Elder Scrolls lore keeper says he left over Bethesda's "bureaucratic" baggage and a broken promise from Todd Howard about leading The Elder Scrolls 6

A black and white picture of the Dragonborn during Skyrim.
(Image credit: Skyrim)

Kurt Kuhlmann, a "loremaster" long known as a foundational figure for The Elder Scrolls worldbuilding, and more topically recognized as co-lead designer on Skyrim and lead systems designer for Starfield, left Bethesda in 2023 after a total of over two decades at the company. More than two years later, he's now explained that his departure was fueled by growing dissatisfaction with his role at the studio and a particular pain point regarding his role on The Elder Scrolls 6.

Speaking with PC Gamer, Kuhlmann, who makes his continued love for Bethesda quite clear throughout his comments, recalls that "there were some things that had been going on for a long time that I'd not been super happy with."

Kuhlmann, like several other high-level developers, gradually slid into a managerial role with less hands-on creative work. A "bureaucratic" feel crept in. "The expectation was… your job can't be also making content if you're actually managing that scope of the project," he says.

For what felt like 11 years, extended by the abnormally long road (even for Bethesda) to Starfield, Kuhlmann says he'd been waiting to step into the design lead role on The Elder Scrolls 6. After Skyrim, he says Howard had verbally promised him the position – "I had been told that that was going to happen" – but when the time finally came, he was only offered an "important role" on the game by Howard.

Austin Wood
Senior writer

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.

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