LittleBigPlanet
Created in: 2009
Inspo: Collage/Superflat influences
LittleBigPlanet is a puzzle platformer where the player controls a character called “Sackboy” and must traverse landscapes to help each creator of each biome fix their problems.
How this relates to Kinetic Panic
LBP is a physics-based game where objects in the scene are interactable, meaning they can be flung, ridden on and stood on. It has a collage, pop-up art style where objects in the background pop up as you walk along the level. In the first level, or tutorial level, as the narrator guides you along, the scene also flourishes with you, creating a sense of progress with the player. One of my favourite levels in the game, the skateboard level, showcases physics by the realistic way the skateboard moves and flies. In Kinetic Panic, physics is very important to the core of the game, so I would like to take note of the art style and super flat inspiration with the style and backgrounds.
As you can see in the picture below, the Sackboy character is recreating the “Creation of Adam” with a super flat collage-style background as an example of the game’s style influence.
Super Monkey Ball
Created in: 2001
Inspo: 3D Models, Gameplay
Starting off as an arcade game, Super Monkey Ball is a puzzle platformer involving the player (one of 4 monkeys) inside a transparent ball, traversing maze-like structures without falling off or before reaching zero.
How this relates to Kinetic Panic
Super Monkey Ball mechanics are very similar to Kinetic Panics, in both games, you must guide the player in a transparent ball and traverse landscapes without falling off. However, where Kinetic Panic differs is the reason for each level. In KP, you must do it due to the trials each God gives you to help save humanity.
Since I am a character designer/3D modeller for the project, I am going to focus on studying the 3D models for the newer KP games. They have a very soft and coherent colour palette. For Eta’s character designer, I want them to have this soft feel to them. I love the round and “kawaii” feel these characters have, as I think that this embodies Eta’s design and cuteness.
Katamari Damacy
Created in: 2004
Inspo: 3D Models, Artstyle, Music
Katamari Damacy is a puzzle action game where the player plays as a prince who is trying to recover the moon, stars and constellations after the king, his father, destroyed it all. You must roll up objects to become large enough to be stars.

How this relates to Kinetic Panic
Katamari Damacy has a big influence of Kinetic Panic as stated from the GDD, the roll-em-up mechanic is stated as one of the most important parts of the game and that is also KD’s main feature. It is also stated that the bold flat artstyle (superflat influence) with the minimal colour blocking disregarding extreme detail is similar to KP. Therefore, I have to keep this influence in mind.
The 3D models of KD are simplistic yet memorable and stylised. Alongside Super Monkey Ball, I want to use this art style as an influence for the 3D character model with the bright, childlike colour palette.
On a side note, the music goes for a shibuya-kei style, a style characterised by jazz, electro, and bitpop influences as well as 60s/70s pop culture references. If I made music for this game, I would love to create a shibuya-kei style song for the game, as I think it would suit the game, and I love the genre.
