Skyrim lead thinks it's "wiser" for Bethesda to use its Creation Engine for new games like Elder Scrolls 6, with Fallout 76 an example of why it's "extremely difficult" to swap

A dragon blasts a man with a shield in Skyrim
(Image credit: Bethesda)

Perhaps Bethesda Game Studios should stick to its trusty Creation Engine, despite many fans' calls for a swap to another framework like Unreal Engine – or, at least, former Skyrim lead designer and studio veteran Bruce Nesmith seems to think so.

The ex-Elder Scrolls developer reveals as much during a recent interview with Press Box PR, first explaining that jumping from engine to engine is no easy feat. "What you have to realize is that if you were to switch engines, and I'll say this for any game anywhere, is that it is a massive effort," admits Nesmith. "You are talking about dozens of people spent doing nothing but making an engine work." It's a large ask, to say the least.

Walton Goggins as The Ghoul in Fallout 76's Burning Springs expansion

(Image credit: Bethesda Game Softworks)

"Every Bethesda game that has ever released has had major improvements made to the Creation Engine," says the former Bethesda dev. "Significant improvements are always being made to it. There's an entire team that's devoted to nothing but doing that. But the advantage you have there is that you can still run the game during the whole time because you have an existing engine. You're not having to figure out how to put this new thing in place."

He then, understandably, concludes that he'd stick to the Creation Engine. "I would fall on the side of keeping the Creation Engine, keep working on it. If there's something you see that is only possible in Unreal, put it into the Creation Engine. That would be a place where if it's anything vs everything, you say, 'Let's do that. Let's do that anything.' If Unreal does it and Creation doesn't, and we feel we need to do it, do it."

I suppose that makes sense – if Bethesda sees something it likes in another engine, there's no reason not to try and make it work in its own in-house one. It'd be simpler than swapping.

"The Creation Engine is way more than a rendering engine," after all. "Way, way more. It's a whole method of how data is converted into function, and to graphics, and to the ability to do other things. You cannot just swap that out. That is not something that happens easily."

This likely rings especially true for new games like The Elder Scrolls 6 – so I wouldn't hold my breath that Bethesda itself will ever opt to move over to another engine, when so much work has gone into maintaining the Creation Engine.

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Anna Koselke
Staff Writer

After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.

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