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Zelda overworld map designer
Zelda overworld map designer










Just hit any one of the embedded Twitter messages above to see more. It's a fascinating thread - and it's a rare look at Nintendo's debugging software, which was built directly into the game so all designers could see where issues or things still needing to be built by simply walking up to them. Nintendo also took into account how these structures would appear at night, shuffling the importance of buildings players would naturally seek out when darkness falls (ie. Object heights were tweaked so they reflected the importance players would place on each structure - and various playstyles were considered, for instance players who just wanted to explore, versus those who would actively hunt out enemy encampments. Nintendo reconsidered their placement and used heatmaps of the world to judge where people had become bored or bottlenecked.Īnother solution was to shuffle the smaller structures between towers to ensure players would become sidetracked, while always heading generally farther away from the game's starting point.Īnother idea key to this was the concept of making objects visible from a distance - which is why stables have that tall horse head statue on top. At first, these were placed with the assumption that players would simply trudge towards them, wherever they were, but testing found that people were unhappy being so transparently guided. The location of map towers was also well-considered.

#Zelda overworld map designer how to

Nintendo deliberately used triangle-shaped objects throughout Zelda's world to give players multiple options for how to tackle them: will they climb straight up the object or walk around? These triangles also allowed for secrets to be hidden on the other side. One game design aspect discussed was the use of the "triangle rule". Nintendo is so good at this loop - of exploration and reward and eventually finding yourself where you probably need to be - that it all feels completely organic.īreath of the Wild's director Fujibayashi Hideyuro and lead artist Makoto Yonezu gave a presentation on this topic at the Computer Entertainment Developers Conference in Japan last month.Įxcerpts from the talk were reported at the time by 4gamer, but have now been translated into English on Twitter by Capcom production manager Matt Walker - which has lead to the presentation slides being widely shared. And yet, at the same time, the world never feels like it is guiding you anywhere in particular, or simply dragging you from one quest to the next. En testant l’hypothèse d’une forme de « langage » du level design, nous mettons en lumière le caractère structurel de l’espace Le langage du level design.

zelda overworld map designer zelda overworld map designer

Exploring the huge, seamless world of Hyrule, your curiosity always feels like it is rewarded.

zelda overworld map designer

Zelda: Breath of the Wild is a masterpiece of game design.










Zelda overworld map designer