
more dungeoneers to our ranks and as a group, we have
now hand-crafted more than 200 subterranean locales
to explore and pillage while playing Oblivion.
Our team's mandate, all along, has been
to inject more fun and more atmosphere into the dungeon
experience. We wanted to avoid creating a large collection
of beautiful spaces filled with nothing to do. At the
same time, we wanted to make sure that the dungeons
were unique and memorable - not just a series of cookie-cutter
holes in the ground with some loot and a few skeletons.
Amazingly, we're now at the point where we are wrapping
up work on the dungeons and putting the finishing touches
on most of them. Honestly, there were times I thought
we'd never make it this far. Some days, the dungeon
list looked a little like an ever-stretching hallway
straight out of a Hitchcock film.
Because the game has so many dungeons,
we tackled the job in stages, chipping away at the lengthy
list and adding more and more polish over time. Each
builder on the team has a preferred process for designing
a solid dungeon, but we all start with the basic layout
of the environment. Oblivion has a very powerful (and
cool-looking) map feature that can help you find your
way through the toughest of labyrinths, but that's still
no substitute for a coherent, well-planned layout. Not
only will the layout dictate the pacing of your combat
encounters in the dungeon, but it will also determine
the available lighting options at your disposal (which
in turn, have a huge impact on how well the dungeon
will actually run). As often as possible, we also try
to incorporate elements such as multiple paths, dramatic
overlook spots, and cool vista moments. Throughout the
process, the dungeon type (marauder fortress, goblin
cave, vampire lair, etc.) determines the architecture
we use and the types of spaces the layout can and should
use.

Lighting is the next big hurdle -- and
by far, the most time consuming part of the process
(at least for me). Getting the lighting right is a tricky
job and even in these late stages, the lighting of the
dungeons is still an ongoing process. It's been a tough
task to balance aesthetics with performance, as the
lighting obviously affects both of these elements in
a big way. Fewer lights mean a better frame rate, but
will also lead to a dungeon so dark that no one will
be able to navigate through it. We purposely made the
dungeons much darker than those in Morrowind, since
we really wanted them to feel like dark, foreboding
places burrowed deep beneath Cyrodiil and not just a
series of brightly-lit rooms that happen to be full
of loot and monsters. However, you are simply not going
to have fun in a dungeon if it's too dark to find your
way. So we are constantly adjusting the lights based
on our own testing, as well as on the feedback we get
from the rest of the team.
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