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METAL GEAR SOLID 


METAL GEAR SOLID 2 SONS OF LIBERTY 


METAL GEAR SOLID 3 SNAKE EATER 


METAL GEAR SOLID 4 GUNS OF THE PATRIOTS 


METAL GEAR SOLID PEACE WALKER 





CHARACTER DESIGNS 



Q i For polygon character: 

• Character height 

• Units: cm 




















1 




□ Belt 

2 Grenade armament 

3. Harness 
4 Hook 

5. Pin 

6. Suppressor 

7. Cool bandana 

8 Arm has metal plate. 

9 Eyebrows are hidden by 
the bandana. 

10.SOCOM 45 

• Suppressor sticks out 


from holster. 

11. Body armor is muscular, like 
that of Batman. 

• Note: This drawing does 
not contain equipment 
such as magazine 
pouches, scissors, or 
backpack. 

• The area around his belt 
will actually be completely 
covered with items. 

12. Magazine pouches 


13. His knees and elbows are 
both covered by angular 
protectors. 

14. Boots 

15. No laces, it's a strap. 

16. Right foot 

• As if elements of combat 
boots have been added to 
athletic shoes. 

17. Leather 

18. Rubber 

19. Rubber 


H 1. Snake's underwater 
equipment 

2. Sub vest 

3. Snake’s body armor also 
acts as a dry suit. 

4. Fins 

5. He approaches the target 
area in a small sub, which 
he then discards. 

6. Put the hatch a little higher 
• It pops up and then slides 

back. 


PI i Snake at briefing 

2. • Messy hair, like Jonathan 
• Scruffy beard 

n 1 Fastener on back can’t be 
opened or closed, can only 
be removed from the front. 


005 


METAL GEAR SOLID 











































CHARACTER DESIGNS 



Q i Solid Snake’s civilian 
clothes during closing 
scenes. 

2. • Black leather half-length 
coat 


• Dark brown turtleneck 
sweater 

• Dark gray pants 

• Brown gloves 

3. Rear view of half-length coat 


4. Snake: shirtless, no scars. 

5. Solid Snake reference 
for modeling. 

6. No bandana 


0 1 Can be removed with a 
‘BAM' 

2. Like a molting cicada 
•SWAAAY, BURBLE 
BURBLE‘ 
















































1 



0* Liquid Snake: tattoo 01. Liquid Snake: 

2 Liquid Snake expression shirtless three-sided view. 

Q 1 Liquid Snake: revised 

version (version 2) of center¬ 
closing coat 


007 


METAL GEAR SOLID 























CHARACTER DESIGNS 








1 



009 


METAL GEAR SOLID 








CHARACTER DESIGNS 



Q i Draw the side locks. 

2. The neck may be a little 
too thick. 

3. Sorry, but please make the 
shoulder strap wider. 


4 Tighten the mouth. 

5. More volume to the bangs. 

E| 1 Meryl’s jacket 

2. Be sure to draw the wrinkles 


in the fluffy part. 

0 1 About sixteen years old. 
• Tall at 172 cm (I'm so 
jealous) 


2. It’s very cold, at least give 
her a down jacket outside. 
You could die like that! 


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1 



Q i Comparison to Snake 

2. Sh—she’s huge! 

3. Comparison to normal girl 
4 Accessory belt 

5. This is a DE50AE 

6. Combat knife on the 
right hip 

7. Hook 

8. This is Velcro 

9. Gloves incorporate 
something like the hand 
covers of a ninja. 

• They can even stop 
knives! 


10 Combat boots with no 
laces. They use zippers and 
Velcro. 

11. Meryl Silverburgh 

12. Aloof 

13. Tattoo 

0 i Sorry. 

2. Glove 

3. Meryl keeps her knife at 
her hip to hide how long it 
is and to keep her attackers 
off balance. Her stance is 
similar to that of a ninja. 


Q 1 Meryl shooting concept 

2 No. 1 

• What do you think about 
her shooting with one 
hand? It’s aggressive. 

• Should we have the left 
hand cross over as shown 
below, or bring it together 
under the right hand? 

3. No. 2 

• Showing the left hand 
under the right. 

4. No. 3 

• Having the left hand 


completely free may make 
for a better-looking model. 

5. Of course, there is a greater 
gun kick when shooting with 
one hand, but I’ve heard it 
said that since the force of 
the recoil goes from your 
arm to your shoulder, it can 
seem easier than when 
shooting with two hands. 

6. “He he he . . 

7. When being manipulated 
by Psycho, she shoots 
with two hands, which is 


different from her usual 
form. Her center of gravity 
isn’t balanced, and it is like 
she is being led by the gun 
(Nikita-style shooting). 

Q 1 Meryl in sneaking suit for 
MGSC 


Oil 


METAL GEAR SOLID 
















I CHARACTER DESIGNS 



Naomi Hunter 


□ i Otacon Q 1. Mei Ling 

Q 1 Unconstrained crying 

2. Habit 

3. Otacon expressions 



























1 


□ 



□ 




5EIZG7 

□ 





Nastasha Romanenko 



Master Miller 




Q Secretary of defense Q 1. Colonel Campbell Q i Nastasha 


EJ 1 Master Miller 


013 


METAL GEAR SOLID 






































CHARACTER DESIGNS 



Q 1- Opening the Ninja face 6. Side guards slip toward Qi Three-sided view of Ninja 

2. Upper guard slides forward the back, completing the 

3. Pivot operation and exposing 

4. The upper part pops upward the face. 

• The side slides forward 

5. Left and right split apart 

• * * PSHH‘ 















1 



□ i Gap between skin and 
internal mechanism. 

2. Bar for supporting upper 
face cover. 

3. Cushion between the 
only remaining original 
skin on the face and the 
mechanism. 

4 Missing the right eye 


□ 1 Ninja's laser gun arm 

2. * KACHIK * 

3. Cartridge release button 

4. Energy cartridge 

5. Bumper 

6. Note: I think the gun might 
be a little too large in this 
drawing. 

7. Energy packs stored at 
the hip. 

8. Energy cartridge— 
Seventeen continuous 


seconds from one pack. 

9. Separate part starts here. 

10. Stamped 

11. Packs hang from the hip 

12. Moving sensor? 

13. Camera lens 

14. Muzzle 

15. Laser device 

16. The board in the middle is 
for mounting modules. 


Q 1 Gray Fox (before) 

2. “Nnn! Ahh!" 

3. * SKSHSKRSH * 

4. Ninja being crushed by 
Metal Gear. 

5. Head shape 

6. Elongated toward the front 

7. The back portion is 
completely mechanical. 
Since the face is a mask, it 
is longer in that direction. 


171 1 Ninja's arm being blown off. 

2. ’More than the arm—his 
shoulder is shot, and the 
arm is ripped off. 

3. Blood gushes out 

4. Point: white of clavicle 

5. Muscle (‘The blood 
has been left out of 
this drawing). 


015 


METAL GEAR SOLID 

























CHARACTER DESIGNS 



□ Psyctio Mantis 













1 




n i Psycho gloves 

2. Wraps a strap around the 
combat boots with fasteners. 

3. Psycho Mantis coat 

FI • Pycho’s actual face. 

2. Even though we ll never 
see it... 


• Scars from the brain 
surgery. 

• Dead eyes. Fish eyes. 

• Mouth is stitched closed. 
He doesn't need to eat. 

3. Reference for Psycho body 
shape. 

• Skin and bones. 


Q 1 Three-sided view for making 
polygon models. 

Q i Body like a mantis. Skin 
and bones. Wears a mask 
to hide his ugly face. 
Everything came together 
perfectly! 


2. Is this the true face of the 
secretive Psycho? We all 
have our dark side . . . 


017 


METAL GEAR SOLID 












































CHARACTER DESIGNS 



Q i Colors 

2. Head = green 

3. Important points are: 

Head, hands, feet, and 
other end parts should be 
greenish. 

Elbows, knees, hips, and 
other joint parts should be 
dark grayish. 

4 Elbows = dark gray 

5. Pouch = dark gray 

6. Gloves = green 

7. Knees = dark gray 

8 Boots = green 

9 It would be nice if the 
opening in her shirt showing 
her breasts was more “cool" 
than "sexy" If it is too racy, 
let’s give her a dark gray 


inner suit. Besides, it's cold. 

10. PSG-1. She doesn't need 
a tripod. 

Q ’ See separate sheet for more. 

2. “Silver," who is tame for 
Sniper, is the wolf dog pack 
leader. 

3. Silver Wolf 

0 1 One eye is covered by 
her hair. 

2. Hair is silky. It flutters when 
she moves. 

3. Turned-up collar 

4. Pockets on chest 

5. Cocking handle is out 

6. FH logo 

7. Both elbows 


8. Magazine pouch 

9. Pockets on both the left and 
right outer thigh. 

10. Pants are short and sexy 

11. Golden stitches 

12. Pockets are left out of this 
drawing 

13. Wearing a leather necklace 

14. Breasts should be normal, 
not too big. Her cleavage 
should appear natural. 

15. Sniper Wolf 

• Slim, overall 

16. PSG-1 

• She uses the tripod 
sometimes. 

17 Always carries tranquilizers 

18. Muscular 

19. Slightly thicker material 


around the knees (to act as 
pads) The color should also 
be slightly darker. 

20 Inner lining 

21 Combat boots 

22.Legs 

Is this what they would look 
like as polygons? It would 
be best if they could be 
shapely. 

1*1 i Snowfield wolf coat 

2. Upper half has the same 
texture as snow troops. 

It’s different in that it has a 
hydration pack. 

3. Color; gray 

4. It's like a canteen, but it 
would probably freeze 


5. Problems: Do we put her 
hair inside the coat, or leave 
it out? 

Is the hydration pack 
necessary? 

What should we do? 

6. Likely answers: if we make 
her wolf-like, it would 

be best not to have the 
hydration pack and to keep 
the hair out. 

7. On the right hand, only her 
index finger is visible. It 
sticks out of the mitten. 

Note: the entire finger is 
not exposed, but is in a 
thin glove. 




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1 






□ 

Death by FOXDIE 

when moving. 

(same as Liquid's) 

Q 1 Revolver 

4. 

Boots 



7. Black vest with red trim 

Open wide in front 

2. Wearing a coat 

5. 

Pants 

□ 

Mr Revolver 

(waistcoat). 

13. SAA 

3. This is a holster 

6. 

Collar 


Sack vest 

8. Pocket watch chain hangs 

• Silver 

0 i White shirt 




White shirt 

from button to pocket. 

• Colt medallion on wood 



X 

Red trim 

9. Armband (black) 

of grip 

2. Waist gun belt 



5 

Gold buttons underneath 

10. Gun belt 

14. Fastener 

3. Bullet loops are placed 




the coat. 

11. Red gloves 

15. Leather holster on right hip. 

slightly higher than the 



€ 

Silky silver hair It flutters 

12. Coat was supplied by FH 

16. Cowboy boots 

center of the belt. 




