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Metal Wolf, Chromehounds, and Vanquish designer Shinji Usui discusses FromSoftware, anime, mechanical design, and his dream game.
Metal can be heroic, absurd, grimy, elegant, or all four at once. Few designers have moved comfortably between those extremes quite like Shinji Usui, whose career stretches from mecha-heavy games to anime, toys, and industrial design.

A Childhood Built Around Robots and Science Fiction
Before the machines, there was curiosity. Usui grew up during the 1980s, when weekly manga magazines and television anime were becoming unavoidable parts of everyday life. Robot shows aimed at younger audiences caught his attention early, but having an older brother also introduced him to more mature science fiction.
He remembers being fascinated by works such as Акира, Ghost in the Shell, Star Trek, Escape from New York, и Бегущий по лезвию as they appeared. That combination is easy to recognize in his later work: military hardware with personality, machines that feel functional rather than decorative, and futuristic worlds that still seem touched by oil, dust, and human messiness.
By high school, motorcycles had joined the list. Usui and his friends read motorcycle magazines enthusiastically, absorbing the details of engines, frames, and mechanical construction. That interest would later prove useful when designing machines that needed to look as though they could actually move, fight, or break down.
The arrival of Nintendo’s Game & Watch and the Famicom introduced him to games in a more casual way. Like many people of his generation, he first saw games as something enjoyable to play rather than a professional destination. His career took a different turn only after he entered the workforce.
From Toys and Industrial Design to Video Games
Usui’s first job was at a toy development company. He then moved to a design firm working on industrial products, including everyday goods, medical equipment, and automobiles. That background matters because his machines rarely feel like floating illustrations. Even when they are flamboyant, they usually have some sense of weight and construction behind them.
The PlayStation changed his direction. He was struck by the quality of its visuals and the possibilities offered by 3D graphics. That experience pushed him toward 3D computer graphics and game development, eventually leading him into the games industry.
I initially expected Usui’s work to be driven mostly by spectacle. Looking across Metal Wolf Chaos, Chromehounds, и Vanquish, though, a different pattern emerges. The drama is there, but it is balanced by systems, silhouette, practicality, and the question every good mechanical designer has to ask: what is this thing supposed to do?
Inside FromSoftware During Metal Wolf Chaos and Chromehounds
The next stop was FromSoftware, where Usui worked on mechanical design for titles including Metal Wolf Chaos и Chromehounds. He describes the studio as a place where he could seriously engage with the mechanics, worlds, and broader structure of games.
“FromSoftware was a wonderful workplace where I was able to seriously work on designing the mechanics, worlds, and other elements that appeared in games.”
— Shinji Usui
Development periods were shorter then, often lasting roughly one or two years. That meant constant movement and a huge amount of work, but Usui remembers the pace as fascinating rather than merely exhausting. The company was also producing many original projects, giving him the rare opportunity to participate from the early planning stages instead of receiving a nearly finished brief.
That kind of access can shape a designer. A machine is no longer just a machine; it becomes part of the setting, the combat loop, the story, and the player’s expectations.


Designing a Machine for Destruction
Metal Wolf Chaos was built around the thrill of destruction. From the beginning, the concept called for a machine carrying a large selection of weapons, with players choosing the right tools for each situation.
The project changed names several times during production. Usui joined when “Dogs” was being used as the working title, and he designed the powered suit with the image of a strong, aggressive Doberman in mind. That is a wonderfully strange starting point for a game about a heavily armed presidential mech, but it captures the title’s personality better than a page of technical specifications ever could.
As development continued, the setting, story, and characters took shape. The producer’s vision was deliberately opposed to conventional thinking. The protagonist would be the President of the United States, but he would not behave in the predictable way audiences might expect from such a character. The goal was to pursue developments that could genuinely surprise people.
Usui believes that vision led directly to the game’s extreme world and mechanical designs. The absurdity was not a layer added after the fact. It was part of the design brief, even when nobody could have written that brief without sounding slightly unwell.
Chromehounds and the Problem of Making War Feel Real
Chromehounds presented a very different challenge. It introduced online multiplayer while also moving the series onto the Xbox 360, and its machines had to stand apart from Armored Core.




The team wanted a gritty battlefield rather than a polished science-fiction showroom. Usui aimed for machines that looked as though their engines might genuinely smell of oil. That tactile quality is one of the game’s most appealing ideas: the hounds are futuristic, but they never feel clean or weightless.
The concept centered on multi-legged tanks operating in a world inspired by World War II. Usui used simple geometric forms—circles, triangles, and squares—as the foundation for the designs. From there, the machines developed into modular systems built from power units, weapons, avionics, and other electronic equipment.
That overlap between mechanical design and game mechanics was especially important. Customization was not simply an artistic theme; it was part of how the machines functioned. Usui considers the ability to design the machine systems alongside the game mechanics one of the strongest aspects of the development process.
Vanquish: A Faster, Sharper Kind of Machine
After FromSoftware, Usui joined PlatinumGames through an acquaintance working there. He met director Shinji Mikami, who was developing a project that needed mechanical design, and that meeting began his involvement with Vanquish.




