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00:04In 2002, the small team at Bethesda Game Studios released The Elder Scrolls III, Morrowind,
00:10believing it would be the studio's swan song before closing its doors forever.
00:16It was bittersweet, but believing this would be their final project,
00:20the development team had the freedom to take creative risks and make the game they truly wanted to make.
00:26The end result? A major commercial hit that not only saved the studio,
00:31but is still loved and played by new and returning fans nearly a quarter century later.
00:37Praised for its unique setting, strong storytelling, and inventive worldbuilding,
00:42Morrowind would usher in a new era of open-world RPGs.
00:47Four years after Morrowind's release, Bethesda followed it up with beloved RPG classic,
00:52The Elder Scrolls IV Oblivion.
00:54Then, in 2011, Bethesda released The Elder Scrolls V, Skyrim,
01:00a game that marked a significant leap forward in visual fidelity from the studio's earlier titles
01:05and left an indelible impression on an entire generation of players.
01:12From that moment on, many new and long-time fans found themselves wondering the same thing.
01:18What would Morrowind have been like if those tools and technologies were available in 2002?
01:25In an effort to answer that question, Skywind was born.
01:37Hello, and welcome to another installment of Skywind's The Road So Far series,
01:42where we take a look at the work that's been done since our last update and what we have left
01:46to do.
01:47If this is your first time here, we're glad you've joined us.
01:50If you've been following us for a while, welcome back.
01:54Since our last update video in 2024, we've received many requests for another in-depth look at how the project
02:01is progressing.
02:02So today, we're excited to share where we're currently at and what we're focusing on next.
02:08In our previous update video, we gave an in-depth summary of the project's history,
02:12from its initial concept by the original team of volunteers to the work of hundreds of volunteer contributors today.
02:19We highly recommend checking it out and have linked it in the description below.
02:23With that, let's take a look at each department and where Skywind as a whole stands today.
02:36Skywind
02:41One of the 2D team's largest responsibilities has been creating the concept art for Skywind's assets,
02:47from buildings and furniture,
02:51to armor
02:53and creatures.
02:55The team has also contributed paintings,
03:01book illustrations,
03:05notes,
03:08posters
03:11and other in-game artwork that add character and help make the world feel lived in.
03:18In our 2024 update, the department was 97% complete, with only the Redoran interior tileset remaining.
03:26We're happy to report that this final tileset concept work is now complete,
03:30as well as almost all other necessary 2D tasks for the entire base game.
03:34With this, the 2D team has mostly shifted to working on non-essential extra tasks and the DLCs,
03:41while tying up the occasional loose ends if we notice any gaps in base game content.
03:46Additional creative tasks have included
03:48new decals for unique locations,
03:51maps and guides,
03:55texture variations for furniture and creatures,
04:00as well as tattoos and scarification designs.
04:04These extras are made as requests come up while other departments are still working,
04:08and aren't holding up a release.
04:17Using the 2D team's concept art, the 3D art department creates the models and assets that appear in-game.
04:25Since our 2024 update, a lot of progress has been made by the 3D team.
04:34Work on Morrowind's unique Daedric Helms is nearly complete,
04:38as are the Daedric weapons,
04:40marking the final base weapon sets to be modeled for Skywind.
04:45Unique set pieces for Ebonheart have been finished and implemented,
04:49along with essential creatures, like the Quarma Queen,
04:51Ascended Sleeper,
04:52and certain unique and important NPCs.
04:57Another important milestone is the completion of the Redoran interior tileset,
05:01including room sets, huts, and various unique buildings,
05:04which had been a long-standing bottleneck,
05:06and work can now resume in many areas that had previously been on hold.
05:11With this, 28 of 30 tilesets are now complete,
05:15leaving only the Dunmer Stronghold interiors and exteriors,
05:18which have already seen significant progress,
05:21with clutter finalized and most meshes complete and testing underway.
05:26For our remaining 3D assets, here is where we're at in comparison to 2024.
05:36The largest remaining category is still clothing,
05:39though thanks to major efforts this past year, these are roughly 75% complete.
