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To digress for a second, at this point in production, I gave the Machine Lifeforms an Emil-like appearance because I was imagining a sort of convergent evolution.Ĭonvergent evolution is the natural phenomenon of animals from completely different evolutionary backgrounds adapting into similar forms. These designs really clicked with me, but I was still surprised when YOKO-san and the other staff around me immediately gave them the nod of approval. You can see some of them at the bottom left of this page from my sketchbook: “Actually,” YOKO-san told me, “I’d rather you didn’t think too much about the designs from the original NIER.” Still, I started playing with silhouettes inspired by the distinctive motif of Emil from the first game. But I just wasn’t satisfied – I couldn’t come up with anything that met my own ideas of what a NIER-ish design should be. With these rules firmly in mind, I started sketching.
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Make them a little unbalanced, to show they’ve got character.Make them cute enough to appeal to all sorts of players.And I figured, since some fancy new 2B and Machine Lifeform figures just hit the shelves, what better time to share my mechanical design process with all of you?įull disclosure: I get carried away when I talk about mecha design! But I’ll try to include as many images as I can to keep things easy to understand.Īs I worked on early concept designs for the Machine Lifeforms of NieR:Automata, YOKO-san gave me a few rules to follow: I’m glad to be back with my second NieR:Automata devblog. (I promise I gave the UI my full attention, too!) I’m very passionate about mecha design – to the point that director YOKO TARO was afraid I’d put all my focus on that and slack off on the UI.
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You may remember from my previous devblog that I designed the UI for NieR:Automata, but that wasn’t my only job.
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