>JM: Every game, and even in a single game, there’s lots of different methods we use to design different pokémon. They come from a lot of different places. But one of the approaches we focused on this time around was not just having our digital artists come up with new visual designs first and then figuring out what to do with them.
>Instead we had some of the game designers, even if they aren’t very artistically inclined, they would come up with a setting or an idea and then be paired with an artist and then they would work on it like a team together, to come up with a wide variety of new Pokémon. So that was kind of a new approach that we took this time around.
>GC: Are there any specific examples you can give of one that was created that way?
>SO: One example is Wooloo, the sheep pokémon, and one of the reasons for that is that there a lot of sheep in the UK. [laughs] But aside from that the designer came up with a lot of settings and what they wanted from the character, and then worked with the artist to come up with more ideas.