NITRO GEN OMEGA feels like watching an episode of anime. Can you tell us about “spaghetti anime” and your biggest influences when crafting the game’s unique art style?
Vernocchi: Spaghetti anime means a game that looks like it comes out of Japan but beats an Italian heart. But I really couldn’t tell you more than that. It’s not really something conscious—it’s more about a group of Italian creatives working on an anime game, with a profound love for the media. Our “Italianness” is bound to eventually slip through in unconscious ways.
Visually, the game is mostly inspired by the works of Studio Trigger, Gainax, and Studio Bones. We saw many comments say that it reminded them of a Trigger anime and that’s just a huge compliment for us.
NITRO GEN OMEGA is quite the departure from the visual style and tone of your two previous projects, Empires Apart and Dice Legacy. Was this shift intentional from the onset and what did you learn from working on those projects that you might have applied to NITRO GEN OMEGA?
Vernocchi: The shift from our previous projects was both intentional and not, in a way. At DESTINYbit, we aspire to make what we call “Uncomparable games”—stuff you haven’t seen before. That also applies to art style. For Dice Legacy, while we adopted a miniature-style semi-realistic approach to rendering, we did it on a ringworld.
For NITRO GEN OMEGA, when we understood we wanted to make an anime game, we decided we wanted to be 100% anime: 3D but 2D-looking. This meant that we had to use a lot of the tools we learned throughout the previous two projects in completely different ways. In a way, it was like starting from scratch.
But we definitely took a lot of the learnings from Dice Legacy, especially in relation to developing for consoles, minimizing load times, and employing a data-driven approach to things.
So far we haven’t revisited the same style of rendering or gameplay twice, so in a lot of ways, we’re making things harder for ourselves. But that’s also the beauty of Unreal—no matter the style or genre we want to chase, we know we have a robust toolset to support us.
Tell us about the significance of the mech and the design philosophy behind how mech customization and play styles impact the gameplay.
Vernocchi: It’s interesting, because we always approached the mech from the point of view of “it’s just a tool to tell character stories”, much like mecha is in anime. This meant that while incredibly important, it wasn’t the main focus.
Still, we wanted it to be a vehicle for player expression, and we often compared it to a rally car the characters would build and tune from battle to battle, with the Airship just acting as a giant garage.
Visually, our mechs are inspired by Italian cars and motorcycles from the 60s and 70s. Stuff like Lancia, Alfa Romeo, Fiat, Lamborghini. From a gameplay point of view, our main source of inspiration are fighting games. We wanted each mech to feel different in its play style and for each mech to also have different potential builds that took advantage of the versatility of the combat system.
In the game, players can hire procedurally generated pilots to expand their crew. Were there any specific features of UE5 that helped you bring this aspect of NITRO GEN OMEGA to life?
Vernocchi: Characters are by far the most technically challenging aspect of our entire art pipeline. Since we wanted to give our animators as much freedom as possible, we built our pipeline in Maya and then we worked to translate that into Unreal.
Thankfully, this was pretty easy, especially with how many of our effects are driven by animated material parameters and blend shapes and those worked with very minimal set up.
We then wrote a set of custom nodes for the Animation Blueprints to drive various sliders and constraints that we used to introduce even more variety into our characters.