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#NishibeQuote
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PEOPLE:
- Yasutomo Nishibe. Lead Dungeon Artist for Breath of the Wild.

QUOTE: 
Nishibe: The starting point for designing the Divine Beast dungeons [in Breath of the Wild] was questioning if we could use in-game physics mechanics to make dungeons. We wanted to move entire floors to affect a variety of objects, for example. 

Then, we decided on the elemental themes ... For the designs themselves, while keeping in mind that these are highly advanced weapons, we instilled a sense that these were tin toys rather than pursuing a cool, futuristic sci-fi look. I tried to make them into something attractive—off-putting, but also somehow nostalgic. I tried to make each dungeon into its own character using its appearance, animal motif, and movement.

PEOPLE: - Yasutomo Nishibe. Lead Dungeon Artist for Breath of the Wild. QUOTE: Nishibe: The starting point for designing the Divine Beast dungeons [in Breath of the Wild] was questioning if we could use in-game physics mechanics to make dungeons. We wanted to move entire floors to affect a variety of objects, for example. Then, we decided on the elemental themes ... For the designs themselves, while keeping in mind that these are highly advanced weapons, we instilled a sense that these were tin toys rather than pursuing a cool, futuristic sci-fi look. I tried to make them into something attractive—off-putting, but also somehow nostalgic. I tried to make each dungeon into its own character using its appearance, animal motif, and movement.

Nishibe on the dungeon design process for the Divine Beasts, 2017.

Source: Creating a Champion

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