Arcane University: Architecture (2D)

The Beyond Skyrim Wiki — Hosted by UESP
Revision as of 16:49, 2 January 2021 by Naariel (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
< Arcane University:Concept Art

In concept art (specifically in Skyrim modding) there are a variety of types of claims (henceforth categories) you may encounter and choose to concept. Not all categories can be designed and presented the same way and they are often subject to different expectations.

Note that the information you read here might not apply to projects outside of Beyond Skyrim, or even within Beyond Skyrim - a project's art lead may have their own way of doing things. Be sure to clarify what their expectations are if you are unsure. But as a whole, if you follow these guidelines, you’ll be creating good Skyrim modding concept art.

Be sure to read our main Concept Art page for an overview of the basic workflow, expectations, and technical information needed for any claim. This page is additional reading.

Architecture[edit]

Architecture is the art of designing buildings. This is a tough claim and not recommended for beginners.

The contents of an architecture concept art sheet varies depending on the buildings design, but you must have:

  • Your name (from the start)
  • Claim name (from the start)
  • Orthographic front and side view
  • Isometric or perspective view.
  • Player size comparison.
  • Notes regarding the design that can't be explained visually
  • Material image references
  • Optional: 360 orthographic view.
  • Optional: Detail shots and design alphas.
  • Optional: Project logo


The player size reference (f.ex. in game player model) should be placed next to the sides of the building in orthographic view. Orthographic view is the blueprint for the asset and needs to be accurate and correct from all angles. Straight lines must be completely straight (hotkey Shift in photoshop). This is a very technical drawing.


Whether you'll be creating isometric or perspective view of the building is up to you and your art lead. In the Arcane University we encourage you to learn how to do both.

Tips for Perspective in Architecture: Your camera height should be placed so the Horizon line is human head height. Pretend you’re the player and you’re seeing the building in a ¾ view (so both the side and front is visible) for the first time. That’s the angle you should draw it in.

See Also[edit]