The Design Secrets of Breath of the Wild
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by Duacan
14 hours ago

hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06

by Asadullah Sanusi
2 days ago

nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks

Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)

The Design Secrets of Breath of the Wild
4 October, 2017

A month ago Nintendo developers talked about the way they managed to build Switch masterpiece called The Legend of Zelda: Breath of the Wild. Can you read Japanese? Then head to 4Gamer and read the original version. No? Capcom’s Matt Walker can help you. 

In a series of Twitter posts Walker translated some of the most useful parts of a talk given game’s director Fujibayashi Hideyuro and senior lead artist Makoto Yonezu. 

First of all, the team managed tasks by integrating their management tools with the game, so there was no need to do the same thing twice. 

They could create a task by setting up a sign in the world, so that all related specs and meeting details related to it could be readily available by just clicking. They’ve also added a “field task view” for higher level items.

What a great way for a huge team to bounce ideas off of each other in regards to the task!

The team also discussed the “Triangle Rule”. By using triangles they could give players a choice as to whether to go straight over the triangle, or around it.

The triangles is also said obscure the player’s view, so the team used them to surprise players, making them wonder what they’ll find on the other side.

There were also some more visually interesting examples, like Korok seeds.

There are 3 different scales behind this principle for different objectives.

The team also used rectangles, which are good for completely hiding something from sight.

Go to Matt Walker‘s Twitter page to learn more the production process behind the latest Zelda or check out this PDF file with the same info. 

Source: Matt Walker

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