05:47There is still a lot of work left, however,
05:50and we're actively looking for artists experienced with 3D clothing assets
05:53to help create the remaining pieces from our concept art.
05:59Interested in helping out, but unsure about sending in a full application?
06:02We have a new public 3D bounty board in our Discord server.
06:06Here you can read more about some of the remaining assets,
06:09see specific instructions for each piece,
06:10and if you're looking to take on a challenge, send in your own contribution.
06:27Using assets created by the art teams, the level design team constructs the cities,
06:32buildings,
06:35wilderness areas,
06:37and interior locations that players will explore across Vvardenfell.
06:42Skywind's exterior world is divided into 13 regions.
06:46Since our 2024 update, most of these areas have entered their final stages of completion,
06:51with 10 of the 13 regions sitting at between 90 and 100% finished, including Sheogorad
06:59and the Grazelands.
07:03Work continues in Zaferbel Bay
07:07and the Western Ashlands,
07:12while Red Mountain will likely be the final region to wrap up.
07:19Interior work is also advancing steadily.
07:22Here is how the cell count compares between 2024 and 2026.
07:31In total, only 4% of our 1,256 interior cells are left awaiting work,
07:38with 16% currently undergoing level design.
07:41The remaining locations are awaiting final reviews for touch-ups,
07:45to ensure they meet our standards,
07:46and QA to ensure quality.
07:50Here are some newly finished locations that have been sent off for nav mashing and optimization.
08:06As a whole, the level design department sits at an overall exterior completion of 86%,
08:12while the finished interiors that have moved through to other review stages are at 79%.
08:27Once locations have been built by the level design team, they need to be pathed,
08:31so that NPCs and creatures can properly navigate them.
08:36This requires carefully placed navigation meshes, both for interiors and exteriors.
08:44The navmesh team also handles level optimization, allowing computers to know when to render specific
08:51areas, which helps improve the game's overall performance.
08:55Here is how the exterior navmeshing has progressed since August of 2020.
09:12Since our last update, interior navmeshing has advanced strongly,
09:16and both interior and exteriors have now reached roughly 75% completion.
09:21The team continues to work closely with level designers,
09:24beginning work on new areas as soon as they become available.
09:35One of the defining features of Morrowind was its wide variety of creatures,
09:39each with its own distinct look and behavior.
09:48For Skywind, our animation team is responsible for bringing those creatures to life.
09:54Many of the creatures of Skywind use existing skeletons from Skyrim,
09:58allowing them to take advantage of animations already present in the engine.
10:03Others require entirely unique movement and behavior,
10:07which the team supports through custom skeletons and animation rigs.
10:13In our 2024 update video, we shared our plan to create custom skeletons for 15 of the 44
10:19creatures found in Morrowind. As of today, 14 of those 15 creatures are now in various stages of
10:25completion, with the final model, the Ascended Sleeper, just having been delivered by the 3D team,
10:31allowing animation work to begin.
10:35Following our last update, a wave of talented animators joined the project,
10:40marking 2024 the department's most productive year yet, with 87 animations complete.
10:47Progress remains steady, in part due to a recent breakthrough,
10:51allowing both Blender and Maya to be used interchangeably.
10:57Today, 75% of the animations required for release are finished.
11:15Visual effects or VFX play a key role in shaping tone and atmosphere, while also supporting core
11:21gameplay systems such as Magic, making it central to the game's experience.
11:27In our 2024 update, roughly half of Skywind's spell effects were complete.
11:32Since then, the team has finished VFX for nearly all spells, with the majority already passing a final review.
11:40The work here has included making sure that spells look good in first person,
11:48third person,
11:52as well as having appropriate visuals in the inventory screen.
11:57Recent VFX work has also focused on weather,
12:03lighting,
12:07and water,
12:10expanding Skywind's environmental systems using real-world lighting data and custom sky textures.
12:17Having broken new grounds with a new weather archetype system,
12:20the team will be able to rapidly fill out all weather types for every region,
12:24ensuring productivity while maintaining equal standards.
12:29All of Skywind's lighting and weather systems are built entirely within Skyrim's vanilla engine,
12:34without relying on external lighting modifications.
