World map work in progress. The idea is to have the entire world map built in one scene so that they can be dissected and split into individual scenes later. This will be used for level streaming, which is far more efficient.

Link's Mecanim sheet. The complexity is due to having to work around using a system designed for 3D objects that can change their rotation. Link has four branches, one for each direction he can move and attack. Were this to be for a 3D animated mode…

Link's Mecanim sheet. The complexity is due to having to work around using a system designed for 3D objects that can change their rotation. Link has four branches, one for each direction he can move and attack. Were this to be for a 3D animated model instead of sprites, this could be reduced to three or four states.

Zelda Engine (2014+)

In my spare time I've taken to rebuilding the original NES title Legend of Zelda in Unity. That may sound somewhat basic, but it's easily within scope for a single person, and it forces learning systems that have better applications in other projects - an inventory system, AI, GUI, level streaming, and so on.

Ultimately, I am building it as a learning experience. I hope to use the engine and the original game's core design as a framework to build my own game, if for no other reason than the experience it would give me, and the opportunity to  bring a new experience to the table.

There are certainly some problems with the original title - the bombs, for example, are crucial towards exploration, yet the player is given a limited number, likely as a result of how powerful they are in combat. Keeping them balanced works somewhat against the theme of exploration. But the game has a feel for exploration that I've never seen anywhere else.