Once a layout is created and a basic lighting
pass is in place, we populate the dungeon with monsters
and/or hostile NPCs. Almost all of the dungeon encounters
in Oblivion are leveled to the player, which means that
as you progress through the game you will encounter
tougher and more varied enemies. Note that this doesn't
mean that all encounters are your level - not by a long
shot. It just means that your level determines what
types of creatures and NPCs you're likely to meet in
the deepest, darkest places of Cyrodiil. Sometimes you'll
run into low-level critters that you can dispatch with
a single fireball; other times you won't be so lucky.

You'll also encounter a variety of traps
and other obstacles that - like everything else - are
tied to the theme of the dungeon. So while bandits will
protect their hideouts with hastily assembled log traps
and trip wires, the undead lurking in an ancient tomb
might have more magical - but equally as deadly - defenses
in place. Many of our traps are physics based, which
has led to some seriously devious fun during the level
design process. Again, when it comes to traps and to
monster placement we rely heavily on feedback from the
rest of the team to keep us honest. For example, in
one cave I built for the Mage's Guild quest line, I
put in far, far too many monsters and simply had to
delete a bunch after hearing that a seasoned warrior,
like Emil, was not quite capable of fending off a mere
seven headless zombies (what a wuss). We constantly
tweak the creature and trap placement to make the dungeons
challenging without being too frustrating.
Each dungeon has a basic theme dictating
the lighting scheme and the types of encounters to be
found, but we've also added a little extra to individual
dungeons wherever possible, to further differentiate
them from each other. Most of my level design experience
comes from first-person shooters, so I tend to draw
a lot of inspiration from games like Call of Duty and
Half-Life 2. I have stayed away from heavily-scripted
dungeon events whenever possible, but I do like to tweak
the environment and the AI to add more atmosphere to
a dungeon. For example, I thought it would be fun to
walk into a dungeon and stumble into a raging battle
between rival factions. So while you won't find bandits,
skeletons, and goblins all hanging out together in underground
harmony, you may find a band of loot-mongering goblins
fighting for their lives against hordes of angry undead.
In other locations, you might actually bump into wandering
adventurers who are out hunting for the same treasure
you planned to take home with you - it's the chance
to add subtle touches like this that make dungeon design
so much fun.

So you can keep your precious surface
world. Give me goblins and grime and grisly traps and
I will be content. That is, at least until I have to
venture back to the surface to find the next dungeon
to explore
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