THE CRYPT (SKYRIM MOD)
2022
A level and systems mod for Skyrim that adds a handcrafted, original dungeon to the game featuring a sprawling, labyrinthian design. Taking inspiration from rogue-lites, this mod contains its own progression system, with players able to spend their acquired gold on upgrades to equipment. At the time of writing, this mod has been downloaded over 2,000 times.
Read on for more details.




SUMMARY OF CONTRIBUTIONS
This mod was a solo effort.
I devised the level's design and structuring through from paper prototype to finished product, undergoing multiple revisions in service of the player experience, as well as lighting the entire level in an atmospheric manner that also leads the player. I undertook a large amount of scripting, in order to accomplish the desired systems modifications. I engaged with Navmeshing and AI patrol routes for the enemies. A large amount of time was also spent decorating each area of the level, to add believability and visual intrigue to every space,
LEVEL DESIGN
Inspired by metroidvanias and the Resident Evil franchise, I designed the level to follow a pattern of 'recursive unlocking'. The player is gradually able to access more of the level through acquiring keys found on boss enemies. There are also multiple places in which the player can create shortcuts for themselves, by unbarring blocked doors that allow you to re-access certain areas.




The resulting level is a sprawling, labyrinthian dungeon that the player will come to familiarise themselves with over the course of their journey. Ease of navigation was improved through the use of set dressing and deliberate lighting.


CRYPTS OF REFUGE
A key feature of this mod was the inclusion of 'Crypts of Refuge'. Inspired by the 'safe rooms' of Resident Evil, there are a handful of these locations, intended to be areas of safety and respite. Signposted by their warm candlelight, and round interior structure, they are a place in which the player can spend their acquired gold on the Mechanisms (see below) or store/retrieve equipment from the Crypt Chests.



LIGHTING
Lighting was used in conjunction with level design to evoke certain emotions from the player in different areas of the dungeon. From the warm, safe candlelight of the Crypts of Refuge to the cold, stark atmosphere of the Giant Spider's lair. Mist was often layered on top, to create a feeling of volume to the lighting within these spaces.


The use of deliberate lighting was also used to improve the navigability of the level by signposting paths and drawing the player's eye toward points of interest. Much of this was iterated on throughout playtesting to make for optimal player experience. In one instance, players were unable to see a hole in the floor and frequently fell through it. Adding a subtle light to this remedied the situation and players were able to avoid/use the shortcut when they pleased.


UPGRADE AND RESOURCE MECHANISMS
Found within each Crypt of Refuge are three Mechanisms, each of which can be interacted with to improve your gear and buy resources. Upon entering the level from the overworld, all of the player's gear and gold is removed (until they escape), so interaction with the Mechanisms is essential to progression.



The Resource Mechanism can be used to purchase useful resources such as potions, arrows, and lockpicks to access locked strongboxes. The Weapon Mechanism allows the player to purchase stronger weapons in a linear manner, from 'Weak' weapons, all the way to 'Godly' weapons. The Armour Mechanism works similarly, allowing the player to acquire 'Weak' armour, to eventually 'Unbreakable' armour.
VISUAL STORYTELLING AND CLUTTERING
By cluttering the level spaces with various props, I created some interesting visual storytelling. Through hand placed set dressing I was able to turn empty rooms into believable spaces with distinct atmospheres. Notable areas include a dusty researcher's library, the desecrated gathering hall of a once great subterranean community, a large spider-taming habitat, and the rustic throne room of a ruined king.


As Skyrim dungeons are made with modular assets. This 'cluttering' process also served to help disguise any repetitious assets that a player may notice, and kept the dungeon feeling organic and distinct.


CRYPT CHESTS
Another core component of the Crypts of Refuge are the 'Crypt Chests'. These are a form of persistent storage that the player can access to store their weapons and equipment for later access across all other Crypt Chests. This was another element of the mod that was inspired by the Resident Evil franchise, with a limited carry capacity making resource management important.


TRAP ROOMS
In order to add an element of risk vs. reward, I included optional challenge rooms that the player can access through portcullis' activated by a pull chain. Once inside, the door seals behind, trapping the player inside with high-level enemies. Upon defeating the enemies, the player receives a large amount of gold from a chest and can re-open the portcullis. These rooms add some player agency, and those who choose to engage with the optional content will be rewarded commensurately.

