

I looked at cats as well and bats of course. So various kinds of lizards, herons as one kind of creature.

“Adam’s concept art was a huge inspiration for me,” says Lobe “And I looked to a lot of the concepts that he looked at as well. What about the dragons themselves? Where did they spring from? Lobe’s initial inspirations were the concept art works created by Adam Adamowicz, which show the creatures as lithe, bird-like beasts, bristling with sharp edges and flicking limbs. And their craggy faces? Well, Lobe admits: “I think the biggest visual inspiration for the giants may have been my father, because they actually look like my father…” Their behaviour reflects this too - they’re essentially territorial beasts protecting their turf - and their shabby, rugged appearance fits right in with Skyrim’s harsh landscapes. The giants, rather than being savage or overly humanised, are rather sad old creatures that carry the weight of long lives in every aspect of their demeanour, from the way they lollop across the world, to the way they turn instinctively yet alertly towards you whenever you approach their mammoth herds. What I was going for was this: it’s the sheer size of these things that really wows you, but if I can create, within that, a sense of believability the way you look at these things and you can see weight, and you can see age and you can see personality, and you can see that they have lived a life – if I can convey that then my job is done.” You see this in every aspect of the game’s bigger monsters. That’s why I didn’t make the giants hulking or mean-faced or any of that stuff. all these crazy features, it was much more… my goal was much more to convey a sense of realism. “The goal for me was to try to create these giants and these dragons and these mammoths and not to just make a super-epic monsters that had.
