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==Design and development== [[File:Pokémon Eeveelutions.png|thumb|right|upright=1.2|The evolution mechanic is most prominently displayed through [[Eevee]] (center) and its eight evolutions. Each one requires a different method to evolve.<ref name="Eeveelution">{{cite web |first=Audrey |last=Drake |date=14 February 2013 |title=Pokémon X and Y's New Eeveelution Revealed |url=https://www.ign.com/articles/2013/02/14/pokemon-x-ys-new-eeveelution-revealed |work=[[IGN]] |publisher=[[Ziff Davis]] |access-date=23 June 2017 |archive-date=3 January 2024 |archive-url=https://web.archive.org/web/20240103075608/https://www.ign.com/articles/2013/02/14/pokemon-x-ys-new-eeveelution-revealed |url-status=live }}</ref>]] Throughout development of ''Red'' and ''Green'', all Pokémon were designed by [[Ken Sugimori]] who was a long-time friend of Tajiri, and a team of fewer than ten people,<ref name="Sugimori">{{cite web |first=Luke |last=Plunkett |date=24 May 2011 |title=The Man Who Creates Pokémon For a Living |url=http://kotaku.com/5804919/the-man-who-creates-pokemon-for-a-living/ |work=[[Kotaku]] |publisher=[[Gawker Media]] |access-date=19 October 2015 |archive-url=https://web.archive.org/web/20151025005356/http://kotaku.com/5804919/the-man-who-creates-pokemon-for-a-living/ |archive-date=25 October 2015 |url-status=live}}</ref> including [[Atsuko Nishida]] who is credited as the designer of [[Pikachu]].<ref>{{cite web |first=Samit |last=Sarkar |date=29 May 2013 |title=Harvest Moon creator's Hometown Story leads Natsume's E3 slate |url=http://www.polygon.com/2013/5/29/4377496/natsumes-e3-2013-hometown-story-harvest-moon |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |access-date=18 June 2017 |archive-date=28 November 2022 |archive-url=https://web.archive.org/web/20221128141724/https://www.polygon.com/2013/5/29/4377496/natsumes-e3-2013-hometown-story-harvest-moon |url-status=live }}</ref><ref>{{cite web |first=Kat |last=Bailey |date=16 September 2015 |title=The New Zygarde Form is a Reminder of How Hard it is to Design a Good Pokémon |url=http://www.usgamer.net/articles/the-new-zygarde-form-is-a-reminder-of-how-hard-it-is-to-design-a-good-pokmon |work=USGamer.net |publisher=Gamer Network |access-date=18 June 2017 |archive-date=1 March 2016 |archive-url=https://web.archive.org/web/20160301004559/http://www.usgamer.net/articles/the-new-zygarde-form-is-a-reminder-of-how-hard-it-is-to-design-a-good-pokmon |url-status=dead }}</ref> By 2013, a team of 20 artists worked together to create new species designs. A committee of five people determine which designs are incorporated into the games, with Sugimori and [[Hironobu Yoshida]] finalizing the look of each creature.<ref name="Sugimori"/><ref name="GamasutraBorn">{{cite web |first=Christian |last=Nutt |date=10 October 2013 |title=How Pokemon are born: Designing the series' iconic monsters |url=https://www.gamedeveloper.com/production/how-pokemon-are-born-designing-the-series-iconic-monsters |work=[[Gamasutra]] |publisher=[[UBM plc]] |access-date=28 January 2016 |archive-url=https://web.archive.org/web/20160304050645/http://www.gamasutra.com/view/news/200561/How_Pokemon_are_born_Designing_the_series_iconic_monsters.php |archive-date=4 March 2016 |url-status=live}}</ref> Sugimori is also responsible for the "[[Box art|Box Art]]" Legendary Pokémon and all of the official artwork for the games.<ref name="Sugimori"/><ref name="SN_1">{{cite web |first=Steve |last=Watts |date=24 October 2013 |title=How Europe inspired Pokemon X and Y's creature designs |url=http://www.shacknews.com/article/81723/how-europe-inspired-pokemon-x-and-ys-creature-designs |work=[[Shacknews]] |publisher=[[GameFly]] |access-date=18 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20160719052758/http://www.shacknews.com/article/81723/how-europe-inspired-pokemon-x-and-ys-creature-designs |archive-date=19 July 2016}}</ref> According to Yoshida, the number of rejected Pokémon designs is five to ten times more than the number that are finalized in each game.<ref name="GamasutraBorn"/> In rare cases, rejected designs are brought back and released in a later generation.