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Skyrim lead praises Todd Howard for trying 'desperately' not to micromanage and be a ‘bottleneck’, even though he still 'does what he calls seagulling where he swoops in and changes things'

NEW YORK, NEW YORK - JUNE 04: Video game designer Todd Howard is seen arriving to The Inaugural Gotham TV Awards at Cipriani 25 Broadway on June 04, 2024 in New York City. (Photo by Gilbert Carrasquillo/GC Images)
(Image credit: Getty Images)

In a new interview with PressBoxPR, Bethesda veteran and Skyrim's lead designer Bruce Nesmith has gone over his time at the studio, addressing topics like why it wouldn't make sense to switch to Unreal Engine. One of the questions he's asked is about studio head Todd Howard, and how the public perception of him differs from the man he worked with for decades.

"Well, you'll have to tell me what you think the public perception of him is," says Nesmith. "I've known the man for a long time. For me to see the forest for the trees is a little difficult.

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Nesmith says this has to be seen in the context of Bethesda’s games, which are obviously large-scale projects with tonnes of moving parts. "When you build games as big as Bethesda games, Todd was very good about saying I care about this and this and this and this, and he spends a lot of time and attention on those things," says Nesmith. "We were left to go our own way on it, not that he wouldn't come in and have to approve the work, but he would give a lot of leeway."

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