Breath of the Wild Art Breath of the Wild Zela Art
The Legend of Zelda: Breath of the Wild art-fashion explained
The art director for The Legend of Zelda: Breath of the Wild has explained the motives backside the change of creative theme.
Back in July, I reported on Dark Horse Comics creating a Legend of Zelda: Breath of the Wild fine art volume, that book is at present available to purchase at retailers and reveals some explanation towards the chosen art-style that is ever and so apparent in Breath of the Wild.
The artbook has been titled The Legend of Zelda: Breath of the Wild - Creating a Champion Hero's Edition and gives purchasers a deep swoop into the reasoning behind the artistic choices made throughout Breath of the Wild. Plant in the artbook is an interview with art director Satoru Takizawa, Takizawa says "I imagine there are a lot of people who have wondered why the visuals for The Legend of Zelda modify with each new entry in the series. We look for the best way to express the unique spirit of that item game and create a world that will be exciting for players to jump into and explore. Often, the results come from trial and error."
Taizawa continues and explains that when designing the art-style for Breath of the Wild "intentional contraction of reality" was purposely implemented into the game, but spliced with elements of comedic value. This was done to make the times when things would commonly be tiresome for the player much more than enjoyable, Taizawa gave an example of this "the role player is able to toss a bunch of ingredients into a pot and have a dessert pop out. We found that injecting humor into the visual shorthand helps players forgive the pause pause from reality." If you lot are a Breath of the Wild fan I'd definitely recommend you picking the Creating a Champion book from Dark Horse Comics, a link to information technology tin be found here. In the entirety of this post you will find the full interview with Taizawa.
Taizawa: "I imagine there are a lot of people who have wondered why the visuals for The Legend of Zelda alter with each new entry in the series. We expect for the best way to express the unique spirit of that item game and create a world that will be heady for players to jump into and explore. Oftentimes, the results come from trial and error."
"With Jiff of the Wild we spent a lot of fourth dimension thinking about how to visually represent this massive open earth. The theme for this game was "revisiting expectations," which left me at a loss equally to how to express that visually [laughs]. At the same time, I felt that it was an ideal opportunity to plant a fashion that would become the definitive version of The Fable of Zelda's art."
"After a lot of worrying and going back and forth, we created a painterly fine art way that combined the realism of the game world with its playability. For example, if you cut down a tree in the game, information technology immediately creates a firewood. That was an intentional contraction of reality that cuts out portions of the game that the player might discover slow or makes brusk waits more fun with comedy. We wanted to create a world that could adjust the fantastical elements of Hyrule without sacrificing a more realistic art style, and we went about that by crafting a hybrid of the two that would allow the players to append their disbelief when certain things happen. That allowed us to include a broad range of ideas from the designers and enabled united states to have some crazy stuff happen. For case, the player is able to toss a bunch of ingredients into a pot and have a dessert pop out. We found that injecting humor into the visual shorthand helps players forgive the break break from reality."
Source: https://www.tweaktown.com/news/63954/legend-zelda-breath-wild-art-style-explained/index.html
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