<ref name="NWR_XY_1">{{cite interview |first1=Junichi |last1=Masuda |first2=Hironobu |last2=Yoshida |interviewer=Justin Berube and Josh Max |date=24 September 2013 |title=Pokémon X and Y Interview with Game Freak |url=http://www.nintendoworldreport.com/interview/35513/pokemon-x-and-y-interview-with-game-freak |publisher=Nintendo World Report |access-date=30 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20160126180959/http://www.nintendoworldreport.com/interview/35513/pokemon-x-and-y-interview-with-game-freak |archive-date=26 January 2016}}</ref> [[Shigeru Ohmori]], director of ''Sun'' and ''Moon'', admitted that creating new Pokémon has become a difficult task with the sheer number of creatures designed over the franchise's 20-year history.<ref name="DS_2016"/> Each iteration of the series has brought both praise and criticism over the numerous creatures.<ref name="GenerationDesigns"/> The designs for Pokémon are often highly analogous to real-life creatures but also encompass inanimate objects.<ref name="GenerationDesigns"/> Director [[Junichi Masuda]] and graphic designer Takao Unno have stated that inspiration for Pokémon designs can come from anything. The variety of animals and culture around the world provide the basis for having countless ideas incorporated into the franchise.<ref>{{cite web |first=Matt |last=Cundy |date=9 October 2012 |title=Pokemon developer confident it can keep making new pokemon forever |url=https://www.gamesradar.com/pokemon-developer-confident-it-can-keep-making-new-pokemon-forever/ |work=GamesRadar |publisher=Future plc |access-date=28 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20161224234909/http://www.gamesradar.com/pokemon-developer-confident-it-can-keep-making-new-pokemon-forever/ |archive-date=24 December 2016}}</ref> The environment that a Pokémon would live in is taken into account when they are designed.<ref name="NL_XY_2"/> The [[Lei (garland)|lei]]-like [[Comfey]] fits appropriately in the Hawaii-inspired Alola region of ''Sun'' and ''Moon''.<ref name="DS_2016"/> Masuda has stated that each element of a design has a functioning reason.<ref name="NL_XY_2">{{cite interview |first1=Junichi |last1=Masuda |first2=Hironobu |last2=Yoshida |interviewer=Katy Ellis |date=20 September 2013 |title=Junichi Masuda and Hironobu Yoshida Discuss Pokémon X and Y, Mega Evolutions and the 2DS |url=http://www.nintendolife.com/news/2013/09/interview_junichi_masuda_and_hironobu_yoshida_discuss_pokemon_x_and_y_mega_evolutions_and_the_2ds?page=2 |publisher=[[Nintendo Life]] |page=2 |access-date=30 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20160305193338/http://www.nintendolife.com/news/2013/09/interview_junichi_masuda_and_hironobu_yoshida_discuss_pokemon_x_and_y_mega_evolutions_and_the_2ds?page=2 |archive-date=5 March 2016}}</ref> In some cases, the design team creates a footprint that a Pokémon could make and designs a creature around that.<ref>{{cite interview |first1=Junichi |last1=Masuda |first2=Hironobu |last2=Yoshida |interviewer=Heidi Kemps |date=19 September 2013 |title=Men are from Mars, Pokemon X and Y are from France |url=https://www.ign.com/articles/2013/09/19/men-are-from-mars-pokemon-x-and-y-are-from-france |work=IGN |publisher=Ziff Davis |access-date=30 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20151215164430/http://www.ign.com/articles/2013/09/19/men-are-from-mars-pokemon-x-and-y-are-from-france |archive-date=15 December 2015}}</ref> Some designers look to game mechanics for inspiration and see where particular typing combinations could be interesting.<ref name="DS_2016">{{cite web |first=Sam |last=Loveridge |date=20 October 2016 |title=Want to know how The Pokémon Company designs Pokémon? |url=http://www.digitalspy.com/gaming/pokemon/feature/a811377/heres-how-the-pokemon-company-design-pokemon/ |work=Digital Spy |access-date=7 July 2017 |url-status=live |archive-url=https://web.archive.org/web/20161107233133/http://www.digitalspy.com/gaming/pokemon/feature/a811377/heres-how-the-pokemon-company-design-pokemon/ |archive-date=7 November 2016}}</ref> Typing assignment varies during the design process; sometimes a Pokémon receives a type after it is created and other times they are designed around a particular type.<ref name="Kot_types"/> Each Pokémon has a specific height and weight.