Chapter
Clips
Bethesda's upcoming release, Starfield, is the first original IP from the studio in twenty-five years.
1:02:08 - 1:03:10 (01:01)
Summary
Bethesda's upcoming release, Starfield, is the first original IP from the studio in twenty-five years. Todd Howard, the Executive Producer, shares the origin story of the game and the inspiration for creating an explore space role-playing game.
ChapterBuilding Planets with Tiles
Episode#342 – Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield
PodcastLex Fridman Podcast
Through the use of large tiles of landscape and offline generation, video game designers are able to create realistic landscapes for their games without having to rely on unrealistic simulations.
1:03:11 - 1:07:13 (04:01)
Summary
Through the use of large tiles of landscape and offline generation, video game designers are able to create realistic landscapes for their games without having to rely on unrealistic simulations.
ChapterBuilding Planets with Tiles
Episode#342 – Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield
PodcastLex Fridman Podcast
The speaker reflects on the deep sense of loneliness one would feel on a planet by themselves, comparing it to the humbling feeling of hiking alone, and the line from the moon landing "Beautiful desolation".
1:07:13 - 1:07:55 (00:41)
Summary
The speaker reflects on the deep sense of loneliness one would feel on a planet by themselves, comparing it to the humbling feeling of hiking alone, and the line from the moon landing "Beautiful desolation".
ChapterBuilding Planets with Tiles
Episode#342 – Todd Howard: Skyrim, Elder Scrolls 6, Fallout, and Starfield
PodcastLex Fridman Podcast
The limitations of space simulation games are highlighted in this episode, discussing issues such as the ability to control all aspects of the game, the difficulty of naming every object, and the finite set of numbers used to describe the game's universe.
1:07:55 - 1:09:57 (02:01)
Summary
The limitations of space simulation games are highlighted in this episode, discussing issues such as the ability to control all aspects of the game, the difficulty of naming every object, and the finite set of numbers used to describe the game's universe.