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  1. 3 paź 2017 · The same is true with rectangular shapes in the overworld. An image from the game’s development shows how these appear in Breath of the Wild , which makes it clear just how much of the game’s...

  2. 4 maj 2023 · In the late 1990s, Aonuma began working on the Zelda series as a dungeon designer for Ocarina of Time, a Nintendo 64 game that was the franchise’s first adventure with 3-D graphics.

  3. 15 lip 2024 · In contrast, the Breath of the Wild team chose to look to the original themes of the Zelda series instead of using Ocarina of Time as a blueprint. Miyamoto has frequently spoken about the themes of the first Zelda. He has referred to it as a game “about hiking” [8] and about a “boy becoming a hero” [9].

  4. 11 maj 2023 · A deep dive analysis from Eloi Duclercq entitled The Legend of Zelda: Breath of the Wild from a UX point of view. And some thoughts from Jon Irwin on one of Breath of the Wild’s most dramatic changes to the Zelda formula, entitled Link can jump in the latest Zelda. Here's why that's a big deal.

  5. 24 lis 2018 · As part of an interview published in the newly-translated Zelda: Breath of the Wild – Creating a Champion book, art director Satoru Takizawa commented on the series’ ever-changing visual style. Takizawa had this to say on the topic:

  6. 21 gru 2016 · It’s The Legend of Zelda ’s 30th anniversary this year, and so we thought you might appreciate a look at some illustrations created during the development of the first The Legend of Zelda game,...

  7. 15 cze 2023 · The Legend of Zelda: Wind Waker. Wind Waker’s radical cel shading enabled a lot of brilliant changes. Mostly, it enabled expressiveness.

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