<ref>{{cite book |first1=Pokémon Company International |last1=Staff |first2=Simcha |last2=Whitehill |first3=Lawrence |last3=Neves |first4=Katherine |last4=Frang |first5=Chris |last5=Silvestri |date=17 November 2016 |title=Encyclopedia |url=https://books.google.com/books?id=au8gvgAACAAJ&pg=PA30 |publisher=Hachette Children's Group |page=30 |isbn=978-1-40834-9-953 |via=Google Books |access-date=7 January 2018 |archive-date=9 April 2023 |archive-url=https://web.archive.org/web/20230409100738/https://books.google.com/books?id=au8gvgAACAAJ&pg=PA30 |url-status=live }}</ref> The simpler roots of designs in generation I prompted greater complexity in later games.<ref name="GenerationDesigns">{{cite web |first=Patricia |last=Hernandez |date=17 December 2012 |title=Pokémon Designs Aren't Getting Worse, They May Be Getting Better |url=http://kotaku.com/5969098/pokemon-designs-arent-getting-worse-they-may-be-getting-better |work=Kotaku |publisher=Gawker Media |access-date=28 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20160121153230/http://kotaku.com/5969098/pokemon-designs-arent-getting-worse-they-may-be-getting-better |archive-date=21 January 2016}}</ref> Designs in general have become increasingly complex and thematic in newer games.<ref name="SN_1"/> [[Sneasel]], for example, draws inspiration from the Japanese [[yōkai]] [[kamaitachi]], mythical creatures with fast, razor-sharp claws that hunt in packs. These elements are all found in Sneasel's design and characteristics.<ref>{{cite web |first=Lucas |last=Sullivan |date=4 February 2014 |title=17 Pokemon based on real-world mythology |url=https://www.gamesradar.com/15-pokemon-based-real-world-mythology/ |work=GamesRadar |publisher=Future plc |access-date=18 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20160305014237/http://www.gamesradar.com/15-pokemon-based-real-world-mythology/ |archive-date=5 March 2016}}</ref> New Pokémon introduced in generation VI, for example, are heavily influenced by the culture and [[fauna]] of Europe (namely [[France]]).<ref name="SN_1"/> However, by the release of ''X'' and ''Y'' in 2013, Sugimori stated that he wishes for Pokémon design to return to the simpler roots of the franchise.<ref>{{cite web |author=Sato |date=7 November 2013 |title=Pokémon Art Director Wants The Next Generation To Be Simpler |url=http://www.siliconera.com/2013/11/07/pokmon-art-director-wants-next-generation-simpler/ |work=[[Siliconera]] |publisher=[[Curse (company)|Curse]] |access-date=28 January 2016 |url-status=live |archive-url=https://web.archive.org/web/20160302091649/http://www.siliconera.com/2013/11/07/pokmon-art-director-wants-next-generation-simpler/ |archive-date=2 March 2016}}</ref> Masuda considers the starter Pokémon among the most important in the franchise. Yoshida goes further and calls them "the face of that generation" and says that "they're the ones that should be on the packaging".<ref name="GamasutraBorn"/> The three starter Pokémon of each generation are always Grass-, Water-, and Fire-types, a trio that Masuda considers the easiest to understand for new players.<ref name="Kot_types">{{cite web |first=Patricia |last=Hernandez |date=25 September 2013 |title=''Pokemon'' Hasn't Really Felt Exciting In A Long While...Until Now |url=http://kotaku.com/pokemon-hasnt-really-felt-exciting-in-a-long-while-u-1387642897 |work=Kotaku |publisher=Gawker Media |access-date=1 February 2013 |url-status=live |archive-url=https://web.archive.org/web/20130926211255/http://kotaku.com/pokemon-hasnt-really-felt-exciting-in-a-long-while-u-1387642897 |archive-date=26 September 2013}}</ref> Their designs are based on recognizable animals and made to stand out from pre-existing Pokémon. Each are also given distinct personalities to further define them.<ref>{{cite magazine |first1=Ken |last1=Sugimori |first2=Takao |last2=Unno |first3=Yusuke |last3=Ohmura |date=January 2011 |title=[Designs of Generation V Pokémon] |magazine=[[Nintendo Dream]] |volume=201 |language=ja}}</ref> In an interview with ''[[GamesRadar]]'' in 2009, Masuda stated that simple Pokémon take around six months to design and develop, and that Pokémon that play a more important part in the games (such as starter Pokémon) may take over a year. Masuda added, "We also want the designer to have as much freedom as possible; we don't want to narrow their imagination by saying, 'We want this kind of Pokemon.' When we talk to the designer we always stress that they shouldn't think of Pokemon necessarily, but should instead just be as creative as they can." After the Pokémon is designed, it is sent to the "Battle Producer", who decides which moves and stats the Pokémon should have.<ref name=GamesRadar />
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