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The Studio · Book 3 · Palash's series
For Palash — Game Freak's future hire
1,025 Pokémon exist. Every one began as a pencil sketch on a designer's desk — most got rejected. This book teaches the real rules those designers use, hands you the studio's machines, and ends with a printed workbook where YOUR creatures get drawn.
Cover a Pokémon in black. Can you still tell who it is? For every single one of the 1,025 — the answer must be yes.
This is the first law of the studio. Game Freak designer Mana Ibe put it plainly in an interview: every Pokémon's silhouette must be identifiable and distinct from all the others — "we make sure we do our best not to overlap." The anime has run a segment for almost thirty years — Who's That Pokémon? — that is literally just this rule, played as a game, and you can win it. That's proof the rule works.
Where did the rule come from? Necessity. The original 151 weren't drawn as paintings first — they were built as tiny Game Boy sprites, just 56×56 pixels, in a handful of colours. At that size, detail dies. Only strong, simple, symbolic shapes survive. The famous watercolour art came AFTER — Ken Sugimori painted the finished sprites into portraits. The pixels were the design.
And when designs drifted too fancy years later, Sugimori himself said so in a magazine interview — things had become needlessly complex, he wanted a return to the simple spirit of Red and Blue. His favourite Pokémon? Gengar — "because it doesn't require many lines and is easy to draw." The best designer in the business votes for the simplest ghost.
Workbook page 2 — the Silhouette Gym. Four frames, black shapes only, then show the shadows to your family and see if they can guess the creature. Ibe's rule, your pencil.
Before a single detail is drawn, the base shapes have already told your brain what to feel.
Character designers everywhere — from Disney to game studios — use the same trick: circles feel friendly, soft and safe. Triangles feel sharp, fast and dangerous. Squares feel sturdy and dependable. It's not a Pokémon rule; it's a how-brains-work rule, and Pokémon uses it constantly. Pikachu and Jigglypuff are almost pure circles. Sneasel and Hydreigon bristle with triangles. Snorlax is one enormous soft square that learned to nap.
The masters then MIX the signals. Sugimori has described his own technique as "keeping the balance": if a design gets too cool, he adds something uncool or silly; too serious, he adds something cheerful. A round, adorable body with one row of back-spikes says "friendly — but don't push it." That contradiction is what makes a design feel alive instead of flat.
One more studio fact worth knowing: Sugimori didn't design every famous Pokémon himself — his own drawings skewed brutish and monster-like, so cute-specialist Atsuko Nishida was brought in, and she designed Pikachu, Bulbasaur, Charmander and Squirtle. Even legendary studios need different hands with different superpowers. (Remember her name — she has the best story in this book, coming in Chapter 7.)
Workbook page 3 — draw one creature from circles only, one from triangles only, one from squares only. Feel how different they come out. Then try one mix: a circle creature with exactly one triangle.
Type first. Colour second. Everything else third — because colour promises the player what this creature can do.
Since the Nintendo 64 days, every type has an official colour — Fire's orange-red, Water's blue, Grass's green, Poison's purple. That's why the starter trio is always green, red and blue: the very first choice a player makes doubles as a lesson in the Fire-beats-Grass, Water-beats-Fire triangle (it was printed as a diagram in the original instruction booklet!). Colour isn't decoration in this studio. It's information.
So when you design, you pick your type BEFORE your palette — and you should also know what your type choice costs you. That's what this machine is for. It's wired to the same verified type chart as your Battle School book.
Tap one type, or two for a dual-type. See exactly what your creature will fear and shrug off.
Workbook page 4 — the Type Lab. Choose your type(s) here on the Explorer, copy the weaknesses into the workbook, then build a three-colour palette that SAYS the type before anyone reads a word.
In 1998, a small team at Nintendo of America sat in a room and invented 151 English names — by, in their own words, "literally smashing two words together… and trying to say it fast."
That team, led by localizer Bill Giese, engineered names you now say daily. The recipe is visible once you look:
Charizard
CHAR + LIZARD
to scorch + what it is. Says the type AND the creature in three syllables.
Snorlax
SNORE + LAX
named by Bill Giese himself — the sound it makes plus how relaxed it is.
Pikachu
PIKA + CHU
Japanese for sparkle-crackle + a mouse's squeak. Kept identical worldwide — on purpose.
