==Development==
''Ōkami'' resulted from the combined ideas of Clover Studio.<ref name="gamespy-inaba"/> The idea originated from lead designer [[Hideki Kamiya]] while he was developing ''[[Viewtiful Joe]]'' for Capcom. He had seen the new photo realistic game engine being developed for the ''[[Resident Evil 4]]'' remake for the Wii, and wanted to make a game using that engine, but with a more light-hearted theme centered on the concept of healing. <ref name="ask ikumi4" >https://www.ign.com/articles/hideki-kamiya-and-ikumi-nakamura-discuss-okamis-development-brilliance-and-its-many-challenges</ref> The game was built around "depict[ing] a lot of nature". <ref name="okami prototype">{{cite web | url = http://www.1up.com/news/platinum-games-kamiya-reflects-bayonetta | title = Platinum Games' Kamiya Reflects on Bayonetta, Okami | first = Kevin | last = Grifford | date = 4 November 2009 | access-date = 5 November 2009 | website = [[1UP.com]] |url-status = dead| archive-url = https://web.archive.org/web/20121019205741/http://www.1up.com/news/platinum-games-kamiya-reflects-bayonetta | archive-date = 19 October 2012 | df = dmy-all }}</ref> Kamiya created a minute-long demonstration movie showing a wolf running about a forest, with flowers blossoming in its wake, but still lacking any gameplay. Kamiya and other members of the team introduced ideas around the nature aspect and eventually led to the game's initial prototype, which Kamiya admitted was "incredibly boring to play".<ref name="okami prototype"/> Kamiya suggested that he allowed so many ideas from the team that resulted in the development moving off-target, including creating more of a [[Simulation video game|simulation]]. Eventually, they settled onto the gameplay found in the final product.<ref name="okami prototype"/> ▼
''Ōkami'' resulted from the combined ideas of Clover Studio.<ref name="gamespy-inaba"/> The idea originated from lead designer [[Hideki Kamiya]] while he was developing ''[[Viewtiful Joe]]'' for Capcom. He had seen the new photo realistic game engine being developed for the ''[[Resident Evil (2002 video game)|Resident Evil]]'' remake for the [[GameCube]], and wanted to make a game using that engine, but with a more light-hearted theme centered on the concept of healing,<ref name="ask ikumi4" >{{cite web | url = https://www.ign.com/articles/hideki-kamiya-and-ikumi-nakamura-discuss-okamis-development-brilliance-and-its-many-challenges | title=
▲ Okami' 'Ōkami''s resultedCreators fromExplain theHow combinedIt ideasCould ofHave CloverBeen Studio.<refEven name="gamespy-inaba"/>Better, TheHow ideaIt originatedCould fromHave leadSaved designerClover [[HidekiStudio, Kamiya]]and whileMore he| wasfirst developing= ''[[ViewtifulRebekah Joe]]''| forlast Capcom.= HeValentine had| seendate the= newJuly photo realistic game engine being developed for the ''[[Resident Evil 4]]'' remake for the Wii8, and2024 wanted| toaccessdate make= aJuly game using that engine8, but2024 with| awork more light-hearted theme centered on the concept of healing. <ref name= "ask ikumi4"[[IGN]] >https://www.ign.com/articles/hideki-kamiya-and-ikumi-nakamura-discuss-okamis-development-brilliance-and-its-many-challenges}}</ref> The game was built aroundand "depict[ing] a lot of nature". <ref name="okami prototype">{{cite web | url = http://www.1up.com/news/platinum-games-kamiya-reflects-bayonetta | title = Platinum Games' Kamiya Reflects on Bayonetta, Okami | first = Kevin | last = Grifford | date = 4 November 2009 | access-date = 5 November 2009 | website = [[1UP.com]] |url-status = dead| archive-url = https://web.archive.org/web/20121019205741/http://www.1up.com/news/platinum-games-kamiya-reflects-bayonetta | archive-date = 19 October 2012 | df = dmy-all }}</ref> Kamiya created a minute-long demonstration movie using this engine, showing a wolf running about a forest, with flowers blossoming in its wake, but still lacking any gameplay. Kamiya and other members of the team introduced ideas around the nature aspect and eventually led to the game's initial prototype, which Kamiya admitted was "incredibly boring to play" .<ref name="okami prototype"/> Kamiya suggested that he allowed so many ideas from the team that resulted in the development moving off-target, including creating more of a [[Simulation video game|simulation]]. Eventually, they settled onto the gameplay found in the final product.<ref name="okami prototype"/>