019 


METAL GEAR SOLID 










































■ CHARACTER DESIGNS 


□ Vulcan Raven 



□ i Tattoo reference 









1 



Q Vulcan Raven 

2 Forehead tattoo 

3 Sop<ng shoulders. I don’t 
*e the square shoulders 
you see on some of those 
sumo wrestlers! 

*■ Brown skin 
5 F-ont 
z Sac* 


7. Cross section of arm 

8. Tattoo 

9. Dark blue color 

10. Tattoo 

11. Tattoo 

12. Pants are not baggy. It 
should be as though you 
can see the thigh muscles 
through the tight pant legs. 


Q 1 Comparison of the 7.62 mm 
and 20 mm Vulcan guns 

2. Note: These are not the 
actual sizes, but it would 
be interesting if they were 
portrayed this way. 

3. This is the best angle for the 
ammo drum. It should be at 
an angle. 


4 Belt connections 
5. There's a mounting latch on 
the bottom. 

Q 1 Three-sided view of 
president of AT. 

Cleaned-up version. 

2. Cane 


021 


METAL GEAR SOLID 












































■ CHARACTER DESIGNS 


Donald Anderson 



□ Hooked nose Q 1 Head of DARPA 

2 Old Man!! 

3 Old Man capsule rear view Q 1 Head of DARPA 

4 Old Man research 2 Three-sided view 


3. Comparison with Snake 

4. Necktie reference 

5. Suit 


rryo 































































1 



n Snowfield heavy infantry 

2 White cover on helmet 

3 Large snow boots 

4 Back 

5 Simple view of vest 

Q Lots of space below the chin 

2 Large head model 

3 like this. 

4 Gas mask troops 

5 Stitching on the head cover 

6 Bulging cheeks 

7 The reason I didn't make 
the gas mask look like an 
octopus was to differentiate 
it from Psycho. The one for 
Psycho is much more old 
school. 

8 Give the suit a voluminous 
feeling 

9 Closed tight by the harness 

tO Harness 


11. Belt 

12. Sticks out 

13. Rubber gloves 

14. If possible. I would like an 
accessory—like a bag that 
holds disinfectant or first- 
aid kits. 

15. Bulge in the side pocket 

16. Closed with a harness 

17. Boots are wrapped by a bag 

18. Bottom is also covered with 
bumps to prevent slipping 

19. Front 

20. View from the bottom 

21. Heel 

22. Under the mask 

23. Not like this, but a skullcap 
where the mouth is visible 

24. Snow troops * White 
Light infantry * Brown 
Heavy infantry Green 
Gas mask troops * Cream 


25. Reference books: Survival 
Skills, pages 94-109. World 
Weapons Illustrated, pages 
182-183. 

Q i Guards 
6/10/96 

2. Walkie-talkie 

3. FH unit insignia on the left 
shoulder and back. Platoon 
number on right shoulder 
and breast. 

4. Walkie-talkie holster 

5. More green than brown 

6. Walkie-talkie 

7. USP holster on hip 
(same as the one for 
infantry) 

8. USP (I have a photo for 
reference) 

9. New FOX insignia for 
FOXHOUNDS. 


Put on back and left 
shoulder. .. Meryl will have 
the old insignia. 

FI 1 Infantry 
5/16/96 

2. Holes in helmet for better 
airflow. 

3. Armband with elbow pad. 

4. Body armor 

5. Magazine pouches 

6. Back flap on helmet can be 
moved. 

7. Handgun holster 

8. Sidearm 

II i Infantry additional 

2 Outer Heaven insignia 

3. Outer Heaven logo 

4 Harness below 

5 Velcro on top 

6. Patch 

7. Velcro 


8. Armor is actually attached 
and cannot be broken down 

9. Velcro 

10 Plate inside 

11 Armor—Kevlar 

12. Back 

Q i Side view of face mask 

2. Reference for suspenders 

3. FH unit insignia 

4 I want to show breath with 
these lines. 

5. The USP sidearm hangs 
from the equipment belt 
(right hip). 

6. Make the boots big since 
they’re snow boots. 

7. Suspenders 

8. This is the back side. 

9 Equipment belt hangs off 
of hooks. 


023 


METAL GEAR SOLID 





























MECHANICAL DESIGNS 


□ Metal Gear REX 



Q i Metal Gear waist and 
backpack 

2. Close-up 

3. Small, like the arms 
of a T rex 


FI Twenty-four joints max 

2. Fully extended leg 

3. Still rough 

• Additional 









































1 



Q Marking on the head 4 Maintenance hatch Q 1. Metal Gear from the rear 

2 Metal Gear from the front 5. Heel 

3 Armor mount 6. Crotch Q 1. Back view of Metal Gear 

• Thigh 


025 


METAL GEAR SOLID 




















■ MECHANICAL DESIGNS 


Metal Gear REX 


□ 



□ 


-LT- ? - 





El 1 Three “eyes" 

2. Launch angle can be 
changed within the 
missile pods. 


Q 1 Waist module armor 

2. Pipes are omitted 

3. Do something about the 
texture. 

4. Moves forward while 
spinning diagonally. 










































1 



O Metal Gear—back nuclear 
module. 

2 Rear 

FI • Bottom view of the head. 

2 30 mm Vulcan 


3. Sensor 

4. Lights 

5. Ejection port 

6. Ammo drum 

7. Bottom of foot 

8. (Left foot) 


9. Heel is made of rubber 

10. Bottom of rail gun barrel 

11. Assorted bottom views 

12. Openings in feet 

13. Pipes and rails 


027 


METAL GEAR SOLID 












































MECHANICAL DESIGNS 


Metal Gear REX 

□ 



\ -> 

l_ i 

0 




Q 1 Metal Gear—laser gun 8. Full cover for right side 

2. Front 

3 Side Q 1 Metal Gear rail gun 

4. Rear 

5. Bottom 

6. Rear section of crotch 

7. Revolving shaft 




































1 









5 II i 


EX25H 



Q Radome 

2 Offset from center 

3 Front 

4 Side 

5 Rear 

6 White line 

7 Flat antenna 


8. From the bottom 

9. “It's a radar!" 

10 Radar fetish 


3. Oil stain 

4. Soot 

5. * STRETCH * 


Q 1 Like it was blown apart by 01. Five pedals 
an explosion. 

2. Metal maintenance hatch. 


029 


METAL GEAR SOLID 




















































MECHANICAL DESIGNS 


Metal Gear REX 







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□ i Metal Gear down low 

2. Cute? 

3. Head in the lowest 
forward position. 

• The neck frame shifts 
back and forth. The bone 
frame goes diagonal. The 
forward frame enters the 
body. 

4. Will this pose work with the 
finished Metal Gear model? 

Q 1 Metal Gear standing pose 

2. ‘ KREEEN‘ 

3. Angry pose 

4 Heel folds up 

5. -NYOCT 

6. Slides 

7. When moving, it leans 
forward on its tiptoes (the 


position of the head does 
not move much even during 
brisk movement). 

8. (Motion like a T. rex) 

9 Leg structure 

Q 1 Leg is lifted 

2. Walking effect for 
Metal Gear 

3. About this smoke . . 

4 * KERTHUD’ 

5. Hits the ground 

6. ’BWSSH’ 

7. Smoke rises as it slides 

8. Gas is released through the 
back of the leg. 

9 ’SHOOO' 

10. Note: It might be a little too 
much to have smoke come 
out with every stop, so 


maybe we should use it for 
a little vanety when it turns 
or when power is applied 
such as during startup 
Experiment and see 

□ i * VOOOOM’ 

2 Metal Gear action 
• Midrange attacks 

3. Fixed 30 mm Vulcan 

4 It is better for the muzzle 
flash to be “FAMAS-ish" 
than “SOCOM-ish" 

5. Not this 

6. Please make it layered like 
this three-shot picture 

7. Also, put in tracers 

8. Smoke nses when it walks 

9 ’VOOO’ 

10 ’VOOO’ 


11 Reflection from the muzzle 
flash should be very bright. 

12 I think it would have more 
of an impact when looking 
head-on if there were lines 
of tracer fire. 

13 Head-on view 

14 ’CHI CHI CHI CHI CHIN 4 

15 Make the ricochets of the 
30 mm ammo really stand 
out Delay the appearance 
of smoke by one frame 
(smoke should stay for a 
short time). 

16 (Just like it does for tanks. 
Raven, and Hind D.) 

□ * CRASH * 

2 ’CRUMBLE CRUMBLE 4 

3. Necessary effects: 


• Sparks 

• Smoke 

• Crumbling wall debris 

4 Metal Gear: wall-crumbling 

action 

• Mercilessly crushes walls 
with its backpack (nuclear 
module), radome, linear 
guns, and other parts 
when walking and turning. 

• This expresses the 
violence of Metal Gear and 
the emotions of Liquid. 

• Also crushes “breakable 
things" on the ground, 
such as steel drums. 

5. -THWUD- 



















1 




□ Metal Gear spark 

2. Continuous black smoke 
and sparks when the cockpit 
is damaged As damage 
builds, these effects become 
even worse (use gun 
camera explosion for spark 
effect). 


3. * TCHKTCHK * 

4. The radome explosion 
should be a maxed-up 
version of the gun camera 
explosion. Sparks and 
shards fly everywhere. 
Afterward, sparks and black 
smoke continue to pour out. 


□ 1 * BOOM * 

2. * BAMV 

3. Hatch comes off with a 
"BAM!" when firing a missile 

4. SHOOOP ' 

5. Metal missile pod 

6. Metal long-distance attack 

7. Launch angle can be 


changed within the 
missile pod 

8 Change the texture of this 
surface, and at the same 
time, parts such as the 
hatch, code, and lock pin 
appear, fly off, and fall. 


Q 1 Metal Gear vs. Snake 

2. Dick laser 

3. Breakables? Metal Gear 
gets caught on pipes 
located on all sides, ends up 
breaking them. 'SNAP!' 


031 


METAL GEAR SOLID 































































I EARLY MECHANICAL DESIGNS 



□ u^nenance hook 

2 Raoar detecting humans 

3 VUouroose radar 

* -\aacf' *or mounting options 
S t oe coot to have 
sot*e^ 'XJe on too 'with 
saber* 'ooes» 


6 Upper part can rotate 45°. 

7 This is a camera. 

8 This is a sensor, not a 
camera (by which I mean it 
does not emit light) 

9 Radiator 

10 Outlet for air pressure 


11. Option (missiles) 

12. Mam cannon 

13 Humans for size 
comparison. 

14 Stopper 

15 Make the legs a little longer 
16. Mount for the radiator 


17 Back 

18 Maintenance hatch 

19. Safety pin 

20. This is a hatch. 

21. Size comparison 


□ 1 Eye module 

2. Nuclear module—rises 
slowly and then fires. 

3. This! 

4 “Little turtle" 

5. Ball tires 

6. Metal Gear “Jet Scrander"* 




























1 


MrrAl GEM* 
Rir/ME 
C/ceed 


i H" RBX-] 



r 


7. Riding supporter and 
stabilizer 

8. Super “Scrander" 

9. Long range 

10. Medium range 

11. Short range 

12. *FWAP FWAP FWAP 


FWAP FWAP * 

13. * WHAM * 

14. * THUD * 

15. Can separate even while 
m the air. 

16. 'BEEP BEEP‘ 

17. -GRR- 


18. RoboDog (cool like 
RoboCop). but also like 
Bulldog by Katsuhiro Otomo. 

19. “Big turtle" 

20. Right here! 

21. * K-POP‘ 

22. Head pops out 


23. Like usual 
24 Tires are balls 
25. The top hatch opens when 
alerted by the spinning 
lamp and siren after the eye 
sensor is tripped. 


