The Witcher 3, Skyrim and Elden Ring make open-world exploration feel different because their art direction gives places different moods and meanings. CD Projekt RED describes The Witcher 3 as a world of varied regions and communities that can change with quests and player decisions. Bethesda’s account of Skyrim emphasizes concept art shaped by a broad mix of references, while Elden Ring director Hidetaka Miyazaki has described a painterly world marked by traces of a lost Golden Age. These are different design intentions, not evidence that one game’s art is objectively better.
What art direction changes in an open world
Art direction is more than a game’s palette or level of detail. It influences the mood a landscape establishes, whether regions seem to have their own identities, what a player can infer from buildings and ruins, and how easily a space can be read while moving through it. The comparison below focuses on what the developers have said about these three games and what those choices can suggest to a player.
| # | Preview | Product | Price | |
|---|---|---|---|---|
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NAMCO - CD Projekt Red - The Witcher 3 Wild Hunt - Complete Edition, Playstation 5 [English Edition] | $49.39 | Buy on Amazon |
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DEATHLOOP - PS5 | $10.99 | Buy on Amazon |
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Borderlands 3 Ultimate Edition (PS5) [video game] | $33.88 | Buy on Amazon |
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| Game | Developer-described visual approach | What that approach can contribute to exploration |
|---|---|---|
| The Witcher 3 | CD Projekt RED says it pursued varied environments with distinct atmospheres and communities rather than one singular theme; it also ties changes in places to decisions, major local plots and side quests. | Regions can feel like separate narrative settings, with local stories and changing circumstances giving the landscape context. |
| Skyrim | Bethesda describes concept art as a way to establish tone and setting, drawing on artists’ landscape experiences, fantasy literature, architecture and iconography. | A range of references can help give the world a recognizable fantasy identity and make its visual cues feel culturally grounded. |
| Elden Ring | Miyazaki describes a painterly high-fantasy look, traces of a Golden Age, and a balance between more colorful moments and darker, intense situations. | Shifts in color and mood can make a journey alternate between visual grandeur and unease. |
How does The Witcher 3’s art style compare to Skyrim?
The clearest difference in the available developer accounts is emphasis. CD Projekt RED talks about differentiation across the world: environments should have their own atmosphere and communities, and some places respond to what happens in their stories. Bethesda’s account focuses on how concept art establishes tone and setting, using a varied set of artistic and real-world references.
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In the studio’s 2013 announcement, CD Projekt RED head Adam Badowski said the team had not created an open world with “a singular theme,” but had focused on “diversified and engaging environments.” The announcement also connected changes in the setting to player decisions, major local plots and side quests. That design intent makes regional variation part of the storytelling: exploring is not only moving through scenery, but encountering places whose atmosphere and circumstances are meant to feel specific.
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Environment Art Director Michał Janiszewski has also described the care involved in shaping landscapes and their views. Recalling a moment when the team moved a mountain to open a vista, he explained that the change was meant to improve the “vibe.” The anecdote captures a useful distinction: a believable landscape is not necessarily a literal or untouched one. It is a composed view, arranged to create a particular impression.
Skyrim: setting built from a range of references
Bethesda’s account of Skyrim’s art development describes concept art as a way to establish the game’s tone and setting. Its references included artists’ own experiences of landscapes as well as fantasy literature, architecture and iconography. That process gives readers a way to understand the game’s visual identity without reducing it to a single influence: its setting was developed through a mixture of remembered places and designed fantasy references.
These accounts do not provide a controlled comparison of how players experience the two worlds. They do, however, point to different ways of thinking about visual identity: The Witcher 3’s stated focus on varied regional atmosphere and story, and Skyrim’s described use of concept art and broad reference material to establish tone.
Does Elden Ring feel different from The Witcher 3 because of its art style?
It can, in part, because the stated aims differ. Miyazaki has described Elden Ring’s painterly high-fantasy look as evoking a world that has passed through a Golden Age. He said the player should still see traces of it. He has also described balancing more colorful moments against darker, intense situations.
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That contrast gives color and brightness a role beyond decoration: a beautiful or vivid view can sit alongside a sense of loss or danger. By comparison, CD Projekt RED’s description of The Witcher 3 stresses how environments, communities and local stories distinguish places. One framing emphasizes a world with traces of former grandeur and shifts in visual register; the other emphasizes regional variety and narrative context. Neither statement guarantees a particular response from every player.
How viewpoint affects the way a world reads
Camera perspective affects how players perceive scale, landmarks and movement through a space. CD Projekt RED level-design staff have contrasted The Witcher 3’s third-person, horizontally oriented exploration with Cyberpunk 2077’s first-person, more vertical spaces. This is useful as a design lens: viewpoint and spatial layout work together to shape what feels prominent or navigable.
That comparison is not evidence that The Witcher 3, Skyrim and Elden Ring use identical spatial designs, or that one is easier to navigate. It highlights why art style should not be judged from still images alone: the camera and the playable space affect how visual choices are encountered.
Which art style may suit your taste?
There is no objective winner in this comparison. A useful way to choose is to ask what you want the act of exploring to feel like:
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- Choose The Witcher 3 if you are drawn to worlds presented as a collection of distinct regional atmospheres, communities and quest-linked places.
- Choose Skyrim if you are interested in a fantasy setting whose visual identity Bethesda describes as shaped by a wide range of landscape, literary, architectural and iconographic references.
- Choose Elden Ring if the appeal of a painterly high-fantasy world, with signs of a lost Golden Age and deliberate shifts between colorful and darker moments, resonates with you.
These are reading guides, not guarantees about how each game will feel to you. Your response will depend on the particular scenes and places you encounter as well as on the developers’ stated aims.
Which version of The Witcher 3 are you looking at?
Screenshot comparisons can be misleading if they mix editions. CD Projekt RED says The Witcher 3: Wild Hunt — Remastered became available on September 29, 2026, for PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. The studio describes visual, performance, gameplay and other upgrades, and says the remaster is free for existing owners. When comparing images or video, identify whether they show the Remastered release or an older version; otherwise, differences may reflect the edition as well as the art direction.
Some figures associated with the game are historical developer claims rather than current measurements. In its 2013 announcement, CD Projekt RED said the environments were “30 times larger” than those in The Witcher 2. The same announcement estimated around 50 hours for the main narrative, another 50 hours for additional stories and around 100 hours total. These were announcement-era statements, not independently measured comparisons or guarantees of an individual player’s experience.
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