Hello everyone, I’m Yasuyoshi Yamamura, Art Director at Q-Games. Today I have some development insights to share with you to celebrate the upcoming release of our frantic party-brawler, PixelJunk Scrappers Deluxe.
Yasuyoshi Yamamura, Art Director at Q-Games
Since the launch of the very first PixelJunk game on PS3 in 2007, PlayStation has been the spiritual home of the series. From PixelJunk Shooter to Monsters, Racers to Eden; PlayStation players have always supported our goal to explore cool genre mixes and new mechanics. We’re excited to be making a return later this year as PixelJunk Scrappers Deluxe prepares to punch in on PlayStation 4 and PlayStation 5.
Land of the rising fun
Set within a post-apocalyptic world where robots rule and garbage is overflowing, players control a team of robot Scrappers and brawl through the streets of Junktown to clear as much trash as possible. I enjoy drawing robots as a personal hobby, so when one of our game directors had the idea for a game about robot garbage collectors, I was desperate to get started.
Clean up the streets of Junktown as a trash collecting robot
Q-Games has been making games in Kyoto for 23 years and we often take subconscious inspiration from the world around us. But this time, we chose to deliberately bring the game to life using elements of Japanese culture that mean a lot to us.
Stages are spread across five areas of Junktown, with the first four taking inspiration from real locations in Japan. When it came to art direction, I made the decision to take an authentic look at Japan… and then turn it on its head.
Haruhabara was inspired by the famous shopping district of Akihabara mixed with the striking fashion district Harajuku. I did a lot of research to pick out the iconic aspects that are recognisable.
Haruhabara – inspired by ‘Electric Town’ Akihabara and fashion district Harajuku.
As well as being famous for video game and electronics stores, Akihabara is well known for its idol culture and I wanted to create enemies that fit that theme. I began sketching three members of what would become Trinity Lovers, the enemy idol group, and based their style on famous J-Pop groups like Perfume. I’ve always been a big fan of robot anime, particularly the old-school trope where things combine to become bigger robots, so we designed the boss sequence to allow the Trinity Lover idols to fuse together for the final showdown.
Trinity Lovers enemy design, from concept to final
The Trinity Lovers are of course supported by their hardcore fans, known as Otabots, who attack players by doing Otagei. This choreographed audience routine of waving neon batons in time to a musical performa