*Editor 's note: 

A Scrander is a flying 
vehicle featured in the 
Mazmger series of manga 
and amme. 


033 


METAL GEAR SOLID 

















■ EARLY MECHANICAL DESIGNS 



Su3Mr -col,* 



7 Shines like Ideon’ 

8 Metal Gear concept notes 

9 Thighs could be better? 

10 Leg 

11 Prototype I 

12 Prototype III 


Q i Mi It’s so cool. 

2. ’NYUK’ 

3. ASQ-24A 
Pursuit Set-ish 

• LLTV 

• Laser firing 

• Sighting 


• Distance measuring, etc. 

4. Hatch 

5. Module mount latch 

6. This could be really cool. 
It's getting much closer to 
modern-day weaponry 

7. Angular metal armor 


*Editor 's note: 

Densetsu Kyojin Ideon is 
an anime series created by 
Yoshiyuki Tomino. 

























1 




1 Jl4wr.tr**.) 


Q Huge multipurpose cannon Q i. Got the configuration of the 

2 Main cannon left and right legs wrong. 

3 Chain gun 

■J Smoke discharger 

5 Nuclear module 

6 Radome 

7 Eye module 


035 


METAL GEAR SOLID 






















SETTING DESIGNS 



Q 1 Various boxes 

2. Container no. 1 

3. Numbers 

4 Okay if they turn 

5. Side view 

6. Top view 

7. Hinge 

8. The way it opens is 
important. 

9. Handle 

10. Side 

11. The bottom has gaps to 
insert the fork of a forklift. 

12. Label 


13. Reference for the block 
of text. 

14. Accent by changing the 
thickness of vertical and 
horizontal lines around the 
edge. 

15 Something appropriate 

16. Mix of capital letters and 
numbers 

17 Cardboard box sample text 

18. Side of cardboard box 

19. Container no. 2 

20. Colored lines 

21. Top 


22. Recessed area 

23. Colored lines 

24. Top 

25. Opens like this 

26. Recessed area for handling 

27. Remove text 

28. Remove 

O 1 Heliport concepts 

2. It’s okay to use square pipes 
instead of cylindrical ones 
(that will also help us save 
on the number of polygons). 

3. Supports 


4 Guide light shines out for 
helicopters. 

5. Handrail 

6. Mist 

7. There is a trench around the 
heliport 

8. Tank 

9. View from above 

10. Guide light 

11. Lines showing lanes for 
work vehicles 

Q 1 Stage 1 forklift 

2. In terms of design: 


Don’t just add details to 
each side like this ... 

. .. apply panel lines that 
are linked from side to side 
and show as a single item 
block, not separate parts as 
polygons. 

3. Proposal 

4 Make this a single polygon? 





































































































































1 



Q Drawing of the details 

2 Don't center it on the object. 
Push to one side or the 
other. 

3 Bulge 

4 A part like this goes on 
the roof. 

5 Stage i fake snowplow 

6 Swings in an upward 
direction. 

7 The side and rear have a 
maintenance hatch. The 
textures are drawn so it 
looks like it's opening. 

8 Swings in a downward 
direction. 

9 Transforms into a robot 
when it opens (not really). 

10 Window 

11 Bulge 


12. Handle 

13. Logo 

□ 1 Monitoring room for cells 

2. Locker 

3. This pipe runs over the duct! 
4 Change this from pipes 

having the wall texture to 
putting polygon parasolid 
pipes on top. 

5. Pillar 

6. This is a bathroom, so 
include water pipes. 

7. Water tank 

8. Wider 

9. Duct 

10. Light 

11. Mat 

12. One step down 

13. Sticker on the glass 


14. Calendar 

15. Memos 

16.3 m-high partition 

17. Cutouts for lifting by hand. 

18. Typical panel pattern 

19. Light 

20. Color line 

21. To Meryl's cell 

22. To the DARPA cell. Conduit 
for electrical wiring. 

23. Slit 

24. This is pretty wide, isn't it? 

25. The part in the middle is 
frosted glass. 

26. Door is 1.5 m 

Q1 Autogun 

2. Camera, sensor 

3. Ammo box 

4 7.62 mm machine gun 


5. Turret 

6. Goes up and down along a 
rail embedded in the pillar 
(mostly for maintenance). 
Maintenance panel. 

7. Actuator 

8. Side 

9. Motor 

10. Sensor 

11. Camera 

12. View from above 

13. View from the front 

n i Wires 

2. Outer 

3. Center 

4. 1 m or 50 cm from the pillar 
is okay. Any more than 
that, you touch a wire and 
'BOOM'. Creeping would 


be fine, but standing should 
lead to a quick explosion. 

5. From above 

6. Outside 

7. Outside 

8. Outside 

9. Outside 

10. Center 

11. AT’s crucifixion—the wires 
are wrapped tight around 
him and he can barely stand 
on his tiptoes. He is shaking 
uncontrollably. 

Qj i Cold air 


037 


METAL GEAR SOLID 
























































SETTING DESIGNS 


□ 





■^T 



□ 

Tank stage 

right-hand side 

□ l 

Versions with and without 

7. 

Snake can hide here 

□ 


10. Glass 

boxes (first-aid kits). 

8. 

Hit area 

Lab no. 1 

11. Top and bottom are 

2. 

Gas chamber workbench 

9. 

The Nikita missile is fired 

2. 

Glass 

aluminum 

3. 

Staging—like a chemical 


from 136 cm. Everything 

3. 

Wall 

12. Card key reader 


experiment room. 


under 115 cm will be 

4 

Like this 

H 1 Stand them up and reduce 


Microscope, beakers. 


missed, thus it is important 

5. 

Guide rail 


jars. etc. 


to keep everything on the 

6. 

Glass door 

the quantity? 

4. 

Notes 


table at 115 cm or lower. 

7. 

Partition 

2. Make the nuclear warheads 

5. 

Table 



8. 

Displays security level 

square like this? 

6. 

Height-modeled to be 200 

□ 

Image for B-2 south 

9. 

Slightly tinted on the 



to 230 cm 


























































1 



□ • Corridor of corpses 

2. Make the light flicker by 
adding sprites to lights 

3. Direction of movement. First 
there is one corpse, and 
then there are many. 

Q • Otacon’s room 

2. Pipe goes below 

3. Hard drives 

4 Messy wires 


5. Partition shouldn't stick out 

6. Pipe 

7. Memo 

8. PlayStation 

9. Hardware Not just 
monitors—there should be 
mechanical items as well. 

10. Placement of lights 

11 Bookshelf placed on top 

12. Poster 

13. From above 


14. Memos 

15. Hard drives 

16. Cut slightly on the diagonal 

17. Trash can 

18. Monitor 

19. Slightly diagonal 

20. Not glass all the way to the 
bottom. Only the top part of 
the partition. 

21. Protrusion for the pillar 

22. Pillar 


H i B-2 storage room no. 3 

2. Fire extinguisher box (same 
texture as the one in the B-1 
corridor). 

3. Lockers (can be the same 
as those on B-1). 

4 Item 

5. Shelves 

6. Sliding doors 

7. Cardboard box 

8. Boxes, etc. 


9. The floors would be better 
if there were accents from 
different textures here and 
there. 

10. Sliding doors 


039 


METAL GEAR SOLID 


























SETTING DESIGNS 



Carpet is like this. 

□ i Doorway 

•Area above is hazy and 

□ 

Steam animation 

Flowery 

2. Place two or three drum 

can't be seen. 

2. 

"AH!” 

Geometric 

cans. Borrow some from 

•Random snow 

3. 

“OW!" 

Mirror 

Johnny 4-2. 

•Long corridor filled with 



S50.000 vase 

H 1. Steam 

steam, beyond which a 

□ 

Sniper Wolf 

Entrance 

steel-framed tower comes 

Lamps shaped like candles. 

2. First appearance of Sniper 

into view. 



Wall sticks out a little on 

Wolf: 

3 Light 



each side of the entrance 

•High walls on both sides. 
























































































































1 



0 Rough sketch of radar tower 
Z Door is open 
3 The interior parts 
are detailed and are 
surrounded by a massive 
steel frame 

* This door doesn t open 
5 =>ace m a position that can 
oe seen from entrance A. 


6. Same wall as A. 

7. View from above 

8. Tower A 

9. Positioning 

10. There is a quarter-turn 
staircase above. 

11 There is an elevator below. 
12. The open space below is 
covered in fog. 


13. Open 

14. Pillars 

15. Steel frame 

16. Concrete walls 

17. Elevator floor 

18. Gradient to white 

F1 1 Torture device 
2. Front 


3 . Rear down at the same time. 

4 The lines are very vague 5 Rear detail of pillar block. 

5 Side 6. View with the bed down. 

0 1 Detail of rivets 

2. Reference for side detail 

3. Rails 

4. Box on the side moves the 
same as the bed. up and 


041 


METAL GEAR SOLID 













































































































SETTING DESIGNS 



1. Frame 

U 1 Size comparison with tower 

0 i Side of antenna 

□ 1 Quarter-turn staircase 

2. Rope work 

2. Pattern on back 

2. Rotates 

• Fog 

3. Create a circle using 

3. Corridor is 2 m wide 


• Searchlight 

octagons 

4. Parabolic radar 

5. Steel frame created using 
black outline. 

4. Main pillar 













































































1 





□ Top floor of Tower A 

2 Ladder 

3 Floor 

4 Pillar 

5 Tower diagram 

6 Ladder up 

7 Open 

8 Electrical box 

9 Lattice walkway 

iC Open 

it Bird s-eye view 

Q Entrance to blast furnace 

2 Creek 

3 Woods 

4 Mountain 

5 Hmd (it's fine if it's just 
visible as smoke coming 
from behind the mountain). 

5 Parachute in tree (Liquid has 
escaped and his footsteps 
should be generated by the 
program). 

7 Truck 


8. Tower 

9. Road 

10. At this stage. Sniper Wolf is 
in her snow coat. 

11. Once Sniper Wolf dies, the 
wolf dog appears as an 
enemy I think it would be 
good for it to appear from 
behind trees—can the trees 
be modeled? 

12. ‘GRRR' 

13. Texture from a distance 

14. Snowfield part II vs. Sniper 
Wolf 

15. Reference movies: 

• Die Hard 2 

• True Lies 

• CUffhanger (parachute in 
the trees) 

16. Reference books 

• Survival Skills 

• Landscape Only, page 46 
(3344) 


FI i 1F in front of blast furnace wall 

2 Insert max weight near the 
catwalk. 

3. Inserting panel lines 

4. No. 1 

5. Rather than an equal 
cross. . . 

6. . . it would be good to 
make it off center. 

7. No. 2 

8. Rather than having the 
same thickness . . 

9. ... it would be good to 
change the thickness for 
vertical and horizontal 
lines. 

10. Other 

11. It would be good to insert 
other details over lines. 

12. It would also be good to 
insert accents in the middle 
of lines. 

13. You can see the room inside 
(see items) through the 


vertical gaps between pipes. 

FI i First floor room notes 

2. Item room 

3. Machinery 

4. Items 

5. Tank 

6. Entrance 

7. Tank 

8 Like this 

9. The pipe texture underneath 
the lattice looks like this. 

10 Steam trap. Getting caught 
in this trap causes damage. 
•First—three seconds of 
steaming at chest level, 
followed by one second off 
•Second—same, but at 
foot level 

•Third—constant steam at 
chest level 

11 ’PSSSH' 

12. Gap through which you 
can see. 


13. Entrance 

14. The problem is how much to 
model or texture this busy 
area . . . 

15. Positioning the pipes- 
placing two pipes close to 
each other looks better than 
just a single thin pipe. It 
would also be good to have 
some contrast, such as one 
pipe being wide and one 
narrow. 

