Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Volume Seven: Female Staff

Watercolor Art

Iwata

Iwasaki-san, shall we talk about the items?

Iwasaki

Sure.

Iwata

What does someone given the task of creating the items in The Legend of Zelda think about?

Iwasaki

There are all kinds of items, but first you think about where it was made.

Iwata

Where the item was produced.

Iwasaki

That's right. An item from Skyloft was designed and made by the people who live there.

Iwata

Skyloft is in the sky, so it's separated from the surface world.

Iwasaki

Yes. Then I imagine all sorts of things. Skyloft is a pretty simple land, so rather than finely detailed patterns and gorgeous designs, they would probably favor simple ones. And they would use motifs drawn from things familiar to them like clouds and birds.

Iwata

You design as if you yourself have become a resident of Skyloft.

Iwasaki

Yes. There are, of course, lots of things with birds drawn on them and I figured there would be designs featuring things like wings and bird footprints and the wind and so on, and included a motif like that on the shield.

Iwata

That's why the first shield that Link gets on Skyloft has a mark like the footprint of a bird on it.

Iwasaki

That's right. While the people of Skyloft use simple designs, next there were items made by the goddess and the ancient civilization. For those, we thought of things made of a mysterious metal or mysterious material that is oddly smooth.

Iwata

You design with the land, where it was made and the culture behind it in mind, so each item takes on distinct characteristics.

Iwasaki

Yes. I design so that you should be able to tell in a glance where an item comes from.

Hisada

I worked on the Skyloft landforms. In making a single house, first I ponder over whether it is made of wood or brick or whatever.

Iwata

Your imagination starts there.

Hisada

Yes. It's a body of land floating in the sky, so it would be strange if lots of trees grew there. The wind is strong, so they wouldn't grow very tall. That would make trees valuable to the people there, so they wouldn't use many wood as building material. The designers and I imagined various things and said, "They must be earthen."

Iwata

You even think about the building materials for buildings.

Hisada

Yes.

Iwata

I see. In order that the designs feel natural, you think things through from a number of aspects that never appear explicitly in the game.

Hisada

That's right.

Iwata

Speaking of design, the art this time presented a new challenge.

Hisada

Yes, it did.

Iwata

It isn't the smooth photorealism so characteristic of computer graphics, or the cel-shaded animation13 of The Legend of Zelda: The Wind Waker. I sense a strong will toward designing in a new direction. How did that come about? 13. Cel-shaded animation: A type of 3D computer graphics technology that renders 3D data to appear like it is from a cartoon or an illustration.

Hisada

Since I've never been that good at video games, I wanted to create an atmosphere that would be easy for people like me to get into. So we tried to make an impression that would be bright and colorful throughout. Something that doesn't look scary at first glance is easier to take in your hands.

Iwata

I do feel like even the dungeons got brighter.

Hisada

Another reason it's brighter is that we paid a lot of attention to making it easy to see.

Iwata

If the screen is dark, it's easy to get confused.

Hisada

Yes. We talked about how it was necessary in this Legend of Zelda game to make it easier to tell where things are, where enemies are, and which paths to follow. So for an item like the Bomb, we made it easy to tell that it is an object for using.

Iwata

You made it so the objects and characters don't get lost in the background.

Hisada

That's right.

Iwata

But if you take that too far, objects would stand out too much. Was that a problem?

Hisada

Yes, that was what we worried over the most.

Iwata

For example, if you watch really excellent animation, the backgrounds are incredibly detailed and realistic, and the characters moving around in front of them are drawn in contrasting, simple lines. But they don't appear out of place.

Hisada

That's right.

Iwata

I think this new challenge must have been like that kind of animation. Nothing feels out of place. Why do you think you were able to do that?

Hisada

Early on in development, we had made not just the backgrounds, but the enemies and objects in a watercolor style as well, but everything, including enemies, blended into the background. You totally couldn't pick out your goal. Then we used half-toon rendering, which is similar to cel-shaded animation, to represent characters and others, to make them stand out.

Iwata

You used cel-shaded animation for certain parts.

Hisada

Yes. When we tried using that technology, it didn't look flat like with cel-shaded animation, but a little airy and soft. As mentioned earlier about animations, the backgrounds were realistic and simple, soft characters were moving around in front of them, and it didn't feel off at all, so we thought, "This might work!" But even then, problems arose here and there with some things standing out too much and some fading into the background. After that, we made constant checks, finely adjusting the colors and brightness, adjusting the watercolor of the backgrounds, lighting…

Iwata

Oh, you adjusted each thing with precision.

Hisada

A lot. At the end, we ended up working until morning as we made adjustments.

Marunami

We really adjusted each one. For example, for things like grass and trees, things you just simply enjoy a reaction from, they can blend into the background somewhat. People who notice them will enjoy them. But for other objects...

Iwata

If players don't notice them and can't solve the puzzle, then they can't move forward.

Marunami

Exactly. We adjusted each thing so that even though they look natural in the watercolor style the players will notice what is there.

Iwata

How about items?

Iwasaki

The Bomb this time is light blue, but at first it was darker. When you went into a dark underground stage, you couldn't see it.

Iwata

It would be a problem if you couldn't see the Bombs! (laughs)

Iwasaki

Yes. So we made it a lighter color that would be clearly visible above ground or underground but still fit in with its surroundings.

Iwata

You were able to pull off the watercolor-style art because in the end everyone joined forces to adjust by hand what you had each been in charge of earlier.

Everyone

That's right!