Alex Buckley Level Design Portfolio
Abyssalight Caverns
Project Type
Level Mod
DESCRIPTION
A Skyrim dungeon level mod created in the Skyrim Creation Engine, focusing on interesting locations, environmental storytelling, and engaging combat encounters in which the player must delve into an underground hideout populated by the undead, making their way deeper and deeper into the caverns below in order to slay a malevolent entity hidden far below the surface.
Date
December 11, 2024
GENRE
Single Player Action RPG
Engine
Skyrim Creation Engine
Role On Team
Level Designer
Team Size
Solo Project
The Abyssalight Caverns is a dungeon level mod created for Skyrim, using the Skyrim Creation kit level editor. I worked on this project from September 2024 to December 2024 over a span of about three and a half months as a solo project. I created the project with the intent to deliver a fun and interesting experience within 10 to 12 minutes of gameplay, while also trying to make a level that could feasibly fit into the world of Skyrim.
This level contains four sections, as well as a variety of different enemies, pillars with engravings that talk about the story behind the dungeon, as well as a bit of a different aesthetic that helps it to stand out from the rest of the game visually, while not appearing too far-fetched from the other parts of the game. The player's main objectives within this dungeon are to find their way through the depths of the caves, battle their way through the enemies they find, defeat the boss at the end, and collect the loot that is waiting for them.
For this project, I not only wanted to build something that provided a bit of environmental storytelling, but also something that provided an interesting atmosphere and generally gave off the feeling of a place that became stranger and stranger the deeper you go, which is why their tend to be less and less humanoid enemies and less man-made structures the deeper the player descends into the caverns.
As my first project not only working within the Skyrim mod kit, but also within the Creation engine as a whole, I found the most challenging aspect of development to be enemy management and how to edit them, as this engine tends to handle NPCs and enemy characters in a unique manner, as well as rearranging different terrain elements across the level to better suit the enemy AI, allowing them to have an easier time navigating the environment. At first, I found that editing enemy stats proved to be a bit of a challenge, which I quickly overcame, yet I had to do a lot of editing to the navmesh to get it to function properly with some of the rougher terrain.







When planning out the level, I divided it into four sections. Those being the Entrance Chambers, the Cave of the Dead, the Fungal Halls, and the Crystal Cavern. The idea behind separating each section of the dungeon like this was to give the feeling of the environment becoming less and less familiar and to become more mysterious and otherworldly the deeper the player would go.
For each section, I wanted to make sure that they felt unique not only in layout, but in visual aesthetics as well, awhile still feeling like a cohesive part of the overall level. The level, for the most part, remained the same in layout and enemy placement within the final version in comparison to the originally proposed layout. The entrance chambers featured undead enemies and abandoned ruins, the Cave of the Dead started to turn the ruins into a cave system while still maintaining the undead enemies, the Fungal Halls featured more animalistic enemies lots of bioluminescence.
The only area that really received a complete overhaul in both layout and content was the last area, the Crystal Cavern. Originally meant to be a cave system with many crystals with a large demon at the end, the Crystal Cavern was massively changed to feature expansive background scenery, an ancient temple, and crumbling ruins while still maintaining the crystals and bioluminescence.
Read the Full Level Design Document!
Read the full original level design document by clicking on this PDF here!
This document contains extensive info from the planning stages of the project which greatly influenced its development over time.
Gallery




Level Video
Download the Mod
How to Play!
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Make sure you have Skyrim: Special Edition installed.
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Download the ZIP file.
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Extract the files to the Skyrim: Special Edition data folder.
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Open up Skyrim Special Edition.
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Click on the creations option.
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Click on the load order option at the bottom of the screen.
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Click on the AbyssalightCavern option to enable the mod.
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Go back to the main menu. ●
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Press the console button on the keyboard and type “coc AbyssalightCavern” to load into the level.