16. Some kind of label. 

17. The space will look better if 
it’s accented with some kind 
of gauge. 

18. If the pipes are long, they 
will need joints. 

19. If you change the routing 
or add junctions halfway, 
it looks more real. 

20. Curves are created from 
separate parts, so you 
need joints. 


043 


METAL GEAR SOLID 


























SETTING DESIGNS 



□ i Takabe fog* Q i Different textures for the top 

2. Fade to white? and bottom. 

3. Pipes are all parasolids 

4. Cold air coming in from the 
openings. Fog effect 

5. Wall 


* Editor s note: This fog effect was created by Kunio Takabe 
































































































































□ PAL room 

2 Three mini towers that are 
one step higher. The towers 
go up and down using 
the PAL key. so they are 
different models 


3. The only panel monitor is in 
the center. Okay to have it 
floating in the air 

4. It would be good if the 
central part stands out in 
relief using lighting. 


5. It might be good to have 
piping on the ceiling. 

6. Air conditioner 

7. Sub monitor 

8. Air conditioner 

9. Chair leg 


10. It's okay to have documents 
here. 

11. Sub monitor 

12. Chair 


045 


METAL GEAR SOLID 

































SETTING DESIGNS 



Q i Metal catwalk 

2. Ladder looks like this 

3. Text: Max-Belastung 
200 kg/m 7 

4. Bottom is framework 

5. Not this 

6. Some kind of box 

7. Frame 

8. Panel 

9. Like this 


Q 1. To parking area 

2. Pillar 

3. Pillar 

4. Metal slumped up against 
the wall 

Black smoke from mouth 
(cockpit) 

Radome half-destroyed 
Wall is also crumbled 

Q ' Height: 200 m 


2. White line 

3. Light 

4. Pipe 

5. Duct 

6. Compressed gas cylinders 

7. Pool 

8. Height of cavity: 3 m 
Depth of cavity: 50 cm 
Projection of pillar: 50 cm 

9. Danger area. The marking 
line color is ivory and text 


is red. The white matches 
the color used in the guiding 
lines for Metal. 

10. Areas where Snake can 
enter and exit. 

11. “Trench” and metal grate 

12. Drum cans and other things 
to “break." 

• Explosion and smoke 
effect 

13. Computer 


Q i Last battle—Solid is strong. 
Liquid is graceful. 

2. Important camera work. 
Throw in black smoke from 
Metal Gear. 

3. Metal Gear’s head should 
be somewhat diagonal. 

Q 1 Tied-up Meryl 





























































1 



Q Exx*xe using a replacement 
-ooei (ground debris as 
we* Texture is required. 

• Sn utters destroyed 

• Soot-stained wall, shutter, 
and drum can shards on 
re ground 

• Continuous black smoke 
Z Srcrter explosion 

3 Cesrryed on the left-hand 


4 ‘BANG BANG BANG 
BANG '—bullets fly toward 
the drum cans! 

5. ‘BAM‘ ’BOOM '—drum can 
explosion (replace shutter 
model). 

6. Black smoke billows 

7. * SKREECH * 

8 Meryl changes gears. It 
slams through! The Jeep 
momentarily leaves the 


frame, and there is a tire 
squeal as she shifts into 
low gear! 

9. Jeep rushes into the black 
smoke. Snake bends down 
a little. 


047 


METAL GEAR SOLID 






















ROUGH SKETCHES 












049 


METAL GEAR SOLID 











ROUGH SKETCHES 



050 
















1 



051 


METAL GEAR SOLID 


















ROUGH SKETCHES 



























1 



053 


METAL GEAR SOLID 










ROUGH SKETCHES 






















■ ROUGH SKETCHES 



4 













1 



057 


METAL GEAR SOLID 









ROUGH SKETCHES 



nco 




















1 



059 


METAL GEAR SOLID 






















ROUGH SKETCHES 



□ 1 2 3 4 Image sketches 5. Maybe the winter mission 

2. Is it okay to make her in the third part? It’s a little 

uniform look like a Marine sexy. 

uniform? 

3. Gl cut 

4. I would like to show Meryl in 
a sneaking suit. 





















1 



061 


METAL GEAR SOLID 
















ROUGH SKETCHES 



Q 1. Hollywood-style poster 

2 . Schwarzenegger 

3. For DirecTV 

4. Metal Gear Solid 

















































1 






a 

• ^95-es 

• -arcs 

• E*es expression) 


• “Motion" 

•SOCOM 

• Goggles 

3. Concept 1 

4. Border 

5. Konami hotline 

6. No. 3 


7 Layout concept 2 
8. Point: 

• Goggles 


063 


METAL GEAR SOLID 









































064 


try <k/ALC£ 
























1 



Q kazucft 2. Honou 3. Shinobi 

Meour Far Near 

•*anc laser gun Rifle Japanese sword 


065 


METAL GEAR SOLID 





































ROUGH SKETCHES 



nfifi 



















1 



067 


METAL GEAR SOLID 















■ COSTUMES / LARGE SQUARE CARDS 



Q ' Wears suspenders 

2. With long hair 

3. Half-length coat, dress shirt, 
and T-shirt 

4 Nike 

5. Nike 

6 . It’s showing again . . . 


068 



























































1 





069 


METAL GEAR SOLID 




















■ STORYBOARDS 


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D Opening demo storyboards 

2 . Title . 

Logo and character 
drawings fade out when 
pushing the Start button. 
DNA also disappears. 

Back is entirely rewritten 
so that only complex data 
remains. 

*CLICK CLICK. . . BEEP 
BEEP BEEP- 
Then the spoken lines 
fade in: 

3 Campbell: ‘Snake, listen. 
FOXHOUND troops and 
their next-generation 
special troops have started 
an uprising at the nuclear 
repository on Shadow 
Moses Island in the Fox 
Archipelago of Alaska, and 
have taken over the island.” 

4 Freeze frame (loading) The 
camera pulls back and 

5 Lines continue 

6 Campbell ‘They ve 
presented their demands 


to the government, and if 
these aren't met in twenty- 
four hours, they've said that 
they will launch nuclear 
missiles ., 

7. We now see that this is 
the control room of a 
submarine .. . 

8 Somewhere around this 
point, the top left of the 
screen shows the text XX 
XX. 2005 (XXDAY), XX XX 

9. When this is done, the 
camera pans to the left. 

0 1 The screen is filled with 
a slowly moving nuclear 
submarine. 

2 . Text in the upper right reads: 
BERING SEA, ALASKA 
USS DISCOVERY. 
OHIO-CLASS NUCLEAR 
SUBMARINE 
(This can be in English) 

3 Close-up of Snake in the 
mini submarine. 

-SHHK SHHK- 


Snake's breathing is hard 
(note the sound of breathing 
with the oxygen tank). 

• The mini submarine 
is moved through the 
nuclear submarine by a 
crane, and we can see 
the background flow by 
through the open hatch. 
(Background textures) 

• SKREEE CLANK CLANK 
CLUNK- 

It stops moving, and 
Snake's head, as well as 
the screen image, shakes 
from the shock. 

• Steel framework 
background 

4. Pan from top to bottom 

□ 1 Return to Snake 
-SHHK SHHK’ 

(Screen is bluish) 

2. Hatch behind him closes 
with great force with a 
-GREEE-. 

3. ‘SLAM’ 


Pitch dark 

4 The light in the mini sub 
comes on. 

‘CLICK- 

(Screen becomes red) 

5 Start the spoken lines so 
they come to an end here: 
Campbell: “We have two 
missions for you. First, 
sneak onto Shadow Moses 
Island and save DARPA 
chief Donald Anderson and 
the president of ArmsTech, 
Kenneth Baker Second, 
investigate whether the 
terrorists have the ability to 
launch a nuclear missile. If 
they do, prevent it." 

Q 1 Close-up of torpedo tube of 

the nuclear submarine 
• Bubbles appear, and the 
hatch opens. 

‘GLUB GLUB GLUB * 

2. Snake waits patiently. 

His breathing is even 

heavier 


*SHHK SHHK ‘ 

Suddenly there is a 
* CLUNK- and the screen 
shakes. 

3. The mini sub launches at 
high speed from the torpedo 
tube. 

"SHOOOM- 

4. ‘RATTLE RATTLE RATTLE 
RATTLE- 

Snake and the camera are 
shaken all around. 

It’s quite the ordeal. 

0 1 From the back of the screen, 
the sub gradually gets 
bigger. 

2. -FWOOM- 

3. It only appears in front of the 
camera for an instant. 
-SHWOOOM- 

4 -WHOOOSH- 

5. Subjective perspective from 
the sub. The opening of an 
underwater cave is seen far 
in the distance. 


r»7n 









































































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Q • Ctose-up on the crevice, 
it plunges in! 

2 • CMferent angle 

The sob dives in! 

• After a second you can no 
onger see it 

3 • Soeed gradually 

decreases Stone 
*a»s pass slowly in the 
background 

<* • S-.ake looks around 


• The subjective perspective 
does the same 

01. • Screen moves down very 
slowly. It is about 8 m 
down to the sea floor 
Shadows become bigger 
and slower along the floor. 

2. During this time, the nose 
camera moves back and forth. 

• The mini sub nearly comes 


to a complete stop. 

3. • Starts to lean a little bit. 

(# This drawing may be a 
little exaggerated) 

4 • Seawater fills the inside of 
the sub. 

-BURBLE BURBLE 
BURBLE- 
5. * PSSSSH‘ 

Hatch bursts open with a 
flood of bubbles. 


0 • Snake slowly appears 

from within (like a molting 
cicada) A somewhat 
mystical feel. 

2. • Snake's head appears 

from the bottom of the 
screen. 

3. • He moves upward 

-BURBLE BURBLE- 

4. • Rises 


I»1 1 • Angle from above 

The sub sinks. Snake 
approaches the screen. 

2. • Extreme close-up 

3. • Bubbles 

End 


071 


METAL GEAR SOLID 

























































































VISUAL EFFECTS DIRECTION 


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Q 1 Very active monitor 

2. Timer (time remaining) 

3. Red lamp showing that there 
is less than ten seconds. 

* BEEP' 

4. Nikita 

5. Sound: *CRACKLE 
CRACKLE' white noise. 

6 . Half opaque/green 

7. Numerical and textual data 

8 . Parallel wires 
Missile speed 

Move at equal speed toward 
the center. 

9. Match up and fire! 

10 Graph (speedometer) 

11 . Cursor follows the enemy. 

12 . Camera shows your own 
perspective The center 
pointer and text flash on 
and off. 

13. Camera pans down, frame 
appears from top and 
bottom, lines from the left 
and right. 

14 Appearance of gauges 
Select 


15. Location of enemy. 

16. Shakes to left and right. 

17. Stinger II 

18. Guide gauges shown for the 
launched missile (location). 

19. Movement counter. 

20. Blinks when launched 

21. Weapon 

22. Sound: identification signal, 
tone. Loud * BEEEEP‘ when 
locked. 

23. Sight 

24. Horizontal line goes up and 
down. 

25. Item 

26. Vertical angle 

27. Frame 

28. Telescope 

29. Like night vision 

30. Vertical lines move left and 
right along with the zoom 
level. There is a sound 

to this: 'EEEEN EEEEN' 
(sound of the motor on a 
camera’s zoom). 

