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Pokemon: Rainbow | In Progress

Started | (03/2023)

Environment Design

PALLET TOWN

I started where it all began in the series, Pallet Town. The story will coincide with the series and have elements from Pokemon Go and the Nintendo games. My process of recreating Pallet Town is demonstrated and is a repeated process for every town, city, route, buildings etc.. the results will become available as I complete them. If you are interested in seeing the results as soon as they become available please subscribe below. 

Level Design

POINTS OF INTERESTS

Using Images from the series I recreated Pallet Town from the focal point of Professor Oaks Lab. Described as the rolling hills of Pallet much was left to my interpretation as to where everything is located.

PALLET TOWN EVENT FLOWCHART

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Ash's House - Throw Tutorial

Oaks Lab - Pokemon Tutorial

Battle Gary - Battle Tutorial

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Oak Task Completed - Pokedex Tutorial

Gary's House- Map Tutorial

Task From Oak - Inventory Tutorial

STORYLINE

If the player doesn't follow the flow chart the player will be met with some warnings that will encourage them to choose the right path. Events between the beginning and end of the flowchart can be completed in any order most of the time. Some choices can be skipped but will increase the difficulty of play.

SIDE QUESTS

These side stories are optional but can assist the player along the main storyline. Some side stories will lead to a reward unattainable any other way. Look for hints or blatant clues that leads the player into trouble or treasure.

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OPEN WORLD

There won't be any apparent blockage traversing the land but leaving unprepared warrants potential attacks that will cause the character to blackout and wake up in the last visited Pokemon Center. What can be seen off in the distance is a place that can be reached as a prepared trainer.

Mechanics

ACTIONS

  • Picking up Items

  • Throwing Items

  • Activating/Leaving Battles

  • Catching Pokemon

  • Pokemon Attacks

  • Pokemon Dodges

CHARACTERS

The player will begin the journey as Ash Ketchum. Other character's unlocked after completing the storyline to encourage replaying. There will be hidden characters as well.

COLLECTIBLES

Most items will be from the game but there will be many I introduce for this robust version of Pokemon. 

UX Design

POKEDEX

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USER INTERFACE

The Interface concept was inspired by neon lights and the negative space it creates to minimize jarring overbearing menus. 

PLAYER HUD 

Below is designed to display main info of the characters name and image, number of and what Pokemon are carried, the stamina, and rank. Other info includes the amount of money in possession and what is currently being held in the character's hand.

PLAYER MENU

Below are the actions players can make, some opening other menus and others activating functions. 

When a Pokemon is in range of being identified action indicator pops up above their head. The Pokemon information is then displayed. 

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INVENTORY MENU

Keeping the design concept simple and light to complement the game stylization. The inventory HUD transparency is meant to keep the focus on the reason the player opened the inventory.

POKEMON

Available when ready to battle, when using an inventory item on your Pokemon or simply called out to walk along side your trainer.

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POKEMON HUD

While playing as the Pokemon, this HUD replaces the trainer section of the Players HUD.

POKEMON ACTIONS

These actions are available when the player plays as a Pokemon. Some actions can be performed outside of battle.

Systems Design

ECONOMY

Money can buy you what you need but in this version it doesn't come easy. Trainers challenge you and put up money to fight but if you lose you lose money as well. Exhaust your funds and become unable to participate in Gym battles. There are ways to make money doing side missions or returning home to borrow from Ash's mom. You can challenge them over and over and exhaust their resources until they can't fight any longer but they will become stronger to challenge you again one day. 

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ECOLOGY

Fighting Pokemon in the same area and not catching them increases their experience. Losing to them will do the same. These Pokemon aren't walking around waiting to be caught you need to wait for them to spawn when you find their foot prints. In the wild there are no rules and the Pokemon watch each others back and will gang up on your Pokemon. The farther you travel off the road the stronger the Pokemon get.

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ITEM EFFECTS

I used the effects of items straight from the original source, but because the Pokemon in this version reach higher levels I create new items that have similar but increased affects.

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CHARACTER'S STATUS

I used stats straight from the original source as the baseline for the Pokemon, but because the Pokemon in this version reach higher levels I will be adjusting the stats to evenly distribute experience as they improve. As for the trainers I add a new system that monitors their health. They too can run out of stamina by not drinking, eating and getting proper rest. 

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NPC DIALOG TREES

NPCs are effected by the games Economy and Ecology. Depending on your ranks and other factors the NPC will have curated responses.

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Pre-Production

DESIGN CONCEPT

I intend to make a Pokemon version based on the US series. Using memorable episodes as events in the game. The idea is strictly based on the original 150 Pokemon with the caveat of the safari zone. The Safari Zone is connected to your Pokemon Go! account. Re-catch the Pokemon you caught on the mobile app to use them in the game. The demo will end after the Safari Zone to get a feel for my take on the Pokemon game. 

REFERENCE MATERIAL

I will be using the maps of the routes in the Nintendo game to re-create the pathways between Towns and build the surrounding environment out from there. The final product is under construction. 

GAME FLOWCHART

Level
UX
Systems
Pre-pro
Mechanics

Please email me if you are interested in collaborating. I look forward to working with you. You can subscribe for any updates to projects and portfolio! Thanks for your time! 

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