logo
The Elder Scrolls creator Julian LeFay dies following battle with cancer

The Elder Scrolls creator Julian LeFay dies following battle with cancer

Metro5 days ago
One of the original creators behind The Elder Scrolls has died of cancer, as his studio and Bethesda pays tribute.
Although Bethesda's Todd Howard is always closely associated with The Elder Scrolls, and has directed the last several entries, he wasn't one of the original creators, with that credit instead going to Vijay Lakshman, Ted Peterson, and Julian LeFay.
The latter worked as a programmer and chief engineer at Bethesda until 1998, before he founded independent studio OnceLost Games in 2019, with Lakshman and Peterson. The studio is currently developing an open world role-playing game entitled The Wayward Realms, described as a spiritual successor to The Elder Scrolls 2: Daggerfall.
Last week, OnceLost Games said LeFay, after being diagnosed with terminal cancer, had stepped away from the industry to be 'surrounded by his loved ones' as his condition worsened. Five days later, the studio has announced LeFay has died, aged 59.
'It is with profound sadness and heavy hearts that we inform our community of the passing of Julian LeFay, our beloved technical director and co-founder of OnceLost Games,' the post on X reads.
'Julian LeFay was not just a colleague – he was a visionary who fundamentally shaped the games industry as we know it today. Known as the 'Father of The Elder Scrolls', Julian directed the creation of legendary titles including Elder Scrolls 1 & 2: Arena, Daggerfall, and Battlespire. His pioneering work established the foundation for open world RPGs and influenced countless developers and games that followed.'
pic.twitter.com/wLWgd1KFbj — OnceLost Games (@OnceLostGames) July 23, 2025
Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.
They added: 'Throughout his courageous battle with cancer, Julian never wavered in his passion for The Wayward Realms. Even during his illness, he continued to share his vision with our team, mentor our developers, and ensure that every aspect of the game reflected his commitment to creating something truly extraordinary. His strength, determination, and unwavering focus inspire us all.'
OnceLost Games described LeFay's death as an 'immeasurable loss' for the team, but said they were 'more committed than ever' to finish work on The Wayward Realms 'exactly as Julian envisioned it'. More Trending
'Our development continues with the same passion, technical excellence, and attention to detail that Julian demanded,' they added. 'Every feature, every system, and every player experience will aim to reflect his dedication to creating 'The Grand RPG' that redefines what the genre can be.
'Ted Peterson, Eric Heberling, and our entire development team remain fully dedicated to this mission. We will continue to share development updates, maintain our transparency with the community, and ensure that The Wayward Realms becomes the groundbreaking experience Julian knew it could be.'
The Wayward Realms was announced in 2019 and is the studio's first project. A Kickstarter campaign to fund an early access build hit its goal in May last year.
Bethesda is currently developing the next entry in The Elder Scrolls series, which is expected to launch at some point after 2026.
Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter.
To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here.
For more stories like this, check our Gaming page.
MORE: Assassin's Creed Shadows on Switch 2 all but confirmed for next Nintendo Direct
MORE: Battlefield 6 release date and open beta details leak ahead of reveal trailer
MORE: The 20 best Commodore Amiga games to celebrate the 40th anniversary
Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

EastEnders star rushes wife to A&E after she's left 'unable to speak'
EastEnders star rushes wife to A&E after she's left 'unable to speak'

Daily Mirror

time43 minutes ago

  • Daily Mirror

EastEnders star rushes wife to A&E after she's left 'unable to speak'