31. Center pointer moves slowly 
toward the direction of the 


key input (like it’s floating?); 
no. more like * NUIIIIIIN'. 

32. Center: polygon number 
sensor graph. 

33. PSG-1, make it simple. 
Black or half opaque. 

34. Unsteady due to hand 
shaking. The sound heard 
here could be that of 
Snake's heartbeat: 

* D-DUM! D-DUM' What do 
you think about that? 

35. Make vertical and horizontal 
aspects about the same. 

|3 1 Radar danger display. 

2 Escape display 

3. Normal radar 
“Who’s there?!” 

4. * BEEBOH‘ 

■ SE and white noise 
* SHHHHH * 

Screen is red 

5. 'BEEBOH BEEBOH 
BEEBOH' 

“Danger” panel blinks 
on/off three times in 


synchronization with the SE. 

6 . Panel scrolls up and a 
counter shows up below. 

7. Jamming display 

8 . Screen should stay green. 
Blinks on and off three 
times. 

9. Panel scrolls up. 

10. Text display jamming. 

11 Fades in and out. 

12 . Small text appears. 

'CLICK CLICK CLICK '. . . 
(Keeps getting overwritten, 
as if something is being 
calculated) “Jamming.” 

13. (Displays are all subtracted, 
half opaque) 

14 "Danger" displays 

"Danger” panel continuously 
fades in and out. 

15. Small text appears one line 
at a time to the right side of 
"Danger.” 

‘CLICK CLICK CLICK' 

16. When moving to Escape 
mode, the screen and 
blinking stay the same. 


but “Danger" changes to 
“Escape." 

Yellow 

17. Like 05 . . . 

“Escape." 

'CLICK CLICK' 

18. Proposal 

19. Once a certain amount of 
time has passed .. 
“Jamming." 

20. 'SHIIIIIN' 

21. It disappears. How does that 
sound? 

□ 1 Stinger 

2 . Like 'SHOOP' 

3. Smoke 

4 Back blast 

5. Flash! (Make the screen 
flash?) 

6 . Screen 1 

7. Smoke 

8 . One layer of thin smoke by 
the missile. 

9. Smoke lingers 

10. 'DRIFT DRIFT' 

















































































































































_ % * 4 ,,? # ‘ r > **o *» □ u ***.>) 

2 





1 


□ 


1 

r irr* «> ^ 


9>?‘S it 






0 


Q Looks around after checking 
me magazine (at the very 
east looks around). 

2 You can see the check holes 
n me back of the magazine. 

3 Takes magazine out and 
cnecks me number of bullets. 

4 Slams the magazine into 
me gun 

5 ft would be interesting to 
".ave me camera move in 
a little. 

5 Looks around. Should he 
-aise the gun or keep it 
down? Which would be 
better? 

O Oaft of Raven's frozen 
room 

2 Most of the fighting is done 
r me mist. 

3 Snape of the ground is 


formed by the cold mist. 

(The cold mist floats down 
slowly from a step 3 m 
high on the wall, and then 
spreads out evenly on the 
floor.) If it looks like we will 
go over the processing 
number for polygons, take 
out the floor polygons! 

4. Cold mist floats in circles 
around the characters. 

Same for the containers and 
other objects (as much as 
possible). 

5. When Raven shoots the 
20 mm Vulcan, cold mist 
shoots up and spirals! It helps 
show the awesome power 
of the Vulcan (four thousand 
shots per minute). Flashes 
along the floor using sprites. 

6. 'VOOO' 


H i Ninja gun effect (similar to 
that of Metal's dick laser) 

2. 'TRICKLE TRICKLE' 

3. Three light rings, bluish- 
white. 

4. Recoil; the rest trickles out. 

5. Dripping blood and sparks. 

6 . Laser impact effect 

7. Smoke 

8 . Radome 

9. Red light ring 

10. Larger, more transparent 
bluish-white light ring. 

11. It builds up . . . 

12 .. . and then explodes! 

13. Battle damage effect 

14. Normal explosion 

Q 1 Blood effect 

2. The current version only 
has blood polygons, but in 
the proposed revision, it 


is a combination of blood 
polygons and spraying 
blood. (A large amount of 
blood spurts to the back, 
and trickles down the front.) 

3. Depending on the remaining 
number of HP (hit points), 
there is a difference in the 
showiness of the effect. 
Example; with the first 
shot, just a little bit of blood 
shows. On the final shot, it 
gushes out in a much more 
eye-catching fashion. 

4 The bullet goes straight 
through! 

5. Slide 

6. Bloodstain 

7. Pool of blood and spraying 
blood come out of the back 
of his head. 

8. 'THUD' 


9 Falls down, but the blood 
remains. 

10. 'SPLAT' 

11. (A small amount of) blood 
dribbles out of the front 
of his head. There is a 
bloodstain on the wall. 
Thrown back due to the 
recoil. Note: the bloodstain 
on the wall may not be 
possible? 


073 


METAL GEAR SOLID 




















































■ VISUAL EFFECTS DIRECTION 




l S jz2 =JJ 





m<§> 




ritr 

) 2 

Si 




5^0 


n 1 *** 


’• ©? 


d Tank effect —main gun 

2. Evacuator 

3. The flames from the barrel 
are a large version of the 
SOCOM type. 

4 Three layered pictures 

5 Snow spray on the ground 

6 Position of the vehicle slips 
back (a little) from the recoil. 

7. Reflection on the body like 
Snake’s FAMAS Screen 
shakes. 

8 Behind the flames, white 
smoke plumes out of the 


evacuator (effect as it 
showed on 2/19 is fine). 

9. Snow spray 

10. Billowing snow spray 

0 i Snow spray 

2. There should be a lot since 
it is running over snow. 

(This will cover some of the 
poor contact between the 
tank and the ground.) There 
should be so much that you 
can’t see the caterpillars. 

3. • Snow flies in the same 


direction as the turning of 
the caterpillars, so when 
the body turns, the vectors 
for the snow spray go the 
opposite direction on the left 
and right. 

4. More flying snow to 
accentuate movement. 
Example: sudden takeoff 
from a stopped position. 

• Wide turn 

5. Takeoff! 

6 . Sudden puff! 

7. Like the vehicle is throwing 


up snow as it revs up on top 
of the snowy road. 

8 . Then it stabilizes. 

□ “Die!” 

2 “What the-?!" 

3. “Oh no!" 

4 'BOOM' 

5. “Oh no! Run!" 

6 . Snow spray and explosion 

7. “Is he done for?!" 

0 Flips! 

2 “Whoa." 


3. * SLIIIIDE’ 

4. “Looks like he’s okay.“ 

5. “That was close ” 

6 . I want it to be cool like this 
It would be very uncool 
for the hero to just up and 
die here. 











































1 


' L^ol^-1 K<v P i >. ^ 



15 



3 *> 1 "7iOMg 7r4i?‘*ki?~ 

< R>‘X 'T*n> -V & 1 ^ ^ -*(# -b-JLlTTS 

^ l 5 < l n 

'll" *V )s tiv T ' 3 


Q Impact effect of 120 mm 
smoothbore. 

2 Lands practically at his feet. 

3 * WREEEEE * 

•i Add fire lines like the tracer 
bullets of the FAMAS. 

5 'WHAM' 

5 Smoke 

7 Explosion 

8 Snow flies toward the back 
5 The explosion picture used 


everywhere 

10. Smoke 

11 . Snow version of 3D blood 
spray and smoke 

12. * BOOM ‘ 

13. High pillar of snow 

14. Smoke 

15. Some smoke remains 

16. Thin smoke 

Q 1 Hind effects 


2. This 

3. Similar to Takabe effect for 
impact of metal missile 

4 In this cut. the speed of the 
snow gradually increases, 
giving the impression of 
hovering. 

5. * FWAPFWAP * 

6 . The hind sways left and 
right and back and forth 
as it rises. 


7 I want the soldiers to move 
away from the helicopter 
bodies bent over like they 
are shielding themselves 
from the wind 
8 . This 

Q 1 Light: no shade and shining 
blur 

2. Light reflection on the road 
(like a searchlight). 


3. If we try hard on the effects 
for this scene, I think it could 
look really cool, so we need 
to do so I especially want 
the lights since you don’t 
see those very often in 
race games. 


075 


METAL GEAM SOLID 












































■ CHARACTER DESIGNS 







2 



Q Stop descender and 
•ope bag 

2 To hook 

3 Sacfcens when gripped 
* Attaches to rappel seat 
5 To rope bag 

€ Rear 




077 


METAL GEAR SOLID 


















CHARACTER DESIGNS 











n SEALS headset—this kind 
at vibe please 
2 To radio on back 

f] SEAL Team A 

2 Sxlearm is a US SOCOM 
pcstol m thigh holster 

3 Chalker sling worn under 


the combat vest. M4 is hung 
from the center hook. 

4. Chalker sling 


B 


1. Pliskin 

2. Puts on a bandana to 
himself pumped 

3. • RUMBLE * 


get 


4. Bare 

5. Bare 

6. Sport-style kneepads 

7. Shotgun? 

8. SOCOM pistol holder 

|3 i Snake. Plant chapter. 
Blond hair almost the 


same as Solidus. 

Plant climax 

Near the end, to get himself 
pumped, he takes off his 
headset, and puts on the 
bandana! 

Line under the chin slightly 
slack 


5. Has normal underclothes on 
under the SEAL pilot suit 
(a tight, dark blue shirt, the 
same as the Tanker chapter) 


079 


METAL GEAR SOLID 



























CHARACTER DESIGNS 



C! Raiden 















2 



Q Netting pattern 

FI 1 X rejected 

2. Sole 

3. Visible panty line 

4 Which should we use? 


Q i Raiden 

FI i Eyes: large 

Mouth: smallish 
Eyelashes: thick 
Furrowed brow 


081 


METAL GEAR SOLID 












CHARACTER DESIGNS 



Q i Raiden’s body armor 
2. Thick in front 

Q1 Tattoos 















083 




METAL GEAR SOLID 






CHARACTER DESIGNS 


Otacon 


iz * 

0 


□ 





Q 1 Otacon Q 1 . Otacon 

2. Cell phone 

3. Notebook PC 

4. Maybe wears jeans? 

5. Sneakers 



















2 



O Morphed into a super- Q EE 

ae« 0 hT>ed three-dimensional 2 Powerpuff Girls watch 

Vrr 3. Su (katakana) 

Z ^ear 


085 


METAL GEAR SOLID 

















■ CHARACTER DESIGNS 



Q i Richard Ames 


Q 1 Colonel Campbell. Almost 
the same as in previous 
appearances 

2. Dl FOXHOUND badge 
Same as previously seen 

3. US badge 
4 Slack 


5. Tight collar 

6. Nameplate 

7. Service medals 

(details on separate page) 

8. k 'HAHH‘ . 

9. “Hmph." 











2 



James Johnson 



13 Peter 

2. Crinkly parka 


n i President of the 
United States 
2. Rear 


087 


METAL GEAIL SOLID 




























CHARACTER DESIGNS 


Marine Corps 


□ 





^ i>° j 



B * •* ^vi* i0IT T<-5 T!«u 

Vn *Tkv* ;* * w i »•« ^j f *•? 




