A screenshot from Destiny 2, of a fireteam running down a scintillating triangle hallway towards a portal.

Laid off from Bungie

After 9 years–fully half of my adult life–I was let go from Bungie this morning, along with MANY other amazing folks.

Getting to work on a game like this, where I made and helped make experiences that are enjoyed by millions of people, was a huge privilege.

But I don’t want to leave this off with a simple “it was a privilege, thank you Bungie”.

A scan of what looks like a single page that has a lot of concept or illustration sketches on it, with Japanese text scribbled throughout. There are sketches of Gerudo, Twinrova, a Poe, an old concept pf Ganondorf, Ganon, a few stalfos, and more.

The Seminal Third-Person Adventure

The Legend of Zelda: Ocarina of Time was a towering achievement, a game that raised the bar far above all that had come before.

In 1998, 3D games were not new: 3D games with first-person, top-down, and side-scrolling viewpoints had already arrived, as had third-person platformers. But nobody had yet made a third-person game with both strong camera control and melee combat, especially not in a vast, immersive world. There was no blueprint, and design pitfalls awaited any team that tried.

Ocarina of Time solved that puzzle decisively. It was a model for making third-person 3D action games that were approachable and ambitious. It broke new ground in camera control, melee combat, level design, and world design. It achieved a high standard for readability and approachability; nothing like it had ever been made before, and it set a high-water mark that wouldn’t be surpassed for years.

The logo for the Sacred Realms podcast. It resembles the logo and typefaces for Zelda 1, but with a white, gold and red color scheme.

Sacred Realms Podcast: A Link to the Past

Sacred Realms is a Zelda retrospective podcast, where hosts Matthew and Lyndon Willoughly discuss the Zelda series as they replay all the games. I’m a frequent guest on the podcast, offering my perspective as both a game designer who and a Zelda fan.

I appeared in a couple A Link to the Past episodes. We discussed topics like verticality in dungeon design, and 2D vs 3D gameplay. We paid special attention to the infamous block-dropping puzzle in the Ice Palace – and I discussed why it is so difficult and why I suspect the Zelda team considered it a failure.

The logo for the Sacred Realms podcast. It resembles the logo and typefaces for Zelda 1, but with a white, gold and red color scheme.

Sacred Realms Podcast: Skyward Sword

Sacred Realms is a Zelda retrospective podcast, where hosts Matthew and Lyndon Willoughly discuss the Zelda series as they replay all the games. I’m a frequent guest on the podcast, offering my perspective as both a game designer who and a Zelda fan.

I appeared in a couple Skyward Sword episodes, where we delved into topics like dungeon design, and contrasted Skyward Sword with Breath of the Wild.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

What is “World Design”?

The theme of this class is “World Design”, a subset of Game Design. The goal of this document is to explain what that means!

“World Design” is nebulously defined. Some companies have “World Designer” as a job title, but they don’t necessarily describe the same job. I’ve seen it used to describe traditional mission or level design work, designing vast non-linear spaces in open world games, and even the design of systems or UI related to the game world. So we will use a very broad definition in this class.

If Game Design is…

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Twitter Thread: The World-as-Mystery Genre

One of my favorite story archetypes is the “world as a mystery”. I love it when there’s a big unknown about the setting’s mechanics or history that deeply impacts the story + characters. And the story is then structured like a mystery novel.

I love that excitement of learning a setting’s history and, as we learn more, it re-contextualizes everything we thought we knew about that world. Of course, major revelations about the world must coincide with major character moments for maximum impact!

Art of A Link to the Past Link handing the Master Sword over to Breath of the Wild Link.

Ocarina’s Image: Freedom in Breath of the Wild

Fifteen years after Ocarina of Time, the Zelda team finally retired its time-worn solutions to the problems of 3D. They shifted their philosophy, drew from the inspiration for the first Legend of Zelda, and rebuilt the beating heart of the franchise from first principles.

Previously we examined the challenges of building the first 3D Zelda, and the tradeoffs that Ocarina made to maintain approachability. These compromises attempted to balance two unsolved problems: decreased readability, and greatly increased complexity. In this final article, we’ll see how Breath of the Wild found new solutions to those problems.