Zenko: A Fox’s Tale

The Shrine and the Ascent

A whimsical fox must move between realms to capture wandering spirits, discover new abilities, and restore an abandoned shrine.

I am a level designer for Zenko: A Fox’s Tale and a member of 17 developers on this team. The level featured in the first video is mine and at the time of the recording was in whitebox. The second one was our final presentation on release day!

I am responsible for whiteboxing and set dressing the game’s tutorial and hub level, named the Ascent and Shrine, respectively.

Software used: UE4, Maya, and Photoshop

 

When we began, I began collecting resources for a Misty Japanese Mountain exploration. I wanted to capture that feeling of a lonely, moss strewn alpine forest in northern Japan for the game’s tutorial, aka the Ascent. However, by the time the player has climbed the mountain and reached the abandoned Shinto Shrine, it was practically calling for a Shinto Rock Garden complete with gravel, traditional architecture, and Sakura blossoms in the distance. The Sakura trees growing at the Shrine are protected from the harsh cold by the magic energy of the mountain. Below is the reference board for my level.

smaller references for the tutorial and shrine.png

The Outline for the Shrine and the Ascent

After I gathered resources I went through many iterations of the outline of the mountain that the player ascends from hand drawn maps, to painterly brushes in photoshop, to the current version, posted below.

 

Next came whiteboxing

 

After the first iteration of the whitebox was created, I then decided to start working in engine. I knew from the get-go that I needed to make custom whitebox textures so I made a few for the team to give our team’s whitebox proxies a unique look as well as making several action blocks for our protagonist.

Then the Set Dressing and revisiting the Ascent…

 

By our April 2021 presentation, I had the second pass of the Ascent portion of my level fully whiteboxed and underwent two weeks of playtesting.

VFX Prototypes

Just because I thought that building a playable level wasn’t enough, I took it upon myself to create several VFX instances. One of which is a secret! Please note that the Shrine was in a very early whitebox at the time of recording.