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‘It’s not our strong suit’: Starfield lead game designer Kurt Kuhlmann gets honest about how Starfield’s scale almost broke Bethesda

Olivia Bennett by Olivia Bennett
September 12, 2026
in Technology
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‘It’s not our strong suit’: Starfield lead game designer Kurt Kuhlmann gets honest about how Starfield’s scale almost broke Bethesda
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'It's not our strong suit': Starfield lead game designer Kurt Kuhlmann gets honest about how Starfield's scale almost broke Bethesda

In a recent interview with FRVR, Starfield lead systems designer Kurt Kuhlmann opened up about the challenges Bethesda faced in creating its first space RPG. According to him, the project was the first time the company had experienced large-scale work with multiple studios working simultaneously, which resulted in the approval chain being stretched dramatically—any edits, including lighting adjustments, started taking two to three times as long.

Kuhlman pointed out that from Fallout 4 arrive starry sky Almost any system needs to be created from scratch, whereas previous parts of the series may have relied on off-the-shelf foundations. Due to the increased complexity of animated creatures, the developers had to reduce the variety of creatures, and the team’s lack of experience in creating vehicles and space combat made the task extremely difficult. Although the studio “did this in an impressive way,” Kuhlman admitted that space settings are not Bethesda’s strong suit.

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