Soap favourite Ricky Champ has revealed that his wife was rushed to hospital after she was left unable to speak. Mum-of-two Sammy suffered complications to an ongoing health issue and was also left unable to see out of her swollen eyes. The influencer revealed she was forced to get medical help as the family were about to head off on a dream trip to Disney She explained: 'What is the absolute one thing you don't need to happen the day before vou fly to Disney when you need to go shopping/ pack/clean/do that's right, wake up with your lips so swollen you can't speak and eyes swollen shut so vou're in A&E at 7am. 'One of the side effects of my gallstones and liver is severe hives all over my body every single morning that go away by bedtime then I wake up and it starts all over again. 'Something due to the toxins etc (still not considered urgent though, still been told need to wait a year + for an op).' Mum-of-two Sammy then shared a series of pictures of her very swollen face before she returned to her normal self. Since marrying Sammy in August 2016, actor Ricky Champ has built a life with their two children, daughter Beatrix and son River, while also carving out a varied career beyond EastEnders. Best known for his role as Stuart Highway, Champ exited the long-running BBC soap in 2022 after what he called a transformative experience. 'In EastEnders I went from villain to hero to dad,' he told Digital Spy at the time. 'It was amazing, doing that for five years with a character's arc. It felt weird leaving him,' he admitted. Though he's moved on professionally, Champ hasn't closed the door on a potential comeback. 'He didn't die. He rode off into the sunset. I think he's somewhere in the North Circular living with Rainie,' he said of his on-screen alter ego. Since his departure, Champ has kept busy. A year later, he joined the West End cast of 2:22 A Ghost Story at the Apollo Theatre. He's also made his way into streaming, landing a role in the Netflix period drama The Decameron, acting alongside Derry Girls star Saoirse-Monica Jackson. In addition, Champ plays Sergeant Daz Black in ITV 's police training comedy Piglets, showing his versatility in both drama and comedy roles.

CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure
CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure

