1/31/2024 0 Comments Nier automata 2b set by dint999I think the result is a design that, through its simplicity, conveys a lot of different expressions to suit the situation – sometimes cute, sometimes menacing.īy the way, I applied similar “subtractive design” principles later on in development, when I was called on to design the user interface. I chipped away at my designs, removing details until only the bare necessities were left. However, I eventually decided that a simple, subtractive design would make their personalities stand out the most. Make their silhouette easy to understandĪt some point along the way, I gave the Machine Lifeforms eyes and mouths.Stick to simple, symbolic characteristics, that even a kid could draw.I tried to make my designs meet a couple of goals: Soon it was time to take these preliminary sketches and build them up into the adorable Machine Lifeforms we all know and love. Machine Lifeform Concepts: Development and Polish Of course, I did this for my own amusement, but it’s also an important part of my process that helps me come up with a coherent mechanical design. I also came up with a few ideas of my own about how the Machine Lifeforms should move, and how they’d be put together, from a mechanical perspective. (Bats and birds, for example.) This is fudging the science a little bit, but my theory was that, perhaps in the world of NIER, all attempts to make the most powerful weapon possible would eventually lead to something like Emil – that his form would be the “fittest.” (Again, this isn’t canon! Just an idea behind my early designs.) 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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