The Wind
By: Sammy Chuang, 3 April, 2025
By: Sammy Chuang, 3 April, 2025
The Wind was an incredibly difficult character to craft because of two design challenges:
The Wind is meant to be an expression of the player. We want the player to feel like Wind, so how do we determine how it behaves or what it looks like?
When do we even see the Wind? Are they a persistent, on-screen character? (like the Wisp?) Or only triggered when the player blows?
We experimented with the Wind as a distinct character. We looked at characters like Navi in Ocarina of Time or the Ocean from Moana (characters are not always present, but we know they are a sentient being) but also Cappy from Super Mario Odyssey (who is always present and will ocassionally move when near something interesting for the player).
One concept artist did several passes on Wind and Wisp interactions, such as the Wind tugging the Wisp somewhere, or giving them a head pat. The concepts were great, but raised a lot of technical questions:
How would we implement the Wind behavior? How would we get it to interact with the Wisp?
Is it a VFX and animation we make in Unity? Or a baked 3D animation?
Do we need a 3D model for the Wind?
Many of these challenges we didn't have good solutions to, and therefore weren't able to pursue some of these interactions procedurally. They wouldn't be able to happen anywhere in the world. Additionally, creating a visual direction for the Wind as a persistent, on-screen character was difficult and giving it too many behavioral characteristics made it feel less and less like an expression of the player. This was directly in conflict with the design goals of the project, and scrapped most of these changes.
The Wind as a persistent, on-screen character that follows the Wisp, Iteration 1.
The Wind as a persistent, on-screen character that follows the Wisp, Iteration 2.
Concept by: Tian Yang
Concept by: Tian Yang
Concept by: Tian Yang
Concept by: Tian Yang
Concept by: Tian Yang
We started concepting specific trigger areas for the Wind to manifest as a character. Areas that prompt the player to blow and will trigger a unique wind VFX and animation. These areas mirror player experience and how they are feeling at a specific moment in gameplay. In the swing interaction, the Wisp will have just come back from the forget-me-not level and a new area will have been unlocked. The player is already curious about finding the next area ahead, we mirror this curiosity and use it to trigger a scripted Wind sequence of the Wind coming to pat the Wisp on the head and lead them to another area.
Concept by: Tian Yang
We started designing the Wind's visuals to feel like an expression of blowing that comes from the players, and feels like blowing is the player's window into the world with the Wisp. Instead of blowing to trigger events of the Wind as an entity interacting with the Wind, blowing will directly interact with the Wisp. For example, pushing the Wisp on a swing, or blowing a pinwheel that causes the Wisp to giggle.
To give the Wind more physical presence and make the world feel more alive, we looked for ways to have the Wind interact with the world apart from just playing with the Wisp. All of the flowers react to the Wind whenever the player blows!
Wind VFX iteration, March 2025.