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SOJOURNEY ISLAND

Zelda-like shrines in an open-island level

INTRODUCTION

This level is a work-in-progress, envisioned as an island brimming with secrets and intricate puzzles.

In this version, I've incorporated kite trials within the ancient ruins. These trials not only function as puzzles but also aim to instruct players on maneuvering the kite and bow.

The ultimate goal of this level is to activate and open the entrance to the volcano.  In order to do this, the player must activate the three shrines. 

Each shrine activates air towers, from which the player can reach new areas of the island and acts as shortcuts.

DETAILS

OVERVIEW

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SHRINES

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BIOMES

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VOLCANIC MOUNTAINSIDE

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RAINFOREST

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BEACH

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VILLAGE

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MANGROVE SWAMP

PROCESS

THE OPEN WORLD ASSIGNMENT

The origin of this project traces back to a school assignment centered around crafting an open-world level.

At the outset, I lacked a concrete objective and so my sole aspiration was to allow the creative process to organically shape the world.

Over successive iterations, I gradually molded the level into the vibrant island it has become today.

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This is the lake by my vacation house that I used as a stepping stone.

THE ARCITECHTURE

I knew that I wanted to incorporate architecture into the project. I wanted the style to be distinct yet simple. After gathering references I designed a test asset which came to be the architecural expression of the ruins.

While in the blockout stage, I found it useful for estimating volume but challenging to capture the spatial qualities I desired. So I created a straightforward and efficient modular kit in Blender.

 

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I experimented with different builds as I progressed, but prioritized the spatial qualities within. Consequently, these among other designs didn't make it into the final design.

THE TEMPLATE & WHAT I ADDED

The template provided by Oliver contains the basic features from Zelda: Breath of the Wild. 
 
As the timeframe for this project was short I decided that I wanted to add as few features as possible while maximizing the amount of gameplay from them. 

The force field can't be penetrated by arrows, so the player must traverse through it in order to activate the crystal.


While there are no enemies in the level, I did want the tension to increase with each shrine. First I added spikes, they reflect their purpose & function in their appearance. You land on them, you die.

However; I felt that  there wasn't enough "danger" within the shrines. I decided to keep the concept of the eyes and create an evil version with a beam that hurts the player on contact.

From template: Bow & Arrow - Climbing - Crystals - Kite gliding

I've added: Air vents -The Eyes - Spikes - Force field

SHRINES & DESIGN

SHRINE ONE

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The first shrine is the only one accessible at the beginning of the level.

This shrine aims to let the player get comfortable with the controls while simultaneously teach them the mechanics of the ruins. It is a safe environment and poses no threat to the player. 

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The crystals allow the player to interact with their surroundings, helping them open doors and activate eyes and air vents, which in turn helps them progress.

The eyes act as visual indicators, giving feedback on the player's progress.

Similarly, the volcano entrance also has three eyes to be activated.

The light blue planes are force fields. Arrows cannot penetrate the field, but the player can move freely through it. 

It's a very nice puzzle mechanic that forces the player to find a way through the force field in order to activate the crystal.

SHRINE TWO

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The second shrine intensifies the tension as laser beams emitted from the evil eyes crisscross throughout the shrine.
 

The crystals that need activation are positioned near the floor, but the only accessible point is from above. Players must ascend, then skillfully navigate through the chaotic beams to reach the crystals.

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The laser beams seem too many too handle from below. From above you get a better view, crystals are highlighted and the player can plan their way down.

Some crystals are easier to reach than others.

Walls block of the crystals from each other, making it impossible for the player to glide between them.

Therefore, each crystal means one more journey through the laserbeams.

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SHRINE THREE

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In this area, players must carefully manage their stamina as they navigate through a floor laden with deadly spikes. If stamina runs out, the player risks plummeting with minimal aerial control.
 

Adding to the challenge are the evil eyes orbiting the central pillar, relentlessly chipping away at the player's health and proving difficult to avoid.

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The crystals are situated between narrow force fields.

Players must utilize the brief window of time before the force fields separate them.

Shooting arrows mid-air consumes more stamina than from the ground. Therefore it's wise to double check if enough stamina remains for gliding to safety or avoiding the laser beams.

The last stretch of the shrine takes the player outside to venture along the facade and two loose air-vents.

I designed the shrines  with future iterations in mind.

I'd love to add more exterior locations to the ruins, and this glide-segment between the towers is an example of that.

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CLOSING THOUGHTS

I have numerous plans and ideas for this level. Initially, I struggled to decide what to include, considering reworking the main path from the school assignment.

However, three weeks proved insufficient. I realized the necessity for pure gameplay. While the island is explorable, there is limited interaction available.

Overall, I am content with the project, though I can't shake the feeling of wanting to do more. Although I initially decided on three shrines, I now believe two would have sufficed. This adjustment may have allowed for further progress in design and iterations.

Exploring the challenge of creating multiple puzzle mechanics from minimal objects has always intrigued me, a task I've tackled in previous projects with enthusiasm.
 

Given that the shrines serve as both a trial and tutorial preceding the volcano's entrance, striking the right difficulty balance was crucial. Finding this equilibrium proved challenging; puzzles risked being either too easy or too difficult. It took several rounds of playtesting to refine the game loop to satisfaction.
 

I take pride in the architectural design and incorporation of shrines which complement the island's spatial quality. Their strategic placement almost encircling the island enhances the overall experience.

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