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==Inspiration== | ==Inspiration== | ||
[[Image:Early_Konoko_1.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]] | [[Image:Early_Konoko_1.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]] | ||
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West. The concept for their first project was devised by Brent Pease | Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West. The concept for their first project was devised by Brent Pease, whose primary influence was the animé film ''[[Ghost in the Shell]]''.<ref>[http://oni.bungie.org/special/part1/brent.html Bungie.org, "Interview with Brent Pease", 1999].</ref> Pease and Evans had been working at Apple on game-related technology, and their first step was to begin programming Oni's engine, gradually hiring employees to produce concept art and author game content. "Oni" was meant to be a development code name; Pease intended it to be a reference to his inspiration, believing its meaning to be "Ghost".<ref>The meaning of "oni" is usually given by those familiar with Japanese myths as either "demon" or "ogre". Pease explained the origin of the code name [http://oni.bungie.org/special/part1/brent.html here], and seemed to still think the word meant "ghost"; however, Hardy, his eventual replacement, indicated [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19851 here] and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=18292 here] that he understood "oni" to mean "demon" and had written the final story with that in mind.</ref><ref>At one time during development, the name "Mnemonic Shadow" was considered according to the [https://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</ref> The characters of [[Konoko]] and [[Griffin|Commander Griffin]], members of the Technology Crimes Task Force, are analogues to [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:List of Ghost in the Shell characters#Chief Daisuke Aramaki|Chief Aramaki]] of Section 9 in ''Ghost in the Shell''. Early development presented Konoko as a [[wp:Cyborg|cyborg]], furthering her resemblance to Motoko. | ||
An additional influence came through Oni's concept artist [[Alex Okita]], who was a big fan of ''[[Bubblegum Crisis]]'', calling it and ''Ghost in the Shell'' "the two main influences at the time."<ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'", Mar. 30, 2017].</ref> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on his work.<ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita, 1999].</ref> Later, [[Lorraine Reyes]] also showed her familiarity with Sonoda and ''Ghost in the Shell'' creator Masamune Shirow in [[:Image:Konoko_Variants.jpg|a sketch]] showing Konoko in three different styles. In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story.<ref>[http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ Inside Mac Games, "Interview: Oni's Hardy LeBel", 2000].</ref> He cited ''[[Neon Genesis Evangelion]]'' as a personal influence when doing so.<ref name=conquer>[https://web.archive.org/web/20041209033107/http://www.apple.com/games/articles/2001/02/oni/ Apple.com, "Conquering Demons: Bungie on Oni", Feb. 2001].</ref><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4618 OCF post by Hardy LeBel, "Re: The Analytical reasons behind Oni's influences", Sep. 2, 2000].</ref> The final version of Oni | An additional influence came through Oni's concept artist [[Alex Okita]], who was a big fan of ''[[Bubblegum Crisis]]'', calling it and ''Ghost in the Shell'' "the two main influences at the time."<ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'", Mar. 30, 2017].</ref> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on his work.<ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita, 1999].</ref> Later, [[Lorraine Reyes]] also showed her familiarity with Sonoda and ''Ghost in the Shell'' creator Masamune Shirow in [[:Image:Konoko_Variants.jpg|a sketch]] showing Konoko in three different styles. In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story.<ref>[http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ Inside Mac Games, "Interview: Oni's Hardy LeBel", 2000].</ref> He cited ''[[Neon Genesis Evangelion]]'' as a personal influence when doing so.<ref name=conquer>[https://web.archive.org/web/20041209033107/http://www.apple.com/games/articles/2001/02/oni/ Apple.com, "Conquering Demons: Bungie on Oni", Feb. 2001].</ref><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4618 OCF post by Hardy LeBel, "Re: The Analytical reasons behind Oni's influences", Sep. 2, 2000].</ref> The final version of Oni abandoned the cyborg nature of the heroine and introduced original concepts such as the [[Daodan Chrysalis]] and [[SLD]]s. | ||
''Further reading:'' [[Oni/Early Story|Early story]], [[Oni/Positioning|Positioning statement]], [[:Category:Oni concept art|Concept art]]. | ''Further reading:'' [[Oni/Early Story|Early story]], [[Oni/Positioning|Positioning statement]], [[:Category:Oni concept art|Concept art]]. |