By the time Usui arrived, development had already progressed substantially, with a playable version apparently in place. The project’s immediate need was character design for allies, enemies, and other elements in the game.
His focus became almost entirely centered on producing designs, so he does not recall every part of the broader production process. Even so, the environment itself stood out. He had worked at several companies in the Kanto region, but PlatinumGames’ Kansai development style felt noticeably different. It was intense, unfamiliar, and refreshing.
The central priority was making something enjoyable. Anything that interfered with that goal could be revised or improved, regardless of how far development had progressed. Usui later understood this as part of the philosophy established by Mikami and Tatsuya Minami.
There is a useful lesson in that approach. A design can be clever, attractive, and technically impressive, yet still fail if it gets in the player’s way. I used to think the most memorable game machines were the loudest ones. I’m less convinced now. The best designs are often those that make the action clearer and more satisfying without demanding attention for themselves.
Bringing Game Design Experience Into Anime
Usui later moved into anime, applying his CG experience and mechanical design skills to projects including Ghost in the Shell: SAC_2045 и The Legend of Galactic Heroes: Die Neue These.
His transition began after joining a studio working on a feature-length CG animated production directed by Shinji Aramaki, whom he had met during his time at Sega. That experience connected him with people across several anime studios and opened a new creative path.
Для Ghost in the Shell: SAC_2045, director Kenji Kamiyama wanted the new Tachikoma to be smaller than earlier versions. The practical reasoning was clear: a compact Tachikoma could operate in more situations. It might fit inside an ordinary elevator or travel in a car with the other characters instead of requiring an environment built around its size.


Usui combined the visual identity of the Tachikoma from the previous series with elements inspired by the Fuchikoma from the original manga. He also added new features specific to the production. The result, he feels, worked particularly well during action scenes, where its smaller frame expanded what the character could do.
Designing Two Sides of a Galactic Conflict
Для The Legend of Galactic Heroes: Die Neue These, Usui had to consider two audiences at once: viewers familiar with the earlier animated adaptation and newcomers encountering the story for the first time.
Because he joined early, he could exchange ideas with director Shunsuke Tada and mechanical designer Atsushi Takeuchi while the setting was still being assembled. Their foundation was a world where interstellar travel technology existed, but that premise still needed to be expressed visually.
The ships therefore incorporated long-distance warp drives alongside conventional propulsion systems. The opposing sides also received contrasting structural approaches, allowing audiences to distinguish them visually even before the larger political and narrative context became clear.
That is one of the quiet powers of mechanical design. A ship can communicate ideology before a character explains it. Shape, proportion, and technology become a kind of visual shorthand.
Why Games and Anime Need Different Designs
Usui sees a fundamental distinction between designing for games and designing for anime.
Game development begins with the player’s actions. The player is not merely looking at the world; they are interacting with it. As a result, designs should make play more enjoyable without interfering with clarity or control.
Anime and other visual productions work differently. The audience cannot freely explore the world, so the design has to be visually and conceptually compelling within the frame. It must communicate quickly and remain memorable.
Usui begins by imagining a convincing background for each design, whether the world is realistic or fantastical. Yet he warns against making everything so logically consistent that the result loses its visual spark. A machine can be perfectly rational and still look like a filing cabinet with legs.
He believes design also needs a degree of theatrical boldness, described by the Japanese term “kerenmi.” In practice, that means allowing a striking flourish, an unexpected proportion, or a dramatic silhouette to survive even when strict realism might object.
A Dream of an Immersive Open World
Looking ahead, Usui wants to keep contributing to games, visual productions, and other works capable of moving people and staying in their memories. He also remains candid about having more to learn, with an interest in continuing to study and improve his skills.
His long-term dream is to create an open-world game in which players can fully immerse themselves in a captivating setting. That ambition feels like a natural continuation of his career: worlds where machines are not isolated props, but part of a larger system of history, technology, conflict, and personality.
For me, the enduring appeal of Metal Wolf and Usui’s other work comes from that balance between function and imagination. His machines may be outrageous, but they are rarely empty spectacle. They have jobs to perform, worlds to inhabit, and just enough theatrical flair to stick in your head long after the mission ends.
ЧАСТО ЗАДАВАЕМЫЕ ВОПРОСЫ
- What games did Shinji Usui work on?
He worked on titles including Metal Wolf Chaos, Chromehounds, Vanquish, Armored Core: Nexus, Mobile Suit Gundam: Zeonic Front, Dillon’s Dead-Heat Breakers, Sonic Unleashed, и Valkyria Revolution. - What was the design concept behind Metal Wolf Chaos?
The game focused on exhilarating destruction, giving the player a heavily armed machine with many weapon types to select according to the situation. - How did Chromehounds differ from Armored Core?
Chromehounds pursued a gritty battlefield atmosphere, with multi-legged tanks, modular systems, and machinery designed to look practical, heavy, and oil-stained rather than sleek. - Why was the Tachikoma made smaller in Ghost in the Shell: SAC_2045?
A smaller Tachikoma could function in more everyday environments, including elevators and cars, while still retaining the recognizable identity of the earlier designs. - What kind of game does Usui hope to create someday?
He would like to make an open-world game that allows players to become deeply immersed in a captivating world.
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