BOTW: Level Demo

A Unity-created Demo showcasing my study on Zelda: BOTW's Level Design.


To better understand newly learned level design practices, pre-made assets/frameworks were used to speed up prototyping and allowed me to prioritize the design process.

Project Overview

What I learned From My Study_

For my third-year level design course, we were tasked with recreating a level and/or environment from any video game title of our choosing within the course of a semester. I chose The Legend of Zelda: Breath of The Wild as a reference for my study as it was always a goal of mine to better understand the game's level design process. Using the Dueling Peaks area as inspiration, I looked to recreate the gameplay experience and environment within Unity, with the overarching goal to get as close to the original title as possible. By emulating the game's traversal systems, mechanics and visuals, we can get a better sense of the newly created environment within the context of the original game's experiential goals.
The design process for the level spanned the course of a semester, while the in-engine development/construction of the demo was completed in less than 24 hours using asset packages and pre-made frameworks.

Roles: Sole Developer
Team Size: Solo Project
Timeline: 1 Semester
Course: Level Design 3: Applications of Level Design

Tools:

  • Unity
  • Blender
  • Photoshop
Licensed Assets:

Gameplay showcase of the demo build alongside work-in-progress footage.

Post Mortem & Level Design Document

At the start of the design process, I had planned to recreate as many mechanics as possible from Zelda: BOTW to be able to really experience the new environment in the same spirit of its inspiration. Breath of The Wild's environment and level design center around the traversal mechanics and different gameplay systems like stamina and dynamic weather. My design goal was to emulate that design process, which meant that I should look to include as many of these mechanics and systems into my demo, as outlined in my Level Design Document.

This ambitiousness was the primary crux, as the scope of this demo with everything I planned on including was not possible given my timeframe. With that, I looked to implement the core traversal methods of walking, climbing and gliding, as BOTW's heavy emphasis on exploration was key to the design. My new goal was to capture the sense of scale and openness of the game's environment , having players feel immersed and ready to explore.


Heavy emphasis on Exploration and Scale.