Zelda fans, check this out. RwanLink just dropped a cool teaser trailer for a fan-made Zelda: Ocarina of Time film, and it’s done in the style of Studio Ghibli. He made it using Unreal Engine 5, and it looks absolutely mind-blowing. Don’t miss it; you’ve got to watch it.
In case you didn’t know, RwanLink has made some other cool fan videos of The Legend of Zelda: Ocarina of Time in Unreal Engine 5. You should definitely check out these videos. So far, the artist has recreated Goron City, Kokiri Forest and Zora’s Domain. They all look fantastic, so be sure to check them out.
What’s super cool about this new teaser trailer is the Studio Ghibli art style. Instead of just making Ocarina of Time look better, the artist went for something totally fresh. And guess what? It totally worked. I know some of you might not be fans of our UE5 articles, but seriously, give this teaser a watch. It’s definitely worth your time.
RwanLink will drop the full version of the Zelda: Ocarina of Time x Studio Ghibli video on December 25th. In this video, the artist crafted more than 30 characters. Plus, the film will center around the Castle Town area.
If you’re into Unreal Engine 5 stuff, you’ve got to check out these other awesome fan video remakes. There are faithful remasters of Dark Souls and Dark Souls 3, which are super cool. Then there’s this fantastic fan remake of STALKER that’s worth a look. Don’t miss the Grand Theft Auto 6 fan concept in UE5; it’s pretty impressive. You should also watch the full-on remake video for Final Fantasy 9. And if that’s not enough, there are fan remakes for Death Stranding, Fallout 4, The Elder Scrolls V: Skyrim’s Solitude, Grand Theft Auto 4, Fallout 4, Resident Evil’s Spencer Mansion, and Skyrim’s Whiterun. They’re all really cool, so give them a watch.
Enjoy and stay tuned for more!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Needs more FPS, but if Ocarina of Time were ever actually remade, this is indeed almost exactly what I would imagine/want it to be.
Minus the cel-shaded look of course. The visuals here look amazing but not every Zelda game needs have that cartoony look to it, especially an OoT remake. I just hope the next-gen entry for this series goes back to the Ocarina/Twilight style.
Make a choice. Either you do stylized graphics or realistic. Mixing the two looks horrendous. Mayonnaise and spaghetti are both lovely, combining them however, is disgusting.
https://uploads.disquscdn.com/images/af8bbb5c50630f0bbc3ed497e8a8b4c63ac5f2927fa4179b3aa72bb9d383adaa.jpg
Someone used shader art style in unreal Engine 5 , they could make own game in this art style like ni no kuni 3 ?
Every 3d renderer, be it a game engine, 3D program, even CAD programs, can do cell shading.
Normally a Phong or Lambert lighting model measures every surface’s angle to the light source, so you get this gradual light. What cell shading does is use just a few bands of light, and every angle that falls within a certain band gets the same color. Cell shading requires far less expensive dot products, that’s why a Nintendo Switch with potato hardware can run giant worlds.
https://uploads.disquscdn.com/images/f61aa3ddb88f4feb0a71e2a5a1a5a09c90b54b7f61800ceedba77808ab468e15.jpg
Every 3d renderer, be it a game engine, 3D program, even CAD programs, can do cell shading.
Regular 3D games use a Phong or Lambert lighting model which measures every surface’s angle to the light source, so you get this gradual light. Cell shading uses just a few bands of light instead, and every angle that falls within a certain band gets the same color. How many color bands you choose is up to you. It’s not that different from vectorizing an image.
Cell shading requires far less expensive dot products, and you generally don’t even need to use any textures for most assets, since the style looks fine without them. Cell shaded games run ridiculously well and can have a tiny install footprint due to the lack of textures, you can almost endlessly optimize them with lookup tables. That’s why a Nintendo Switch with potato hardware can still render giant 3D worlds.
https://uploads.disquscdn.com/images/f61aa3ddb88f4feb0a71e2a5a1a5a09c90b54b7f61800ceedba77808ab468e15.jpg
Mixing stylized graphics with realistic graphis like is like putting Mayonnaise on Spaghetti. Both lovely in their own right, combining them however, is disgusting.
The only 2 things that Nintendo games really benefit from are higher FPS and higher higher resolutions than found on Switch. The moment “modders” start messing with assets and lighting, they mess up the style of the game and make it worse.
I have always found it a bit pretentious that these modders operating from their basement, thinks they’re better at stylizing a game than Nintendo. Newsflash, you’re not.
https://uploads.disquscdn.com/images/af8bbb5c50630f0bbc3ed497e8a8b4c63ac5f2927fa4179b3aa72bb9d383adaa.jpg
looks like an amazing concept for the next Zelda game
Those choppy animations make my eyes vomit.