The Legend of Zelda Breath of the Wild: Environments Change the Game
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6 hours ago


by Amanda Luginbuhl
7 hours ago

I've never heard of isolating the green channel of the normal map and using it as a paint layer. What effect does that create exactly?

WARNING They dont listen to their users as much as they like to say they do. Check their forums. Plenty of requests go unanswered. Their "To Do" list has been outdated. They lack staple features such as a Text Tool, Adjustment Layers, Channels, Layer Styling, Proper Cropping. Paintstorm cant even resize a photo correctly (It will always leave a border when resizes). You also run into square artifacts occasionally. There have also been several instances were paintstorm was detected as malware, once called out, the dev reuploads a clean version. This happened at least twice from forum reports and Virus Total. Aside from the very obvious lack of support and maintinence. The brush system is good. However a good brush engine will not replace the other basic features and functions paintstorm lacks. DO NOT expect support. This is definitely a homegrown app and it shows. If you want a versatile brush engine, clip studio or even krita is where its at.

The Legend of Zelda Breath of the Wild: Environments Change the Game
17 June, 2016

The Legend of Zelda: Breath of the Wild is the most talked about game of E3 2016. The lines on the expo hall to see the game were enormous (8 hour wait was a must). I believe Nintendo could have easily sold the way into the demo zone and people would eagerly pay hundreds of dollars for the glimpse of what’s to come. However, we’re not interested in the game purely as fans. wants to look at the new Zelda from the environment design perspective.


As you might have heard, the next chapter in the endless series of games actually takes a little detour and gives the players access to a huge open world. Unlike other games in the series, where the designers wanted you to solve the puzzles in one particular way, new game doesn’t have these artificial boundaries. Instead gamers are free to act as they see fit. There are various ways to fight and solve problems using the environment.

The environment itself becomes a much bigger part of the gameplay. You can move rocks, chop trees, burn grass and climb mountains. It has fundamental influence on game design and environment design. Instead of carefully planned “zones” Nintendo now build huge open world levels filled with thousands of gameplay triggers. Even the weather influences the environment and changes the way you solve problems.


Of course there will be classical Shrines of Trials with carefully designed challenges, but even these puzzles could be solved in various ways. Overall, this bold move into open world level design, not limited by some closed gameplay mechanics, looks like a very interesting decision for Nintendo. Looking forward to seeing this game in action in 2017 for Wii U and the next console from Nintendo.


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