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Monolith Soft releases first interview detailing their work on Tears of the Kingdom

Monolith Soft has shared a new behind-the-scenes look at its work and contributions on The Legend of Zelda: Tears of the Kingdom, focusing on character art and modeling.

According to the interview, the studio’s involvement began much earlier than some fans might expect. Rather than simply translating finalized designs into 3D models, Monolith Soft artists contributed from the conceptual stage, sketching ideas inspired by Nintendo’s direction. Some of these early explorations ultimately evolved into elements seen in the final game, highlighting how collaborative the development process truly was between the two studios.

A key theme throughout the discussion is that character modeling isn’t just about visual fidelity, but also, it’s about communication. The team emphasized designing enemies and characters in a way that clearly conveys gameplay information to players. Using subtle visual cues, like shapes, movement, and detailing, helps signal behaviors, threats, and even potential rewards. This philosophy reflects the broader design language that has defined modern Zelda titles.

The interview also sheds light on the technical challenges introduced by Tears of the Kingdom’s ambitious systems. With mechanics like Fuse and Ultrahand allowing for massive player creativity, the team had to account for an enormous number of visual combinations. To manage this, Monolith Soft and Nintendo developed new workflows and shared pipelines to ensure consistency and quality across the game’s many permutations.

The developers really emphasized their close, ongoing collaboration with Nintendo throughout production. This partnership ensured that artistic intent and gameplay functionality remained aligned, with constant iteration helping refine everything from enemy readability to overall visual cohesion.

With additional interviews on programming and animation reportedly on the way, this first deep dive offers a compelling look at how much thought goes into every detail of Hyrule. It’s a reminder that even the smallest visual elements in Tears of the Kingdom are carefully crafted and not just to look good, but to enhance how the game plays.

You can check out the full Japanese interview from Monolith Soft here: https://www.monolithsoft.co.jp/interview/dev01/interview_characterart-modeling.html

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