12:37This means the final release of Skywind should remain fully compatible with different lighting and
12:41weather mods for Skyrim.
12:52Our sound design team helps bring the world of Vvardenfell to life through audio and SFX.
12:58From fearsome creatures,
13:05to space-bending spells,
13:12to the ambient audio that fills each location.
13:25Skywind's original sound effects hope to make you feel present in the world.
13:30In our last video, the sound effects department reported an overall completion rate of 48%,
13:35with the categories looking like this.
13:39After two years of productive work, it now looks like this.
13:44Of the remaining tasks, we've decided which are absolute must-haves.
13:49Once those must-haves are complete, SFX considers themselves ready for release.
13:54If we normalize these charts to show progress towards being release-ready,
13:58you get a better sense of just how close we are.
14:14While Morrowind's music is iconic, due to copyright, we cannot redistribute those tracks directly.
14:19However, thanks to the Dragonborn DLC adding many of Morrowind's classic adventure tracks into Skyrim,
14:25we are able to incorporate some of them for selected occasions in the game.
14:29Additionally, our composers have been creating a new score,
14:32inspired by the tone and atmosphere of the original game.
14:35These tracks shape the player's experience of the world, with music for specific regions.
14:53Different types of dungeons.
15:05As well as combat.
15:29Untertitelung des ZDF, 2020
15:41Skywind's Exploration music is approaching completion, with over 5 hours of music finished.
15:46Of Exploration's 11 categories, only 2 are still in progress.
15:53We have smaller goals for our combat and dungeon music, with the aim of reaching 1 hour and 1.5
15:58hours respectively.
16:00We're around halfway towards those goals.
16:05Going forward, the music department is focused on filling in the remaining gaps of the soundtrack, and is considered 73
16:12% finished as a whole.
16:28The asset implementation team gathers all completed models, textures, gameplay mechanics and audio, and integrates them into the game's engine
16:36so they function properly in-game.
16:41As we mentioned in our last update video, one of the team's most exciting milestones has been successfully integrating Morrowind's
16:47original layered armor slot system into Skywind.
16:50That means, yes, just like the original Morrowind, you'll be able to equip two different gloves at the same time.
16:59Today, implementation continues as new assets are completed, from armor and weapons, to clothing.
17:20Currently, all implementation work is handled by just 14 members, with many finished assets awaiting implementation, so we're always looking
17:27for contributors with experience using Nifscope who might be able to help.
17:39The writing team is responsible for adapting and expanding text and dialogue from the original Morrowind, including quests,
18:08We're happy to report that all major writing work for the base game is now complete.
18:14Currently, the team is working on finishing item descriptions, formatting the vast library of in-game books, and proofreading text
18:21to ensure consistency across the entire project,
18:23but will soon shift their attention to the Tribunal and Blood Moon expansions.
18:28These expansions will be developed as post-release content, and will not delay the release of Skywind's base game.
18:47Once our writing team finalizes a script, it's passed to one of our many voice actors, who then bring their
18:53characters to life.
18:56All Outlanders are looking for the old Deep Elf places.
19:01Have you heard of Nechardums?
19:04Maybe not.
19:05Maybe you will be surprised when you see it.
19:09It is just a social club.
19:11We like the finer things in life.
19:14Those who join this club, they must know how to get the finer things in life.
19:20Foyada Mamea is a volcanic ravine that runs from the top of Red Mountain, southwest to its end, just below
19:28Balmora.
19:29An old Dwemer Bridge crosses the Foyada near Fort Mumma.
19:34In Skywind, each of the approximately 3,000 NPCs will be fully voiced by real people with zero use of
19:42AI.
19:43This is thanks to the work of nearly 300 volunteer voice actors over the span of 10 years.
19:50Last year, the team reached a major milestone.
19:53Every role in the base game was fully cast and assigned, so we are no longer seeking voice actors.
20:00Since 2024, there's been steady progress in voice actor submissions.
20:04Right now, there are only three actors left still working on their initial recordings, and about 50 who are in
20:10the retake stage.
20:11That is, recording corrections for errors, background noises, or missing lines.