[[File:Okami-compare.jpg|thumb|right|Side-by-side comparison of the original realistic (left) and the final [[Ink wash painting|sumi-e]] (right) style used in ''Ōkami'']]
TheWhile artthe inteam ''Ōkami''successfully isused highlythe inspiredphotorealistic byengine [[Japaneseto painting|Japanese]]produce [[watercolorinitial painting|watercolor]]prototypes, andthe [[Woodblockperformance printing in Japan|wood carving]] art ofon the [[Ukiyo-e]]target styleplatform, such as the work of [[HokusaiPlayStation 2]]. ''Ōkami'', was originally planned to be renderednot in a more photorealistic 3D stylegreat. <ref name="ign-art">{{cite web | url = httphttps://gamevideoswww.1upign.com/videoarticles/id2007/505701/31/okami-interview-au | title = ŌkamiOkami old/newInterview comparisonAU | work = IGN | last = Shea | first = Cam | date = 1430 AugustJanuary 20062007 | access-date = 9 August 2007 | publisherarchive-date = Gamevideos.com28 |url-statusApril =2023 dead| archive-url = https://web.archive.todayorg/20120629225101web/http20230428001433/https://gamevideoswww.1upign.com/videoarticles/id2007/505701/31/okami-interview-au | archiveurl-datestatus = 29 June 2012 | df = dmy-alllive }}</ref> HoweverFurther, theKamiya enginesuggested wasthat strugglinghe toallowed renderso wellmany onideas from the PlayStationteam 2that resulted in the development moving off-target, including creating more of a [[Simulation video game|simulation]]. CharacterEventually, designerthey Kenichirosettled Yoshimuraonto drewthe Amarestugameplay found in anthe inkfinal brushproduct.<ref stylename="okami whichprototype"/> ledWhile the team tried to optimize the ideagame ofengine, creatingcharacter designer Kenichiro Yoshimura drew the gamewolf aroundcharacter thisusing stylea brush, aswhich inspired Kamiya and other leads to adopt the more[[Ukiyo-e]] colorfuland [[Ink and wash painting|sumi-e]] style, allowedboth them[[Japanese topainting|Japanese]] better[[watercolor conveypainting|watercolor]] Amaterasu'sand association[[Woodblock withprinting naturein Japan|wood carving]] techniques used in notable works such as those of [[Hokusai]], and which better conveyed the taskconnection of restoring itnature, while also resolving the performance issues.<ref name="1up-inabaask ikumi4"/><ref>{{cite web | url = http://wwwgamevideos.1up.com/featuresvideo/okami-ps2-clover-studio-atsushiid/5057 | title = AllŌkami theold/new King's Men | publisher = 1upcomparison | date = 1614 August 2006 | access-date = 9 August 2007 | lastpublisher = MielkeGamevideos.com | first = James | archiveurl-datestatus = 5 June 2011 dead| archive-url = https://web.archive.orgtoday/web/2011060500471120120629225101/http://wwwgamevideos.1up.com/featuresvideo/okami-ps2-clover-studio-atsushiid/5057 | urlarchive-statusdate = live29 }}</ref>June The2012 change| wasdf influenced= bydmy-all limitations in the PS2 hardware to render the photorealistic 3D graphics.}}</ref><ref name="ign1up-artinaba">{{cite web | url = httpshttp://www.ign1up.com/articles/2007/01/31features/okami-interviewps2-auclover-studio-atsushi | title = OkamiAll Interviewthe AUKing's Men | workpublisher = IGN1up | lastdate = Shea16 |August first = Cam2006 | access-date = 309 JanuaryAugust 2007 | access-datelast = 9Mielke August| 2007first = James | archive-date = 285 AprilJune 20232011 | archive-url = https://web.archive.org/web/2023042800143320110605004711/httpshttp://www.ign1up.com/articles/2007/01/31features/okami-interviewps2-auclover-studio-atsushi | url-status = live }}</ref> AsOver a resultthree-day ofperiod, the switchgame's toleads re-evaluated the watercolorgame's approach around this new art style, which also included the ideaconcept of the Celestial Brush.