I don’t make things just to be admired.
I make things to be inhabited.
There’s a difference, and it runs deep in how I move through the world. Some people create to hang their work on a wall—to be looked at, remarked upon, appreciated from a distance. But that’s never been me. My mind isn’t a gallery full of pretty pieces. It’s a workshop: loud, cluttered, bright with ideas, always turning raw material into something someone else can live in.
Skyrim taught me that, in its own way.
A mod isn’t meant to be a statue.
It’s meant to be a space. A tool. A story.
Something a player touches, uses, explores, wears thin, tries to break, finds comfort in, or builds atop.
I don’t want my work to sit behind glass.
I want it to be walked through.
I want someone to turn a forgotten corner in a town I built and find something I tucked there on purpose. I want a follower’s line to hit at the exact moment a player needed to hear it. I want my worlds to function — not perfectly, not flawlessly, but meaningfully.
A designer knows he has achieved perfection not when there is nothing left to add,
but when there is nothing left to take away
Even a small mod—an outfit, a shack, a town square—becomes a vessel for a story the moment someone uses it. My job is to give that vessel shape. The player fills the rest.
And maybe that’s why my work always ends up feeling lived-in. I’m not trying to impress a viewer. I’m trying to welcome a visitor.
Alright.
That’s enough philosophy for one night.
Now — where did I leave my reference images?