20:18Despite this massive undertaking, and contrary to popular assumptions, voice acting should be one of the first departments to finish.
20:35Once a voice actor submits their recorded performance, the work moves to another stage of the pipeline, known as file
20:41cutting,
20:42which can best be described as voice acting quality assurance.
20:46During the file cutting process, the team reviews each line to ensure it follows the script exactly and meets the
20:52project's audio standards,
20:53checking for pronunciation, sound quality, and other irregularities, before preparing the files for implementation.
21:02The department has seen a steady stream of new recordings as more actors complete their roles,
21:07and the team has kept pace with the growing volume of dialogue.
21:11At this point, over 90% of file cutting work has been completed,
21:15with the remaining tasks either in progress or awaiting the final voice submissions.
21:28Once approved by file cutting, voice lines are mixed and mastered so that dialogue sounds clean, clear, and consistent with
21:35the rest of the game.
21:37The blightstorms have been really bad this year.
21:39My friend who makes the mark on pilgrimage every year got caught in a real doozy.
21:44He was in a pretty bad way until they got him back to a temple.
21:49With Skywind being fully voiced, a combined total of 184,714 individual lines of dialogue will eventually need processing.
22:00As mentioned in our 2024 update, voice mastering had become one of the project's major bottlenecks,
22:06and the original workflow was far too slow to keep pace with Skywind's scale.
22:13Since shifting to batch processing for non-major characters,
22:16and with new dedicated leadership, the department is working hard to streamline production.
22:22Currently, over 22,000 lines of dialogue have made it fully through the mastering process,
22:27representing around 12% of all lines.
22:31While there is still a long way to go, we have more than doubled our numbers since 2024,
22:36and we hope to continue accelerating.
22:40If you have experience with dialogue editing, mixing, or mastering, we would love to hear from you.
22:55Our quest implementation team carries out the painstaking process of building quests inside the creation kit,
23:02connecting dialogue, scripts, locations, and characters so they function correctly during gameplay.
23:10Implementation work has continued steadily across the quest lineup.
23:14While a small number of quests are currently on hold as they wait for related work in other departments,
23:19such as level design and navmesh,
23:21the vast majority are either playable or actively being implemented.
23:27At this point, over 87% of all quests are complete or undergoing QA testing,
23:33with the remaining work focusing on final testing, debugging, and polish.
23:45Behind many of Skywind's systems is the work of the coding department.
23:49If art, sound, and design provide the pieces of the world,
23:52coding is what connects those pieces together, ensuring everything functions correctly.
23:57Because the department works across so many areas of the game,
24:01it can be difficult to summarize everything that has been developed.
24:04However, several important milestones have been achieved since our last update.
24:08Over the past two years, the team has implemented a number of gameplay systems inspired by mechanics from the original
24:14Morrowind.
24:15These include the full NPC class system, allowing characters to use attributes and all 27 skills,
24:21as well as Morrowind-style traps that can be disarmed using probes.
24:27Gameplay mechanics have continued to evolve, with improvements to throwing weapons,
24:33paralysis effects,
24:38and underwater combat,
24:40which now allows the player character to perform attacks, including with ranged weapons
24:47and spells
24:48in both first
24:52and third person.
24:56Work has also continued on Skywind's UI, including character creation screens
25:02and the level-up menu.
25:07Durability and charge bars have been added to the inventory screen.
25:13And spellcrafting has continued to evolve,
25:15allowing players to create their own custom spells,
25:18specifically tailored to their own build and character.
25:23We're always interested in hearing from people with experience in game scripting,
25:27programming, or the creation engine who may be interested in contributing.
25:43Quality assurance, or QA, is the final stop for almost everything that enters the game.
25:49The QA team works alongside other departments,
25:52testing content as it becomes available to ensure everything functions as intended.
25:58This includes checking level design cells for bugs and visual issues,
26:03verifying that NPCs can navigate environments correctly,
26:09and confirming that characters and creatures behave as expected.
26:19The QA team also works on making sure that quests are playable and properly tracked.
26:25In 2024, the department had completed a first pass on roughly 235 quests.
