HIKIRA VILLAGE
Hikira Village is a quest level designed to fit the setting for Zelda BOTW where the player will experience combat, puzzle and exploration in a non-linear gameplay setup.
ROLE:
Level Design
TOOLS USED:
Unreal Engine 4
TEAM SIZE:
Solo Project
DURATION:
3 Weeks
GENRE:
Open-world Action Adventure
DESIGN PROCESS
Pre-Production
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I began my process by studying Zelda's environmental design and decided to create a village located on the plains.
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Terrains and verticality:
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Village should be positioned on fairly flat ground.​
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While the landscape around it can vary in height
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Initial Floor Plans
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I thought it would be a good idea to continue the combat and puzzle mechanics Zelda has to bring an immersive and fitting experience to the player.
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​After the idea was set, I drew a rough block-out sketch of the different area setups which also determines the flow and the pace of the level.
Level Goal
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The goal of the level is to save Lady Harika, the player will find her captured next to the windmill.
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The non-linear setup will encourage the player to explore combat, puzzle, and narrative encounters around the objective.
DESIGN CHOICES
CLEAR LANDMARKS
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The level should provide the player with a clear sense of direction and location.
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I made sure to create clear landmarks and visible pathways to help the players easily navigate the environment and understand their surroundings within the open field.
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The shrine is a well-known landmark in the Zelda game series, I incorporated one into my level to add a familiar element for players.
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The Hill Kira Shrine serves as the first respawn point, the shrine's location is easily accessible
COMBAT SETUPS
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To create a chill and exploration-focused player experience, weaker enemies are placed near the Hill Kira Shrine
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Introduce basic melee combat mechanics.
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Clover Lake
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This combat setup is set to introduce the player to ranged combat with bow and arrows. ​
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To add a layer of excitement, I incorporated parkour elements within the lake area. The design of broken bridges challenges the player to leap across.
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PUZZLE SETUP
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When designing my level, I wanted to incorporate the signature Korok Seed Puzzle.
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​The player will need to find and transport the apples onto the plates to unlock the cave door.
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You will find purposely scattered apples around the village, in the farmer villagers' baskets, on their tables, and the fruit trees.
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I made sure that players had access to a sufficient number of apples to complete the puzzle.
NARRATIVE ENCOUNTERS
Hikira Village
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Going up the hill, the player will pass through a bright, colorful gate as they enter the Hirika Village.
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The village is characterized by its warm and welcoming atmosphere that reflects the village's lively and harmonious nature.
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NPCs
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The village is populated with diverse and interactive villagers.
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While exploring the village, the player will gain information related to the Lady Harika they are seeking.
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For players to engage with the village's inhabitants and progress the questline story.
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LEVEL END
The level comes to an end when the player makes their way uphill toward the windmill. This large landmark can be seen at the start of the level, foreshadowing it being the final destination.
At the top of the mountain, the player will find Lady Harika captured. Defeating the final boss will complete the player's questline.