"Deep beneath the slippery steps of Hrothgar, the Snow Tower lies sundered, kingless, bleeding...
Or so it’s been told. In truth, the empty halls of long forgotten kings are brimming with life, mischief, and abnormalities that we're really better off without. Descend to the depths of Henantir's Steamcrag and explore the Blackest Kingdom Reaches and the colorful bunch of lost souls that have made this place their home.
Henantir's Steamcrag (HSC) is a short term modding project developed by the students of the Arcane University. It's an opportunity for students to collaborate across departments and experience mod development in a structured learning environment, while receiving in-depth feedback and creating work to a higher standard.
To begin your journey into the depths of Henantir's Steamcrag, two familiar figures can be found entertaining themselves within the Honningbrew Meadery. Speak to them, and they will gladly point the way towards the hidden entrance. Alternatively, you may find the entrance yourself on your travels north of Ivarstead. "
This page is still a work in progress as the mod has just been released, so I need to gather up to date screenshots to display. The mod should have been released in June of 2024 ran into some development snags (not me).
This is the second SCP (Student Collaboration Project) I’ve worked on for the Arcane University. My role focused on exterior level design and landscaping, but this time, I tackled the more challenging "Hard" central region instead of choosing an easier outskirt location like I had before. See the Trello card of the location at the bottom of this page for more epic ass info about it.
One of the biggest challenges for this project was coordinating with the Interior Level Design team while working in an unconventional underground setting. Communication issues arose due to unclear project documentation—it was initially unclear whether I was designing one large ruin or multiple smaller ruins. It turned out to be three distinct ruins, all sharing the same name. Discovering this late in the process required significant adjustments to my level design to ensure everything made sense.
Another difficulty was working with the Blackreach asset set, which I hadn’t used before. From a Bethesda interview, I learned that this region was almost not included in the game and was ultimately created by a few passionate level designers. As a result, the asset pool for this environment is limited, making it more challenging to differentiate areas and create unique looking spaces while staying in theme.