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The Divine Shrine

Type: Personal Project

Development: May - June 2021

Description:The Divine Shrine” is a puzzle platformer that is heavily inspired off of the Legend of Zelda: Breath of the Wild. The level is influenced off both a Cryonis shrine and various types of Divine Beasts.

Purpose: The purpose of this level was to go through the entire development pipeline of a level from research, to designing its layout, to 3D modeling its proxy whitebox art in Maya, prototyping a lot of the mechanics with blueprints.

Tools Used: Unreal Engine 4, Maya, Blueprints, Photoshop, Illustrator

Asset Pack Credit: Dev Enabled - Zelda Breath of the Wild Tutorials

Gameplay Videos

Normal Playthrough

Perfect Playthrough (Collect All Chest & No Damage)

Alternative Paths: Quadrant One

Alternative Paths: Quadrant Two

Alternative Paths: Quadrant Three

Alternative Paths: Quadrant Four

Image Gallery

Digital Layout & Concept

Digital Layout

This level’s design phase was to try and make a level that is heavily inspired off of the dungeons of Breath of the Wild. In the process of figuring out which type of dungeon did I want to make. The two types of dungeons in the game are the Divine Beast and the Ancient Shrines. The Divine Beasts are large mechanical dungeons with moving gear mechanics that the player can move around feature a number of puzzles. The Ancient Shrines are smaller dungeons that utilized one or multiple of the games unique mechanics.

The level takes elements of both types of dungeons. The level uses the mechanic Cryonis which allows you to create ice platforms from water while having to cross giant mechanical gears. The level is filled with chest that will test your platforming and exploration skills to cater to that type of player.

Whiteboxing

This project is building a whitebox that is similar in structure to how shrines are built in Zelda. Once the blueprints were created I whiteboxed a series of action blocks for this level.

The purpose of building the level like this was to build a bunch of modular pieces. These pieces all have their own puzzles and ways to complete it. Some only use a sole mechanic while others use a combination of them.

This method of level building allowed me to test out multiple types of designs in short amounts of time. Any puzzles that don’t work or are mediocre in quality I can just repurpose it in a new puzzle, and throw away the puzzle.

Blueprints

This level a lot of the blueprints I crafted myself. I made the three different types of moving platforms that are featured in the level, the checkpoint system in the level, the proxy treasure chest that spawn hearts, the collection systems, and all the cameras in the level blueprints. In addition, with blueprints that I created some of the blueprints not pictured here are ones that I altered the asset packs to fit my concept of the design.

Lessons Learned

The lessons learned involved with creating a more technical based levels than I’m used to creating. This level features the most blueprints I’ve created for an entire level ranging from basic ones to more advanced blueprints. Also creating a whitebox in an action box style to fit how many AAA companies tend to create levels. This level is a created to follow a more AAA structure of level design than the previous levels. The level is perfectly scaled and playtested with iterations made so that I could pass this level to an environmental/level artists so that this can be a fully built level that can fit in an official Zelda game.

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The River Village - Third Person Stealth Whitebox