□ 1 US Marines 

Tanker chapter US Navy 
basic outfitting. This would 
be further outfitted with an 
armor vest, assault rifle, etc. 

2. M9 pistol 


EJ i Raincoat 

2. Reflectors 

3. Light! 

4. Cinched hems 

5. The sleeves are long so 
only a little of the hand 
comes out. 


6. Show the edges of the 
sleeves, etc. 

7. The reflectors shine even 
in the dark, so let’s come 
up with other ideas. 

Shall we do a different 
model with no shade? 


The rain jacket is not like the 
pants, and should have a 
stiffer feel. 

Q 1. Heavy equipment items 

2. Armor vest 

3. Opens and closes 


4. Thigh holster 

5. Radio system 

6. Spare magazine 

7. M9 magazine pouch 

8. Grenade pouch 

9. M4A1 magazine pouch 











































2 



089 


METAL GEAR SOLID 















CHARACTER DESIGNS 


Gurlukovich Soldiers 


0 


L 


S\jL^C 






□ i Gurlukovich soldier 

2. Tanker chapter 

3. Soft helmet (with built-in 
radio) and balaclava 

4. Thick gloves 

5. Boots 


Q 1. Gurlukovich soldier 

2. Pistol holster at hip 

3. AKS-74U with suppressor 
and flashlight attachment 

4. Special scout knife. Fires 
bullets from grip. 

(refer to GUN 98.9 P44) 

5. Communications soldier 
(demo only). Hands 


microphone to Colonel 
Gurlukovich. 

6. Communications soldier. 
In-air radio system. 

7. (Concept) 

8 For use by Olga and 
Gurlukovich only. 
Ordinary soldiers get AK- 
attachment bayonets. 






















2 




=*arc crvaoter Gurlukovich 

6. Bag attached 

FI i Plant chapter Gurlukovich 

Q ' Gurlukovich soldier 

6. Belt goes through 

S3br 

7. AN mag pouch 

soldier special team 

special team 

7. Front 

Sing tar AN-94 i same as for 

8. Grenades 

2. Sling for AN-94 

2. Blue background, letter 

8. Knife hangs down 

■ne ^-art cfiapter) 

9. AN mag pouches 

3. Knife 

edges yellow 

9. Sling for AKS-74U 

Sigrr> orctrudmg outline 

10. (R) Makarov mag pouches 

4. Padding 

3. Sling for AKS-74U 


zt ear 

(L) Makarov 

5. AN-94 mag pouch 

4. Microphone is behind 


Sccor orfe t hangs off of belt 

11 Small articles 

6. Vest sketch 

the collar 


Dec# acfcet. 

12 Radio 


5. Spetsnaz knife hangs 


Artone oaoge 



below vest 



091 


METAL GEAR SOLID 






























■ CHARACTER DESIGNS 



Q Ninja soldier additions 

2. Muscle fiber-like inner suit 

3. Katana inserted into belt 
4 Toes curve up 

5. Sole 

6. Hands 





















—<3 

P* 


□ 


■y- <rt ^ l*»t> 

M mj/\ co*V»AA*0 



- ecr Sokjiers 


□ 


E 






□ VWJ rtenor 
vu sor na ndo 

Q Vsera r*e*xr 
Vu ama roc 
2 PM -ag ooucr 

1 'tfrttSacrc 



Q Super infantry 

2 Chalker sling added to chest 
(M4 assault rifle hangs 
from it) 

3. Thigh holster 

4 Helmet (top) 

5 Side 

6 M9 thigh holster 

7 Boots (SKJei 


E| i Straps suspending 
armor vest 

2. Without the pads 

3. Thigh holster to be hung 
from pistol belt under armor 

4. Can he have a beam 
weapon? 

5 Small protrusion on back 
of helmet 


6. Under the part hanging off 
the back is a pistol belt 

7. Pistol belt, pouches, etc., 
are suspended under the 
body armor as well 

8. Looks very bulky and thick 


093 


METAL GEAR SOLID 















CHARACTER DESIGNS 



Q Olga-face 


















2 



□ 

Z So«us prototype 
5 Sr>a sword « stored 


dr sac* stnng 
* Depressed 
5 rfe 

£ 5c* des-gr 


Q 1 Olga’s power suit, head 
close-up. 

2. Lettering 

3. Face shield becomes 
transparent?! With a 
-VWUMM- sound 

4 Display on the shield is 


animated. The streaming 
text, windows, and target 
sights all move. 


095 


METAL GEAR SOLID 













CHARACTER DESIGNS 



Q i Fortune face 

Q 1 Sunglasses 
2. Fortune rear 

























2 



□ Fatman Q 1. Radio 

2 Gtock holster 

3 Mag pouch 

0 Fatman side 

2 Anached with Velcro 

3 Cord inserted through gap 


097 


METAL GEAR SOLID 
















CHARACTER DESIGNS 







2 



Q Vamp topless Q 1 Chest hair like Yukio 3. Gloves 

Mishima 4. Combat boots 

2. Pistol belt over the coat. A 
knife hangs down from its 
middle; his throwing knives 
hang from the belt under 
his coat. 


099 


METAL GEAR SOLID 




















■ CHARACTER DESIGNS 



Revolver Ocelot 





2 


□ 





□ 



^ - A 1 




0 Ocelot Q i Ocelot ranch coat 

Same combat suit as the 
Gurlukovich soldiers. Has 
two SAA guns. 

2. Has side pockets 


Q 1 Ocelot, Plant chapter 

2. Cream-colored shirt 

3. Liquid arm 
Sleeve rolled up? 

4. Boots underneath push out 
slightly 

5. Western boots 


6 Wearing a vest Q Ranch coat diagram 

7. Seam 2. Throws coat 

8. Note sides 

9 Pants resemble horse-riding 
pants 


101 


METAL GEAR SOLID 
















CHARACTER DESIGNS 









2 



□ 

Solidus power suit 

mode, and this side is 

Q 1 Appearance after 

6. FN P90 Q 1. Solidus power suit side 

2. 

Snake arms. They're not 

when in powered mode. He 

disengaging Snake arms 

7. Snake arms mounted 2. Snake arm module 


overly smooth and have 

becomes more massive and 

2. P90 magazine pouch 

8. Lock point 


a clunky movement. 

his veins stand out. 

3. Multipurpose latch 

9. Has straps 

3 

Double-sword fighting style 

6. Brown (flesh color) 

4 Latch for straps on the back 

10. Lock 

4 

Can fire 15 mm missiles 


as well (for Snake arms) 

11. Lock 

5 

This half is when in normal 


5. Two swords 

12. Lock 


103 


METAL GEAR SOLID 










CHARACTER DESIGNS 


□ 




□ 

T. 

i; e*7-j,; 

W' 7 -^ 



Q Solidus 

2 Uses the same modeling 
as Snake from the Plant 
chapter 

However, he is much older 
than Snake, and his hairline 
is receding. 

3 Shroud: first appearance 

■4 A glistening, jet-black shroud 

5 Gives the impression of a 
veil of secrecy 

6 White lettenng 

7. Goes through gradations 

8 Catches fire 
•WHOOMF'- 

9 Ash and flakes flutter off 


10. When he runs at high 
speed, it burns off in an 
instant. 

E] 1 Power suit, system down. His 
Snake arms are hacked off, 
and the main system on his 
back is also damaged. The 
power suit is now 
completely nonfunctional. 

2. Is Raiden going to deliver 
the final blow? 

Or is Solidus going to take 
his own life? 


Q 1 Grab 
2 Hang 
3. Swinging 
4 Launch missiles! 

5. Stiff movement 
6 * CLATTER * 

7. * CLATTER * 

8. * SQUIRM * 

9. * CLATTER * 

10. * SQUEEZE!' 

11. "Wahahahaha" 

12. Throttling 

13. * SHWOOOSH * 

14. Extends 

15. Looks cool when he poses 
with it held under his armpit. 


Notes on the movement of 

■i 

the Snake arms 

• When he’s not using them, 

3. 

they squirm behind. 

4. 

• The best stance is when 

5. 

he looks sidelong with it 

6. 

held under his armpit. 

7. 

• Their movement is 

8. 

somewhat stiff and clunky 
rather than smooth. 

• They extend. 

• The manipulators at the 
tips can close and open. 

• Can fire missiles. 

9. 


Snake arm 
Extend 
Extend 
Edge 

This is the edge 

This is an indented line. 

Contracts 

It can bend here, too 
Claws move 






























2 



105 


METAL GEAR SOLID 











MECHANICAL DESIGNS 





□ 


03 


1 




□ 

I ><9*Ag£LT-ir ’C 


Fortune’s Rail Gun 


□ ' Unear nfle 

2. Muzzle 

There should be hardly any 
gap between each rail 

3. Glass :s orange 

4 Has a bolt knob 

5 When ftnng. the rail goes 


about this much forward. 8. Battery box 

Using special effects, it 9. Magazine 

will shine whitish-blue, 

discharge electricity, and Q 1. Metal Gear RAY rear 

recoil. 

6 Flattened corners 
7. Mount is like this 
















2 



□ 



J f- j.-L 

I 1 


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4 C i. -'Ip; -fc I-. i HUP » Vf.lv <- £>-*- > — 
>>••.•»-•, « > „ 0o , 

1 = 'X -* * 


J~' 

Q > 

i j * / • r 4 .'- 

s > 


Q v^a Gear head Q Metal Gear cockpit seat 

2. Main control panel 

3. Touch panel switches 

4 Indicators, messages, etc., 
are projected onto the shield 
as well, like a HUD 


107 


METAL GEAR SOLID 















■ MECHANICAL DESIGNS 








0 Metal Gear in storage pose 

2 Ceiling 19 m 

3 Torso slightly contracted 
•i Tail also contracted 

5 All parts fixed in place 
by mnres 




















































- Ill to 

m 




Unmanned mass-production 

rustproofing color be 

2. 

Same as the prototype 

parts should be processed 

Qi 

Mass-production model — 

model Metal Gear 

good too? 

3. 

Same as the prototype 

as usual. Please and 


face 

Metal Gear RAY-ALON 

• They bleed when they take 

4. 

Added bulge 

thank you. 

2. 

Maintenance hatch open 

• Only the head, thighs, 

damage (it leaks reddish- 

5. 

Model number markings 

9 Same as the prototype 

3. 

Eye slit. Light goes left 

waist, and tail are different 

brown oil). 


(A 5% brighter gray than the 

10. The tail is short—only one 


and right. 

from the prototype. 

• When Raiden attacks 


coloring of the main body) 

joint. 

4. 

Bulge shape 

• During the Metal Gear 

them with the rocket 

6. 

The thighs (float tanks) have 

F1 1. Metal Gear mass-production 

5. 

Seen from above 

boss fight stage, there’s a 

launcher, it causes an 


slightly more volume. The 

6. 

Maintenance 

white fog, so their coloring 

explosion and a spray of 


ends are angular. 

model—rear 



will be light gray? Or 

blood, making red stains 

7. 

Rear 




would a reddish-brown 

on the white floor. 

8. 