Daily Mirror

time2 days ago

  • Daily Mirror

CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure

Following the most recent demonstration of The Witcher 4 at this year's State of Unreal presentation, we discuss the past, present, and future of the series with CD Projekt Red. We sit down with CD Projekt Red's Senior VP of Technology, Charles Tremblay, to talk about all things past, present, and future on The Witcher 3's 10th anniversary. For many players there exists two moments in history: a time before the release of The Witcher 3 and the time after. A lot may have changed in the industry since 2015, but something that's remained a constant is how revered CD Projekt Red 's open-world rendition of the celebrated Polish book series remains. 2025 marks a decade since its initial release on PS4, Xbox One, and PC, and in that time it'd be fair to say that a lot of other open-world games have been playing catch up. Sure, we had The Elder Scrolls 5: Skyrim beforehand, but The Witcher 3 more than earns its place alongside Bethesda 's game as a true classic of the fantasy RPG genre. Knowing this makes it easy to understand why CD Projekt Red's next game, The Witcher 4, is so highly anticipated. The sequel is still without its release date, but we know that it will include a new region to explore – Kovir – alongside a totally new protagonist to do it with in Ciri. To find out more about how much CD Projekt Red as a studio has evolved since the Witcher 3's release, the switch to Unreal Engine 5, and how these changes may inform Ciri's adventure, we flew to the studio's HQ in Poland and spoke to Senior VP of Technology Charles Tremblay. How has CD Projekt Red's approach to making games changed since The Witcher 3 first released? I think The Witcher 3 was quite a sweet spot in terms of team size, mostly because we were quite a smaller team when I joined. We were 150-ish people, and we grew to 200 to 250 to make the whole [game]. The communication was fine. I could just walk to anyone at a walking distance. Right now, if I want to walk to the Witcher 4 team, I have to walk a few kilometres to the other building. The art team [and] the programming team were much more aligned also. We still had problems, but we were able to make the game as we used to do in the industry for decades. When we scaled up to Cyberpunk 2077, we almost doubled the team. Now it's getting a bit scarier because the more people you have, the more the communication problems start to arise where there's expectation on one side and reality on the other. Before we very quickly could align. Now, there's so many people in the loop. We tried to learn how to adapt, but it was extremely challenging and we did fail in quite a few ways. Some expectations from art were not aligned with engineering, especially [with] what we could do with the hardware we had at the time. But the ambition was there. If we had a small team, it would have probably been simpler and we didn't think too much about this problem until it was too late. Fast forward [to] where we are now. Especially after the launch of Cyberpunk, we had some self-introspection about, 'okay, we do not see a way we can scale down back to 150 people because of the reality of the ambition, plus what people expect from our product'. We needed to change the way we approach game development a little bit. We don't think it's sustainable to grow to thousands of people to make a game. We want to keep around the ballpark of Cyberpunk's scale, if not less. We try to now have a more multidisciplinary team working together. I cannot say too much about Witcher 4, but I think that we are getting to a point where we get some good results. But still, we are learning and evolving how to make the game better and faster, and better for the players. Is it hard to switch back to making and designing a fantasy world versus something more modern like Night City? Oh, on the technology side, it's completely different. One is a sprawling city with verticality. It was not a city like New York; it's much more organic. A very disgusting world [with] lots of trash and lots of details that needed to be handled. You have vehicles, which we don't necessarily have in The Witcher universe. Bigger crowd, different behaviours, encounters… graffiti everywhere. When we go back to The Witcher, though, it is a much more dynamic world, mostly because of the forest. The forest is a completely different challenge, technically, to make it as good as possible. You can imagine we will definitely have some city in some form going forward, like Novigrad that we had in The Witcher 3, so they're still there in some form. But I think one of the biggest issues we have right now is how to design forest and how to make everything move all the time. How to [give] it [a] feeling that it's alive. How do we improve from the Witcher 3 forest? How do make monsters, wildlife and everything so it fits into this universe's completely different design? Also, the agenda is quite different. The Witcher, of course, Ciri or Geralt, they are full-fledged characters. They have their own personality. There are things that they will not do. While when you go [back] to Cyberpunk, V is a more a mercenary. She has more freedom about how she wants to tackle the world, in an evil or good way. It's very difficult to see Geralt starting to go GTA style, so there's a different constraint. The most recent glimpse of Witcher 4 we saw from the State of Unreal presentation. Were you happy to people's reaction to that gameplay slice? Oh definitely, I think that even our friends from PR were not expecting that it would be as well received, because it's very difficult to explain a tech demo, right? How do we discuss this with you guys? I think it turned out very well. There was a lot of things that we needed to prove within [the] technology and we aligned into what we showcased. And with Epic, it was much easier to now have a result on the screen. We want to go at 60fps on PS5. Now the reception, when we were in Orlando and we were doing the rehearsal, I had shivers. I had complete shivers the first time I saw it from the beginning to end, and I was like, 'this is just fantastic'. Of course, we saw it on the little screen and were iterating on it, but when we saw on the big screen we were like, 'okay, this is going to be great'. And I think when we did the first official rehearsal everybody from Epic and our side were very impressed about the result. Speaking of Epic, how are you finding the process of developing Witcher 4 in Unreal Engine 5 as opposed to the Red Engine from before? We are a very ambitious company and now, since we work together [with Epic] on what it means to make the next generation of open-world, we need to align differently. That's why we did this. The two technologies are completely different, the way they handle a few things. Definitely some things would have been way easier on RED Engine and somethings are way easier on Unreal. Now we just try to take all the good things we have on Unreal and all the things we add with Unreal Engine, and try to now have some kind of a beautiful baby, just to be sure that we can scale up to the hardware. We don't want to go back and to have a less quality product. For us, it's not very acceptable to step back, right? The ambition is still there. We want to push forward always. This was very important for us, and I think this is why with Epic, we managed to have very good collaboration. I think the fact that they managed to work with us to make this open world and deliver the technology that is required to make it at performance [where] everybody will benefit, not just us. Finally, with it being The Witcher 3's 10th anniversary, do you have a favourite quest? I think the most interesting one is probably when you reunite with the witchers in Kaer Morhen. All those characters have been following you around since starting your journey with Geralt. It was really great to continue building into those great characters. All the quests with those characters were great. I'm a sucker for a nostalgic moment, especially when you're an IP fan or a game fan and you have all those moments that you know those characters, you've been working with them, or having discussions with them in previous games. There is, of course, all the quests that go back to The Witcher 2, Letho, which if you didn't kill him, spoilers, I think it's great to have him back and having this character back, and the dialogue was just fantastic.

