P r o d u c t i o n P l a n


Aesthetic Choices

The following works have been chosen as influences for my direction of the visual aesthetic for Skylab Vimana.


I am inspired by Katamari for its aesthetic style. The characters are very simple yet very charismatic. The colors used are very vibrant but not overwhelming. I would like to use similar, slightly pastel colors, but with more grays. I also like the large cell-shaded low-fi polygons. The game doesn't strive for realism, but is very stylized. My games aesthetic will be similar in these ways. 

Katamari Characters


Recently I have been inspired by Cirque du Soleil because like Katamari, it features weird people who seem kind of like magical creatures. Some of the acts of Cirque du Soleil feature people all in matching futuristic outfits. 

Cast of Cirque de Soliel

Spiral Knights

Another aesthetic influence for my project is the game Spiral Knights. It's hugely aesthetically pleasing, with large, soft looking shapes, cell shading, and many analogous colors.

Spiral Knights

Portal 2

Portal 2 and its cartoony and comical silhouetted signs inspire my idea of using thought bubbles with meaningful pictographs over my characters' heads. The signs in Portal are simple yet so intuitive and understandable, text does not have to be present. They use simple arrows and well positioned stick figures, as well as universal symbols such as hearts and zaps of electricity. 

Signs found in the Aperature lab in the Portal games.


Influences on Mechanics

The following works were inspirational as far as design mechanics that seemed to bring about a more versatile social dynamic.

Portal 2

The multiplayer mode in Portal 2 is an example of collaborative gameplay that requires players to strategize, communicate and think together, causing a slightly more engaging social dynamic than that of other real-time battle games.

Portal 2


Legend of Zelda: The Four Swords

I am inspired by the The Legend of Zelda: Four Swords, which requires teamwork in a maze of doors. Collaboration is required in this game, and collaboration will often be required in Vimana. Like in Zelda, Vimana will require that players find and use keys for doors. My game will differ in that collaboration is not always required, and it will sometimes be in different ways than in Four Swords. For example, in Four Swords, all players must push a large rock at the same time, I will not be borrowing that mechanic, but it will take more than one person to open a door, and it will require that players transfer keys to each other. 

The Legend of Zelda: Four Swords


Super Mario Bros. 3

I am inspired by Super Mario Bros. 3, "Battle Mode," where players are engaged in real-time "combat" that does not consist of direct contact. Players utilize things around, like throwing battle shells or knocking the power block, in an effort to thwart their opponent. The atmosphere quickly changes and players think fast. They are not only against each other but also against the game itself.

Super Mario Bros. 3 : "Battle Mode"



Users are assigned positions in which to generate randomly at the beginning of the game. Everyone will start out with an equal amount of energy and karma power. The characters will be humanoid but with a minimal, low-poly form. Players' attire and body will be customized before the player begins.



Concept art for the characters' avatar (above) and appearance on screen (below).