<ref camename="ask about.ikumi4"/><ref name="gamespy-inaba">{{cite web | url = http://ps2.gamespy.com/playstation-2/okami/690940p1.html | title = Running with the Wolves: Atsushi Inaba talks Ōkami | publisher = Gamespy | date = 23 February 2006 | access-date = 9 August 2007 | last = McGarvey | first = Sterling | archive-date = 26 April 2023 | archive-url = https://web.archive.org/web/20230426145655/http://ps2.gamespy.com/playstation-2/okami/690940p1.html | url-status = live }}</ref> [[Atsushi Inaba]], CEO of Clover, noted that "once we fixed ourselves on a graphical style and got down to the brushwork, we thought 'Wouldn't it be great if we could somehow get the player involved and participate in this artwork instead of just watching it?' That's how the idea of the Celestial Brush was born". Original concepts for enemies included the use of [[dinosaur]]s, but the designs settled onto more demonic characters.<ref>{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 |pages=158–159}}</ref>
Amaterasu's initial designs were aimed to avoid having the character look like "your pet wearing clothing".<ref>{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 | page = 109}}</ref> The developers had considered having Amaterasu metamorphose into a dolphin when in the water and a [[falcon]] when jumping off a cliff, but dropped these ideas.<ref>{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 | page = 112}}</ref> Sakuya, designed around a [[peach]] motif, was envisioned with what were called "level 2" and "level 3" designs where the character would wear less clothing as the story progressed, but the "level 3" appearance, effectively naked, was vetoed by Inaba.<ref>{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 |page=115}}</ref> Waka's character was aimed to be a [[Tatsunoko Production|Tatsunoko]]-like character, with the hood designed to be reminiscent of those worn by the [[Science Ninja Team Gatchaman|Gatchaman]].<ref name="waka design">{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 |page=123}}</ref> Orochi in Japanese mythology is a gigantic creature, so lead character designer [[Sawaki Takeyasu]] designed the back of the demon to include a garden and palace; this inspired the game designers to include a bell in those structures that would be Orochi's fatal weakness in the game.<ref>{{cite book | title = Ōkami: Official Complete Works | publisher = Udon | year = 2008 | isbn = 978-1-897376-02-7 |page=174}}</ref>
Kamiya stated that ''Ōkami'' was intended to have a larger story, but they had run out of time and had to resolve the game with about half of what they wanted to include.<ref name="ask ikumi4" /> In 2024, Kamiya said that while Clover Studios were brought together to be a "dream team", there was strife between the various developers. [[Ikumi Nakamura]], who had worked alongside Kamiya for ''Ōkami'' and several previous games, said that the level of enthusiasm for the game was not as uniform as it was compared to ''Viewtiful Joe'' or ''Devil May Cry'', leading to struggles with development.<ref name="ask ikumi4" />
The localization team had to translate 1500 pages of text to make sure it made sense in a "native check", because of lack of plurals in the Japanese language and the large number of characters and conditional conversations that the player could interact with.<ref name="1up localization"/> The team recognized that certain elements of the game would not be recognized by Western audiences, but left enough text and details to allow the players to look up the information for themselves.<ref name="1up localization"/> Only one puzzle in the game had to be changed as it required knowledge of the steps in drawing a [[kanji]] character which would be readily known for Japanese audiences; for the Western release, these steps were demonstrated in the game.<ref name="1up localization"/> The team noted that personalities of characters could be easily conveyed in Japanese text simply by the way sentences were constructed or slurred, a feature that could not directly be applied to localization. Instead, working with Kamiya, the team scripted the localization to either recreate the personality to match the Japanese version, or to create a whole new set of mannerisms for the characters as appropriate.<ref name="1up localization"/>
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