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Ghost Town

The goal of this collaborative project was to produce an additional level within a pre-existing game. The primary focus was to explore some of the architectural concepts that populate the game and iterate on them in a new way to create a fluid concept for a level.

I took charge of the in-engine work using Unreal Engine 5 tools to bring my team's level to life. Using the custom assets created by my team and outside free assets I crafted the town layout ensuring smooth playability and a streamlined connection to my team's theorized labyrinth design.

The selected game was Zelda: Breath of the Wild and along with my partners, I created the town of "Watenuki", which leads to a fourth labyrinth. As there are only three major labyrinths in the game we chose to construct a fourth, intending to have it be the origin of mass monster creation causing the town to be abandoned. The labyrinth center would contain a duplication crystal that must be destroyed to save the town.