The pattern of the joint 





109 


METAL GEAR SOLID 


























MECHANICAL DESIGNS 



UG RAv actor 
t car sane -p^nt like 


-ucoer. sc r»e> ear c«nc 
2*i sajsnng 


4. Joints 

5 The gaps between each of 
the discs widen. 

0 1 Metal Gear action 

2 Main stabilizer down 

3 Tail extends 

4 Creepy 


□ ‘SQUISH SQUISH' 

2. Hatch open 

3. The cockpit is so packed 
with tech that it hardly 
seems like a cockpit at all. 

4. Instrument cluster 

5. Control bar. touch panel 
switches. 

6. Pedals 




























2 




in 


Ml TAL Ql All SOI ID 

























■ MECHANICAL DESIGNS 



x s 


112 








2 



113 


METAL GEAR SOLID 









MECHANICAL DESIGNS 
































2 


'-•lecai B<ade (Unpublished) 




□ 



□ • Metal blade Chiyotenzan Q 1. Storming 

2. Flight option. Compatible 
with weapon box. 

Amphibious option is 
also possible 

3. Toki 


115 


METAL GEAR SOUR 














MECHANICAL DESIGNS 














2 



fl Articulation of fins 
(stabilizers) 

2 High-speed mode 

3 Stabilizers folded back 

4 Current 


117 


METAL GEAR SOLID 





















■ MECHANICAL DESIGNS 



□ 


Q • Metal rear 

2 * SQUISH * 

3 Can also gnp things 

4 Sole of foot 























2 



119 


METAL GEAH SOLID 






SETTING DESIGNS 


□ 




>.... • 





I'pS'Ph 


& 


□ 


1 /»»/.>«■■— 



B 



□ Shell—large rough 

2. Movable crane 

3. Heliport 

4. Center block 

5. Submarine dock 

6. Propeller 


Q 1. Metal Gear hangar 

obstructions (containers) 

2. Container which you can 
hide behind, even while 
standing 

3. Container that you can hide 
behind if crouching 


Q 1. Pseudo weapon box 

2. Top side slightly indented 
except around the edge. 

3. Slightly indented circle. 
Line goes around to the 
back. 

Faint line 

4. Sticker 

5. Note the inner sides of 
the feet. 


6. Slit 

7. Lettering—white 

8. White line 

9. Sticker 

10. Numbering 

11. Same as front 

12. Slit 


































































































































2 


□ 


□ _ 

1 Xfan. QU-y) 



J 1 ! *1 j > r 


t»v/<-*« « .<.♦.) 






□ 




Q Doors to connecting bridges 

2. Outside 

3. If possible, they should be 
labeled differently for each 
block. If not, they should 
have a warning label. 

4 Inside 

5. One level lower. 

6 One level lower. 

7. White band 
One level lower 

8 Tabs These could be 
flat too. 

9 One level lower. 

10. Thin groove. No difference 
in thickness. 

11 Opening direction 

12 Slide, opening direction 

13 Only this side is one level 
higher. 


14. Perspective diagram from 
below (without the upper 
and lower rails). 

• The rail lines up with the 
thicker surface of the door. 

15. Foot 

16. This is the configuration of 
the rails. 

17. Note: the doors contain 
the rails 

18. The printing is on the 
reverse side of the panel, so 
the letters have slight depth. 

19. The panel is raised. 

20. Cross section diagram 

21. Fluorescent light 

22. Metal fittings, etc. 

23. Fluorescent light 

24. Panel 


0 1 Types of doors to 
connecting bridges 

2. Door designs Please check 
them over. 

3. Sensor? 

4. In case of malfunction, 
the door can be opened 
or closed manually by 
these mechanisms. 

5. Rear side 

6. Plate 

7. Shows what is on the other 
side of the door. 

8. Bridge on the other side 
of the door. 

9. Lighting 

10. Wheel 

11. Sensor? 

12. Lamp 

13. Lamp 


14. Opening direction 

15. Maintenance box 

16. Only this section of the 
door’s surface feels the 
slightest bit raised 

H i Elevator construction 
(concept) 

2. Current floor is lit 
Open button 
Close button 
"Extended Open" button 
(can keep the door open for 
an extended period) 

3. Elevator door opening 
method 

4. Fire extinguisher box 

5. When near the doors, there 
is a faint, blurred reflection. 


Q i Outside elevator (shell 1) 

2. The letters “EV” in negative- 
space white lines and a 
small amount of text. 

3. This is a clean floor overall. 

4. Warning label to not trap 
your fingers. 

5. White line 

6. This part is white. 

7. Elevator panel 

8. Fire extinguisher 

Q 1 Elevator ceiling 

2. Slightly exposed mechanics. 

3. Text 

4. Inlaid glass panel 


121 


METAL GEAR SOLID 





























































































SETTING DESIGNS 






El 




Ji- y faff a'*/i 


E 7-j 




f ** >'M Wl .-T'ho-1-.n - 


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[irawf-n] 10 : 


-fc fi] /i ■»-/* ; >h tl~i i 






/M>- *./£ n*«< 

jt. ?-f*7ii; 


□ 

Floor panel—use whichever 

3. Highlight line 

11 

Gray lettering 


From above, control panel. 

8. Receiving, discharge admin 


method that best depicts the 

4. Lab light 

12 

. Slightly differentiate colors 


controller, and main power 

monitor. These aren't 


grated flooring in the game 

5. White lettering 




switch for the crane itself. 

camera footage, but display 

2. 

Normal floor 

6. White warning message 

□ 

W24a and others 

4. 

Forward/reverse rotation 

layouts of each section 



(printed) 


Passageway light 


switch. Used in the event 

9. Actual control system 

□ 

Boards 

Circular dent 

2. 

Can be used on side 


of an accident, or when 

10. Control panel 

2. 

Features 

7 Side views 


walls too. 


movement is malfunctioning 

11. Outer surface is cool mint 

3. 

Basically like this 

8 Shall we make it three- 

3. 

Ceiling 


or the crane is involved in 

gum color. It's painted with a 

4. 

Pressure sensor 

dimensional like this? 

4 

Cross section 


an accident. 

preservative treatment, but 

5. 

Drain 

9. White plastic cover (half 



5. 

Operation confirmation lamp 

rust is seen coming through 



transparent) 

B 

Crane operation panel 

6. 

Crane arm operation switch 

from the interior. 

Q i 

Sensor, probably 

10 White transparent boards 

2. 

Controller 

7. 

Crane pulley operation 


2. 

White lettering 

x2 floating (additional) 

3. 

Power switch 


switch 


































2 



1 

Panel lock 

8. Lit underneath as well 

3. The two small holes 

01 . Panel—various 

‘Editor’s note: 

2 

Signal lamp 

9. Security level lettered 

blink red 

2. Switch panel 

“JNT’ is a nickname for artist 

3 

Sensor 

on band 

4 Touch panel 

3. Security lock panel 

Juntaro Saito. 

4. 

Speaker 

10. Sunken/slightly sunken 


4. Navigational map 


5. 

Monitor, phone, etc. 


0 1 Node terminal 



6. 

Security sensor 

Q 1 Retinal scanner 

2. Touch panel 



7. 

Long, narrow, and lit 

2. Similar to other sensor lamps 

3. Inside monitor—JNT* design 




123 


METAL GEAR SOLID 









































































































SETTING DESIGNS 




Q 1 Infiltration pool 

2. Light from the water and the 
undulating surface throws 
shimmering reflections over 
all the walls. 

3. Sea lice 

4. Overall hues: blues 

(It's dark with only the light 


from the water. Contrast 
with the surroundings. This 
will also call to mind the 
introduction of previous 
games.) 

5. The surface of the floor is 
covered in sea lice (we need 
to discuss where they live). 


Q i Large door 

2. Upper part of the fencing 
painted white 

3. • Ground is gray (rather 

than green) 

• Walls, orange 

4. Top 

5. Light 


6. Funnel 

7. Same panels as 
underground 

8. Goes up and down 

9. White lines 

10. Yellow line 
11 Box 























































2 



Q Strut B transformer room 
(concept) 

2 Pipes housing cables 

3 Slightly dangerous 
machinery 

4 Transformer apparatus 

5 Too narrow for elusion 

6 Lighting 


F1 1 Camera's line of sight 

2. Door (no knob). Can't 
be opened. 

3. Danger sign here too 

4. Cables running across 
the ceiling. 

5. (Fluorescent lamps are 
attached to these beams.) 


6. Broken 

7. Door left open. There’s 

a bomb on the other side 
of this door!! 

8. Upper level 

9. No door here 

10. Strut B transformer 
room interior 


11. 'Danger—high voltage." 
etc., sign 

12. Signs of battle such as bullet 
marks and cartridges 

13. Lower level 


125 


METAL GEAR SOLID 

























































SETTING DESIGNS 


□ 



7-mtirf 




B 



Q Strut B transtormer room 
interior, transformation 
installation 

2. Cylindrical insulators, 
ceramic 

3. Lid 

4 Wiring box 

5. Label 

6. Upper level 

7. Switch detail 

8. Base fixed in place 
with bolts. 

9. Concrete foundation 


10. Pipe contains cables 

11. Lower level 

12. Steel posts 

Q 1 One transformer apparatus 
Object of focus when 
neutralizing the bombs. 

2. Lamp (red) 

3. Emergency warning buzzer 

4. Exposed machinery—calls 
to mind a sort of circuit 
breaker. . . 

5. ... this sort of formation. 


Interior machinery is visible. 
Glows dimly like a hot plate. 

6. Expansion cover 

7. Handle—pressing here with 
a finger opens the door. 

8. Lamp (milk white) 

9. Glass window. 

Seen from the front, the 
glass window is slightly 
deeper than the door itself. 
The machinery should seem 
tightly packed. 

If this is too difficult to do in 


3D. it can be omitted. 

10. Interior 

0 1 Strut B transformer room 
interior 

2. Cables are suspended from 
the ceiling by hangers. 

3. Severed cable dangling 
down. 

4. Same device as in the 
corridors. One of them is 
open from the beginning. 

5. Details on separate page 


6. Bullet marks, cartoges ec 

7. Signs of combat 

8. Metal mesh is ben: xr or 
shape. 


■i oc 








































































































2 






□ 

Windows to collect light, 

Chair is black? 

2. Light/dark 

7. Panel line 

□ l 

Pipe maintenance 


slightly inset 

6. The floor panel seams 

3. Cream-colored walls 

□ 1. W17a 

2. 

There are boards placed 

2 

Ceiling light 

are so faint that they’re 

(off-white)? 


on some places on the 

3. 

This * 

barely visible. 

4. Pipe 

• Orange—outside wall 


handrails. 

4 

Air conditioning 

|3 i The monitor room walls 

5. Panel lit from inside 

• Gray (rather than green) 

3. 

Slightly indented 

5. 

The glass has a bit of color. 

6. Line between different 

rear side of board 




Slightly broken glass. 

have the same texture. 

paints 

• White (yellowish) markings 






127 


METAL GEAR SOLID 
































































































































SETTING DESIGNS 



Q 1 The ceiling has an exposed 
steel framework, like a gym, 
and the lighting is fixed to it. 

2. Handle. This draws the 
water. 

3. Stirring shaft. If it’s lined up 
near the ladder, it can be a 
foothold. 

4. Ladder 


Q 1 W18a sediment pool 
2. Mysterious apparatus 

• Orange and similar to 
the outside area. Has 
white lines. 

• Floor, handrails can be 
the same. New fence 
surrounds only this 
mysterious device. 