26:32Today, 320 out of the 484 total quests have undergone a first QA pass.
26:40Level design testing is also well underway,
26:43with approximately 300 interior cells having undergone a first pass.
26:47But new tasks arrive as the level design and nav meshing departments are making steady progress.
26:54With the workload growing,
26:55the QA team is always happy to welcome additional testers
26:58to help ensure the final game is as stable and polished as possible.
27:10Although Skywind's voice acting will remain in English,
27:13volunteers from around the world are translating all in-game text,
27:17like dialogues,
27:20menus,
27:23and item descriptions,
27:25into many languages,
27:26allowing players to experience this world in their native tongue.
27:32While localization will not delay the release of the base game,
27:36our goal is to support as many languages as possible at launch.
27:39Here's a look at some of our current language teams and their progress.
27:44Several additional languages also have smaller translation efforts underway.
27:50Many teams could benefit from more volunteer translators,
27:53particularly for French, Italian, German, Spanish, Russian, Polish, and Brazilian Portuguese.
28:00If you have experience with writing in these,
28:03or another language,
28:04we'd love to hear from you.
28:17While most departments focus on building the game itself,
28:20the media team helps keep the community informed about Skywind's progress.
28:24That includes producing update videos like this one,
28:27and managing the project's presence across social media.
28:30This ongoing visibility has been one of the most important ways Skywind continues to attract new contributors,
28:37artists, developers, and creators, year after year.
28:41If you don't have time to apply to the team yourself,
28:44engaging with our posts and videos and spreading the word about the project through social media is a great way
28:49to help us out.
28:51Additionally, the media department also includes a dedicated wiki team documenting concept art, development,
28:57and other aspects of the project to serve as a guide for future players,
29:01as well as to help preserve a bit of the history of the efforts that made this idea come to
29:05be.
29:15Here is a summary of where each department stands as of 2026.
29:46Across all departments, the most difficult groundwork is already in place,
29:50allowing more pieces of Skywind to move toward completion.
29:53In 2026, progress on the project remains steady, but a handful of bottlenecks still stand in our way.
30:01A common misconception is that Skywind has been worked on by the same small group of people steadily chipping away
30:07at it for over a decade.
30:09In reality, the project has functioned more like a relay race,
30:13with the initial contributors having long since passed the baton.
30:16Over the years, more than a thousand contributors have given what they could, when they could, to an idea they
30:22believed in.
30:23Today, nearly every active volunteer was once a follower of the project, just like you.
30:28And the hurdles ahead can only be overcome as long as people, like you, continue to volunteer.
30:35In particular, our team is in need of 3D artists creating final game-ready assets and clothing.
30:41Asset implementers who bring finished assets, quests, and systems into the game.
30:46Dialogue editors, who can help mix and master voice lines.
30:50Programmers, especially for work on systems like NPC scheduling and behavior.
30:54And QA testers, whose work is essential for identifying issues, maintaining consistency, and ensuring overall stability.
31:04To learn more, visit our website, tesrskywind.com, or join our Discord server at the link below.
31:13Looking forward, development continues across the project, with several exciting areas gaining new momentum.
31:19Most notably, since wrapping up core base game tasks, our 2D art team and writing team are starting work on
31:26the Blood Moon and Tribunal expansions.
31:28A milestone that's been eagerly anticipated for many years.
31:32The expansions are planned as part of a post-release update, worked on when departments finish the base game content,
31:38and thus won't cause any delays to Skywind's release.
31:50Skywind exists today for the same reason it began.
31:53A shared love of the Elder Scrolls 3, and a desire to experience its world and story for the first
31:59time all over again.
32:00Like the game that inspired it, Skywind is the result of creativity, persistence, collaboration, perhaps a little risk, shaped by
32:10many hands over many years, each one leaving their mark before passing the torch.
32:16Every contribution matters. Every step forward counts. And together, they bring Skywind closer to the vision that started it all.
32:26Thank you for watching, thank you for your patience, and thank you for being part of this journey.
32:32We'll see you again on the road ahead, and eventually, in Vvardenfell.
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