Braehead Arena drops merch charges to support grass-roots musicians and venues
Braehead Arena drops merch charges to support grass-roots musicians and venues

Daily Record

time4 days ago

  • Daily Record

Braehead Arena drops merch charges to support grass-roots musicians and venues

They are also adding an optional £1 donation on every ticket sold to support grass roots music through the Live Trust. A Scots arena has become the largest venue in the UK to drop all fees on merchandise sold by artists at their shows, which will make a massive difference to the income of performers – commissions and fees can mean they hand over up to 25 per cent of merch sales. ‌ Braehead Arena is the first arena and the biggest venue to commit to not charging artists fees for selling merch - and is adding an optional £1 donation to every ticket sold to support grass roots music through the Live Trust. ‌ The Arena – home of the Glasgow Clan ice hockey team - has partnered with Ghostwriter Consultancy & Events to work on developing a programme of world class live music, entertainment, comedy and sporting shows and events. ‌ With a bigger focus on live music in the Arena set to bring even more big names, previous shows have included Oasis, Alice in Chains, Paul Weller, Kelly Clarkson, INXS, Blondie, SUM 41, Bob Dylan, Jean Michel Jarre, Snoop Dogg, Blink-182 and Beyoncé. New CEO Russ Smith insists it's vital that larger venues in particular throw their weight behind supporting artists to safeguard the future of music – so Braehead Arena has taken action to show its desire to help musicians is genuine. Russ said: 'Braehead Arena is the perfect venue for artists on their way to the very top of the game – with a capacity of 5,300 we are a vital bridge from theatre scale to the biggest arenas and stadiums. ‌ 'With the nature of record deals in the streaming era, we understand that merch has become an essential income source for artists at all levels. 'It's important that we demonstrate we're really for music and for musicians – we are not just trying to jump on a trend. We really care about this. 'That's why we have taken the decision to drop all fees and commission charges on merch sold here by or for artists playing the Arena. ‌ 'We hope this commitment will help ensure a bright future for music and musicians, especially here in Scotland where there's so much talent we should all be proud of.' The venue is also adding an optional £1 donation to every ticket sold for all live music shows, which will be donated in full to the Live Trust to help grass roots venues and artists survive, again ensuring future paths to arenas and a starting point for emerging talents. Russ said: 'Including the optional £1 donation is about making sure the incredibly rich culture of music in Scotland in particular is protected and encouraged. ‌ 'By supporting smaller venues our gig goers will be helping future stars take those early steps on the pathway to headlining arenas like Braehead. 'It is very much an optional donation though. I know times are tough for everyone right now but hope fans will see the benefit of adding the extra £1 – we offer free parking for all shows here which may help.' The huge moves by Glasgow's second largest arena come as they announce a strategic partnership with Ghostwriter Consultancy & Events, who manage venues around the UK and are committed to the fee-free merch sales pledge at their other sites too. ‌ Carl Bathgate, Commercial Director at Ghostwriter, said: "We are extremely proud to be the live music partners of Braehead Arena as it fills a clear gap in terms of capacity in Glasgow. 'Our aim is to deliver a much-needed versatile space that provides more opportunities for artists at this level to connect with their fans and create unforgettable live experiences. 'As the first arena in the UK to adopt our model, Braehead joins our growing family of venues committed to supporting artists by not charging commission on merchandise sales. ‌ 'With rising costs of touring and the shift to streaming, artists depend more on merchandise sales to let them earn money and continue touring. 'We're firmly committed to doing everything we can to support artists, promoters and our customers, helping to sustain live performance as a vital and accessible part of the music industry." Helen McGee, Ghostwriter's Head of Venues, added: 'We're delighted to partner with Braehead Arena and firmly believe there is a real need for a venue of this scale in Glasgow. ‌ 'As a member of the Music Venue Trust board, I'm especially pleased to see a venue of this size recognise the pivotal role that grassroots venues and the wider community play in the development of artists and industry professionals at every level.' Braehead Arena is now operated by TDL Media. These announcements mark the first steps into a bold and exciting new era for the Arena. The venue is also committed to Braehead Ambition, a strategic partnership between SGS UK Retail, TDL Media and XPE launched to align the marketing, management and leasing of Braehead Shopping Centre, Braehead Arena and XSite to boost visitor numbers by more than a million people annually. The retail and leisure complex currently attracts 16.3 million visitors annually, benefits from supporting road networks, ample free parking and a wide variety of pre-event on-site dining options. Braehead Arena also boasts fantastic transport links with Glasgow's international airport only 10 minutes away.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store