https://docs.google.com/document/d/1CCFFuBWYqJm6nAeoJrW5WZ6ELC3th2ri5VHJaVo_sfc/edit
NoriZC: I think it’s the usage of pragmatism as the base, combined with rich cultural diversity. For example, the logos for each faction are based on monochrome vector graphics. Their identities are very distinct from each other, and for a “game” perhaps it seems a bit “un-unified”
Some of their visual language resembles European coat-of-arms, some are based on totems, and some are closer to corporations or sport leagues. In short, the logos aren’t put into “uniforms” just because they are from “a game”, this way it seems like they actually exist in a world. Like in Earth Online(TL Note: Real Life) different organizations and departments have differently styled logos. Of course they’re different, this is something that I prefer.
Q2: When you’re creating Arknights, what left the deepest impression on you?NoriZC: I suppose it would be the development of the character’s stories. Brainstorming with HaiMao-Sensei on one end while conceptualizing on the other, basically the usuals of the initial pre-planning work. We would discuss the character’s histories, how they interact with each other, and the development of the organizations they belong to, the happenings of the country they’re from, etc...So sometimes it feels like, instead of creating characters, we were excavating these characters from this world.
Q3: When you are creating, where do you usually get your inspiration?NoriZC: A part of it comes from the setting of the world I discussed with HaiMao-Sensei. Then melding the personal preferences of my aesthetics into this, like fashion, medical equipment, and such. Also I prefer lighter, more elegant colors.
NoriZC: Earlier on in the project, I would discuss it with HaiMao like I mentioned before, there wasn’t a well defined trail to follow, so I would note down whatever I thought was interesting.
In the present, there is the need to steadily produce high quality content that fits release, so it’s a bit more regulated, a bit more logical, like I begin from the requirements I receive from the copywriter. Based on “Set Clues”, such as their personality, hairstyle, identity, occupation and such. I deduce and outline the character step by step
Q5: When you are designing the relationship between characters, what do you think is the most important?NoriZC: I personally think it’s “suffering”. Like in a story there must be an opposing force so there can be forward motion. Someone encounters suffering, and so someone needs to remedy that misfortune, or someone protects the person going through that misfortune. I think everyone’s relationships will grow closer under suffering and misfortune, after all this takes place in a world filled with calamity. While everyone might connect with each other in different ways, some will be like families, and some will be frenemies, but the essence of the relationship would be similar, at least that’s what I think.
Q6: Nori-Sensei was responsible for the main design for the Rhine Lab faction. I would like to ask, when you were designing this faction, how did you develop and expand them?NoriZC: Rhine Labs were basically designed with Ifirt as the origin. From a single character affected by Oripathy, expanding to the people that cares about her, the people that she protects, the people that protects her, and surrounding them. This is for the characters and their relationships. As for building the background, then I think about the organizations that are involved in protecting her or that she encounters, and what kind of medical, technological or even political power they possess, and the countries and factions these organizations belong to. I expand and build upon these concepts using this sort of train of thought.
NoriZC: If you have to put it in words then: Experimental, Medical. Mainly these two words, the white fabric is also from the idea of experimental and medical, with a bit of my own preferences towards the personalized tailoring of outfits.
NoriZC: Uhh...Saria, I suppose. This character was designed earlier, back then there weren’t interesting sayings like “Female Dad, Male Mom”. I did hope her prudent, stubborn, but reliable nature could be expressed in some way with her character. This caused some trouble while I was creating her, I would worry that like this she would lack the charm that many female characters in commercial games would have. But in the end I kept to my original intentions and implemented her as she is.
NoriZC: It’s a bit old hat, but this is the truth. Thanks for the support that everyone gave to the project, and thanks to everyone who embraced Rhine Labs and my creations. From now on I will continue the story of this big family without forgetting why I started.
Source: http://bbs.nga.cn/read.php?&tid=27360948
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