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A tracking-shot was everything I needed to establish the setting, then the Moon turning out to be more than a beautiful sight. The same shot backwards lets the players see the consequences of the Moon Stare. You better be careful in the next level, or you'll be petrified too.
Even though #KemonoHeroes is inspired by old school games, we tried to avoid using text and traditional intro cinematics. We had therefore to get a bit creative with the in-game resources we had in order to establish the main villain of its story.
Kodamas are meant to only become hostile if you get close to them. Finding lots of them floating around the level, minding their own business, it helps a great deal in making the environment feel like a living place.
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As the first boss, The Tengu is the easiest. In addition to being always open to your attacks, his emblematic weapon, with a blade and a mace, lets the players be aware of what the enemy's capable of doing just by looking at him.
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The first level of every SNES game is usually the most representative. Starting the adventure at an inviting, full of life forest seemed like the way to go. I tried to make the shrine related elements stand out more than the natural ones in order to capture the folkloric tone.
Here's the in-game sprite of our friendly merchant doing his usual hand gesture. This is actually one of the few animations I made myself. #KemonoHeroes animations were made almost entirely by @JJHaggar and also @_Mechano_, who helped us a lot in the final stages of development!
He's the goofy one, intended to be an antithesis of his more "pompous" companions. He can climb across ropes while attacking, since he has literally four hands.
From the beginning, my intention was to reference the famous Monkey King. But even though Yu looks very similar to Sun-Wukong, he's not actually him. Personality wise, I used Kikuchiyo from Seven Samurai (1954) as an inspiration.
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