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Genre: 3D Action-Adventure


The Legend of Zelda: Majora's Mask is well known for it's wonderful characters - including one of the most memorable villains in the history of video games. Skullkid takes a second look at that villain and gives the players a chance to step inside the mind of the Skullkid - see who he is as a character, and dig deeper into how he became the monstrosity that was the villain behind the Majora's Mask.

Number of Players: 1

Development Information


Lead Designer
Mission Designer/Scripter


As the Lead Designer for SkullKid, it was my responsibility to ensure that all parts of the project complete and up to par with the project's overall vision. As the Mission Designer I was also responsible for programming/scripting all the aspects of the main mission (objectives, player feedback, player progression) and ensuring that the player understood what the goal of the game was and how to proceed.


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Development Time:

~4 Weeks

Team Size:

TeamSize TeamSize TeamSize
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Being a Lead

This project was my first time being a lead on any project. Unsurprisingly, your first time doing anything tends to be more of a learning experience than anything else, and boy did I learn a lot. The main challenges in being a lead on the development of Skullkid was the sheer number of tasks I had to complete as the lead designer and having to effectively communicate with my team. While my team was only 6 people, it was still more work than having to only look after my own portion of work. Most challenges occurred in communicating with the whole team on what exactly was to be done by the next meeting.

Mission Structure

As the Lead Gameplay/Mission Designer, another challenge I came upon when developing Skullkid was that, early on in development, we decided to give the players the freedom to tackle the mission objectives in any order that they wished, creating a semi-open world feel, which required more work on my part as the mission scripter, but in the end I felt it brought a lot more to the project and gave the player more options when playing the final product.

Top-down Gameplay Progression Map


We wanted this game to feel like it really belonged in the Zelda Universe. We maintained the third-person perspective and researched into the lore of the SkullKid to really hit that point home.

We started off the game simply by giving the player the objective of "causing mischief." While that sounds vague, as the player explores the town, they are presented with different opportunities to fulfill that goal.

Something else we included were mission trigger zones that switched the player to a new camera that showed the updated objective as well as what to do next in order to proceed through it, which constantly gave the player a goal.

For example, the player would walk near this bridge, which would trigger a camera switch and show a more specific objective such as "This bridge looks a little unstable - it would be a shame if a bomb went off on it..." - the camera would then pan to a bomb somewhere in the town. Thus the player's new objective is to find this bomb so that they can blow up this bridge.


Development Progression:

Top-down Map Progression

Map Progression 1

Map Progression 2