Spirit Scythe Development Process
For this prop, I was given free rein to design whatever I wanted; since Kamui was intended as an action/adventure game, I was most interested in next developing a weapon to be used by the leading antagonist of my story. Around this time, I was very much in love with FromSoftware's Bloodborne (not that I've ever stopped loving it) so I aspired to create something like a trick weapon, which could transform in shape to best adapt to different situations. Ultimately, I knew I wanted something sleek, elegant, and deadly; thus the Soul Javelin came into being.
Similar to the Soul House, I started with three rough concepts -- this time based on the form language of anchors, clock hands, and Japanese war fans, respectively.
Similar to the Soul House, I started with three rough concepts -- this time based on the form language of anchors, clock hands, and Japanese war fans, respectively.
[Pencil, Photoshop]
Because the war fan best matched the aesthetic of Kamui, I refined that idea by exploring different ways a fan could be applied while also researching Shintoism and Buddhism to further develop the design.
[Pencil, Photoshop]
[Photoshop]
This project also became the first time I ever used SketchUp in my work. I built a very rough version of the staff to help visualize the beauty shot.
[SketchUp]
It was clear that this weapon was not meant to be thrown like a javelin; furthermore, since the prop designed for the protagonist had "Soul" in its name, I felt that it would be conflicting for the antagonist's belongings to share that word, which is where the final name of Spirit Scythe came in. And the end result is...!
[Photoshop]