Eevee
E + V
just the first two letters of EVolution, said out loud. Its evolutions all share the "-eon" ending — a name FAMILY.
Articuno · Zapdos · Moltres
UNO · DOS · TRES
Giese counted the legendary birds in Spanish: one, two, three. You've been saying Spanish numbers for years.
Gyarados
(STAYED JAPANESE)
its planned English name, "Skulkraken," was rejected by Nintendo's lawyers — every name must be legally ownable. So the Japanese name stayed.
Smash two parts together — then run Giese's test: say it fast, three times.
Workbook page 5 — the Name Lab. Forge five names on paper, then the say-it-aloud test. A name that survives being shouted across a playground is a name that survives.
Here's a real studio secret, straight from Charmander's designer: she drew Charizard's little brother BACKWARDS.
Atsuko Nishida has said she created Charmander by starting from Charizard and working in reverse — she wanted the leap from the cute base form to the fierce final form to feel "unimaginable." That's the evolution-line recipe: stage one is round and adorable (circle language!), stage three is sharp and proud (hello, triangles), and stage two is the awkward teenager in between.
The other half of the recipe is the family badge — one feature that survives all three stages so your eye knows they're related. Charmander's tail flame never goes out. Bulbasaur's bulb blooms but never leaves. When you design a line, choose the badge FIRST, then evolve everything around it.
And evolution serves gameplay too: Eevee exists because Satoshi Tajiri asked for a Pokémon that could branch into many elemental forms — the design followed the game idea, not the other way round. Design in this studio always has a JOB.
Workbook page 7 — the Growing-Up Machine. Try Nishida's trick: draw stage THREE first, proud and sharp. Then shrink and soften it twice. Keep the family badge in all three panels.
A Pokémon isn't finished when it looks right. It's finished when its numbers MATCH its looks.
You know stats from Battle School. Here's the designer's side of them: a creature that looks like a boulder should be slow and tough. A wisp should be frail and fast. When body and numbers agree, players understand a new Pokémon in one glance — that's the whole magic trick of good design. When they disagree, it feels like a lie.
Real Pokémon get a stat budget, and now you do too. Spend 500 points across six stats. Watch what you accidentally build — then make sure the drawing on your workbook page looks like the numbers feel.
Workbook page 9 — the Stat Budget. Colour your 20 blocks, name your archetype, then sketch a body that LOOKS like those numbers. A tank should look heavy before anyone reads its HP.
Time for the best story in Pokémon design — and the most useful truth in this book.
The story first. When Atsuko Nishida was asked to design "a cute Electric-type," her first attempt looked like a daifuku — a round Japanese rice-cake sweet — with ears. Asked to make it cuter, she thought of the animal she was obsessed with at the time and rebuilt it with puffy cheeks. That animal was a squirrel. Pikachu — officially the "Mouse Pokémon," the most famous creature on planet Earth — is secretly a squirrel. (Its planned third evolution, fanged and horned Gorochu, was cut from the game. Somewhere in a drawer, Pikachu's big brother still waits.)
Now the truth. Game Freak's art director has said that roughly 5 to 10 design ideas are rejected for every Pokémon that makes it in. For one generation, the team drew 400–500 candidates to get 156 finished creatures. Read that again: the best Pokémon designers in the world throw away most of what they draw. Rejected doesn't mean bad. It means designing.
And the door isn't closed to outsiders. British artist James Turner became the first Westerner to design official Pokémon — the Vanillite ice-cream line, mighty Golurk, and the possessed teapot Polteageist. Yes: a ghost teapot is already a real Pokémon. Your weirdest idea is not too weird. And kid fans have made real cards before — a 1997 CoroCoro drawing contest printed children's art as actual trading cards, and its promo card, the Pikachu Illustrator, is now the most expensive card in history. You know that one from Battle School: $16.5 million.
Every rule you've learned, wired into one machine. Mix a creature, forge its name — then take the commission to paper.
???
No two mixes are alike — there are 21,600 combinations. When you find one you love, copy it onto paper and make it YOURS.
Real designers work from briefs. Roll one, write it into Workbook page 6, fulfil the commission.
Too weird? Remember: a haunted teapot is an official Pokémon. Nothing is too weird. Draw it.
Ten questions before the studio grants your license (it's printed on the last page of your workbook).