Conceptual Report | Breathing in the Wild

INTRODUCTION Breathing in the Wild: Zelda was a youtube video series of essay-like episodes that discussed different aspects of the game text Zelda: Breath of the Wild in light of artistic approach and game design. Unpacking the uniqueness of the games artistic design was a challenge that required research into the designers themselves, design structures…

Breathing in the Wild: Link

As my breathing in the wild series comes to a close, I have researched partly the game narrative lens of Zelda Breath of the Wild in light of the purpose of shrines. The significance of shrines in the game is pivotal to the game’s progression itself (Majmuder, 2020). Link receives gifts for the Sheikah slate…

Breathing in the Wild: Village Design

The villages in Breath of the Wild each have their own personality fitted to the type/species of inhabitants it has, in addition to the history it holds. The designers and art directors of the game talked about the importance of ‘formative experiences’ which was discussed in past weeks blogs. Formative experiences were defined by them…

Analysing Comments Round 2

Hannah I really love Hannah’s DA and I’m glad she changed it to something she’s more familiar with. I really like the comparison in sims 4 and animal crossing horizons because it’s something that has been debated in the gaming community for quite some time (of what’s better). In my comment I suggested that Hannah…

Breathing in the Wild : Beta

Breathing in the Wild: Zelda has been my digital artefact series critically analysing the game media text Zelda: Breath of the Wild in light of the design significance and unique artistic game style it encompassed. I decided to venture into Youtube series’ to thoroughly explore through different textual analysis’ to adequately unpack my analytical frameworks…

Breathing in the Wild – Map Design

The next element that I analysed for Zelda: Breath of the Wild was the map design and how it assisted the usage of associated map features in the game. Zelda encompasses an ‘open-world’ map which can be identified as “An open world is a nonlinear virtual world in which the player has the agency to…

Breathing in the Wild : Landscape Design

The first design element within the world of Zelda I analysed was the landscape of the open-world map. Nintendo has explained that some design strategies used in the landscape of the game were to integrate “triangles and rectangles” into the landscape design (Frank, 2017). Utilising these shapes together means placing strategically mountains, hills, structures, towers…

Commenting on Project Pitches

Emma Jenkins Emma’s digital artefact is incredibly unique and interesting. Not only do I think it would gather a large audience due to just plain entertainment, I believe it is an interesting viewpoint to take on game analysis through the lens of the in-experienced. It really outlines how important the first 15 minutes of gameplay…

Breathing in the Wild – Zelda

My digital artefact will explore the game media text of Zelda: Breath of the Wild and the innovative new game art style introduced to this open-map action-adventure game.  Vidqvist (2019) describes the pre-existing criteria for the art direction would be an abstract realism which would both convince the reader of fantastical situations (e.g. logs turn…