• Green walls 


Q 1 Please use “Sliding 

door design." The door 
in this drawing is only a 
placeholder. 

2. Information board 

3. W18a inner walls 

4 Similar orange to outside 

5. Guide marking 

6. Outline of stirring shaft is 
visible 


i on 





































2 



□ 

Same as the connecting 


corridor lights for lighting 


The top is a hatch. 

2. One on each side, left 


opened or closed from 


bridge stairs 


here. 

3. 

Indentation. Not empty 

and right. 


the right ride. 

2 

Strut E conveyer belt room 

5. 

Dispatch elevator 


space. 

3. Should we model the inside 

4. 

Emergency stop/restart 


IV (stairs) 

6. 

Refer to separate page for 

4. 

Indentation 

in 3D too? 


button 

□ 



conveyer belt. 

5. 

Indentation 

4. Main part is cream yellow 

5. 

Platform to get onto 

Beam and wall joining point 

7. 

Lamp 

6. 

Rail 

5. White lettering 


conveyer belt. 

2. 

"Beams" added so that the 

8. 

Sorting machine 

□ 


6. Cords 

6. 

Line that also indicates 


pillars don’t appear to be 

Ql 


• For walls, refer to 

7. Roof concept 


conveyer belt boarding 


floating where they connect 

Rail 


Negipon's walls and 

H 1 Strut E conveyer belt room II 


platform. 


to the ceiling. 

2. 

Strut E conveyer belt room 


fences 



3. 

Strut E conveyer belt room 1 


III (dispatch entry that 


• Similarly, the color should 

2. Traffic signal-style lamp 



4. 

Please incorporate the 


connects to heliport on roof). 


be greenish-gray 

3. This is a cover that can be 




129 


METAL GEAR SOLID 
























































































































SETTING DESIGNS 



Q i Motor? 

2 Wire connected to bridge 

3. Wire 

4. Anchor wire 

5. Elevator 

6. Wire 

7. Layout from above 


Q i The curtain is hung from a 
wire that passes through 
rings fixed to the wall. Hooks 
attached to the curtain are 
hung from it. 

2. Curtain 

3. Most of the floor is also 
covered with a cotton-like 


cloth (a little bit of the floor is 
exposed). 

• This is not carpeting or a 
vinyl sheet. 

4. Symbol of the institution or 
the like (this drawing is only 
vague). 

5. Hostage room 


0 1 Some mechanisms exposed 

2. Some mechanisms exposed 

3. Warning notice 

4 Computer room AG door 
5. It doesn't open, but if it did it 
would be like this. 


■i on 









































































































































2 



□ ' Electrified floor (to room 
where the president is 
imprisoned). 

2. Electric discharge effect 

3. Not a sticker 
Plate 

4 Warning notice (“Danger- 
high voltage,” etc.) 

5. When in operation, the 
channels glow blue-green- 
white from the inside 
(ceases upon death). Also, 


the base plates themselves 
glow slightly blue (saturation 
of a different level than the 
light from the channels). 

Q i Arsenal access block 

2. Light coloring 
Orange overall 

3. • I'd like the ceiling to be 

slightly lower (3 m?). 

4. Node terminal. Same as the 
Plant okay? 


5. Guideline (can we have a 
ribbon in the air?) 

6. From the torture room 

7. Light 

8. Orange 

9. Same as what’s around the 
doors, etc. 

10. To hangar 

11. Connection detail. Similar to 
the hangar. 

12. Indented surface 

13. Slightly raised 


14. Slightly raised 

15. Center is air conditioning. 
Raised surface. 

16 Indented surface 
17. Ceiling concept 

H Data ribbon 

2. Mounted on the frame at 
RAY’S shoulder 

3. Microcomputer 

4 From RAY’s chest 
5. Grating 


6. Maintenance data floating 
in midair 

Q i Slightly raised line 

2. Same handrail as bridges 

3. No handrail here 

4. Supports are similar 


131 


I 


METAL GEAR SOLID 



































































SETTING DESIGNS 



□ 




H White fog 

2 • Semitransparent overall 

• A faintly glowing ribbon at 
the back 

• The ribbon is subtly and 
slowly going up and down 
in brightness. 


3. Floor is highly transparent 
4 Lock point 
5. Light 

Q i Ascending gland 
2. White lettering 
















































2 



rr 


'T***' 9 C- V- 



□ 



Q Random displays Q 1 Handrails 

2. Negative-space letters on 2. Convex shape 

digital plate 

3. Ring-shaped ribbon slowly 
revolving around the exterior 

4. Blinking slowly 

5. Digital plate design 


133 


METAL GEAR SOLID 


















































































ROUGH SKETCHES 












2 



□ SEALS 

I guess he usually wears 
a flight suit on a mission 
like this. There is no rank 
insignia on the combat 
uniform, but I’d like it so if he 
doesn't wear his bandana, 
you really can t tell that it’s 
Snake anymore. 


135 


METAL GEAR SOLID 














ROUGH SKETCHES 



d 1 The new sneaking suit 
seems both skeletal and 
warrior-like! Raiden is a 
little feminine. 


























2 



137 


METAL GEAR SOLID 














ROUGH SKETCHES 



□ 1 Ninja 

2. Invisibility via water ninja 
skill. 

3. Maybe like this? 

4. Reject 









139 


METAL GEAR SOLID 







ROUGH SKETCHES 



Q Raiden-B design 

















2 



141 


METAL GEAR SOLID 















ROUGH SKETCHES 



4 An 

















143 


METAL GEAR SOLID 


















ROUGH SKETCHES 



Q 1. Super strong, ordinary 
white-collar worker. 

0 i Doc Arsenal Gear 
Al developer 


■i A A 













2 



HI US SEAL Team Alpha and 6. Lettering 

Snake 7. Lettering 

2 Headset for leaders only 8. Slightly futuristic boots 

3 Lettering in white 

4 Rappelling rope 
5. Side zipper 


145 


METAL GEAR SOLID 













ROUGH SKETCHES 



6 


□ i Light 

2. Gas mask 

3. Augmented muscles 
4 Muscle controller box 

5. Spikes 

6. CQB suit 





























2 









147 


METAL GEAR SOLID 







ROUGH SKETCHES 



14ft 














2 



Q 1 All Dead Cell members 

normally hide their eyes with 
sunglasses or goggles. This 
is their trademark. When 
in combat, they sometimes 
take them off. 


149 


METAL GEAR SOLID 

















ROUGH SKETCHES 


Chinaman (Unpublished) 



Q Fatman . . . a member of 
Dead Cell 






















151 


METAL GEAR SOLID 


















ROUGH SKETCHES 



□ Rejuvenated by the 
Liquid arm 

O One arm is cybernetic 


1 CO 





















Q i Swelling veins 

2. High power 

3. Normal 

4. Closed 


Q i Solidus new sneaking suit 
Soldier modernization plan 
(younger than this, 30s 
or 40s) 

Ninja cyborg muscles; 
can make huge jumps 
battling on Wall Street 


153 


METAL GEAR SOLID 


















ROUGH SKETCHES 



□ ' Textures so the veins Gurlukovich Q i Fortune B design 

stand out Scott Dolph 

2. Solid Snake CIA 

Solidus Snake 
Ocelot 
Old Man 


















2 



Q i What if Snake was in the old 
Antarctic Adventure ? 


155 


METAL GEAR SOLID 












CHARACTER DESIGNS 






3 



157 


METAL GEAR SOLID 








CHARACTER DESIGNS 









3 







159 


METAL GEAR SOLID 









CHARACTER DESIGNS 


The Boss 








3 


□ 


w vtk, X? a*j\ ,C 


7 0 ck *f (< i (y ct t ht' v 9 ?) 



Q i The Boss with Davy 
Crockett (maybe it's 
a bit bigger?) 


161 


METAL GEAR SOLID 










I CHARACTER DESIGNS 


The Boss 

















3 



Q The Boss in cape, 
rough sketch 


163 


METAL GEAR SOLID 










CHARACTER DESIGNS 



Volgin 












3 



165 


METAL GEAR SOLID 













CHARACTER DESIGNS 









3 



□ i Thunderbolt-details 

2. Underside of shoe 

3. Gloves 

4. How to drape the 7.62 mm 
cartridge nondisintegrating 
link belt. 


5. Bullet nose * 

6. Detaches: 

7. * Here 

8. *Here 

9. Like this . . . 

* POP * 


10. Sways 

11. Forehead scar extends to 
back of top of head. 


167 


METAL GEAR SOLID 
























■ CHARACTER DESIGNS 



Ocelot 



ififi 





3 




E| i Lynx* 

2. Lynx 

3. Ocelot 


*Editor 's note: During development, Ocelot was originally referred to as “Lynx." 


169 


METAL GEAR SOLID 
























CHARACTER DESIGNS 













3 



□ Boot 

2. Toe 

3. Sole 

4. There are holes big enough 
to be visible to the naked 
eye. The hornets emerge 
from them. 


5. Fingertips 

6. The Pain 
Details 

7. The large butt pack is like a 
hornet's rear end . . . 


171 


METAL GEAR SOLID 
















CHARACTER DESIGNS 
















































3 



□ ' His eyes can protrude about 
this much. 


173 


METAL GEAR SOLID 







CHARACTER DESIGNS 








3 



» 


TM& 


n 1 Turned-up chin 

2. Long tongue 

3. Able to bend his joints 
backward. 


175 


METAL GEAR SOLID 













CHARACTER DESIGNS 



The Fury 











3 



fl 1 Napalm 

* 

Flames 

* 

Rain 

* 

Appears 


2. Parka 

3. It always rains whenever the 
Cry* shows up . . . 

4. Tears of blood 

5. -SPUCH- 

6. His glasses break 


* Editor’s note: During development, the Sorrow was originally referred to as “the Cry.” 


177 


METAL GEAR SOLID 






























I CHARACTER DESIGNS 



17fl 








3 



‘Editor 's note: Parka. 


179 


METAL GEAR SOLID 










CHARACTER DESIGNS 



□ 'GLARE' 
2 . -GRIN- 






















3 



H i Blue 


181 


METAL GEAR SOLID 
































CHARACTER DESIGNS 



i oo 















3 



183 


METAL GEAR SOLID 



































CHARACTER DESIGNS 



■i O A 











3 





Raikov 


H i * Could his hat fling off of 
his head when it’s shot at? 
2. GRU service uniform (worn 
inside) 


185 


METAL GEAR SOLID 


























MECHANICAL DESIGNS 


Shagohod 









3 



187 


METAL GEAR SOLID 









MECHANICAL DESIGNS 








































































































































































3 





189 


METAL GEAR SOLID 


























































































































































































ROUGH SKETCHES 



“TtV 7-^-t* 

h ^ ^f\ V -I. £. (7<|uE-~) 

c a»c-t<-7-i 'Vc 
<A 'l 0 "V 


5 


□ 1 Wears body armor open in 
the front. (“Wild". . .) 

STABO harness underneath, 
with CQC knife just slightly 
peeking out. 












3 



191 


METAL GEAR SOLID 












ROUGH SKETCHES 



19 ? 











3 



193 


METAL GEAR SOLID 








ROUGH SKETCHES 



1Q/4 






3 



195 







ROUGH SKETCHES 








3 



The Boss 







/ jj 1| 

r\ t 

Hi j 

Mm 

i/A H / 

I/ i, Mfml 

\ 


wmJM 

wf ! JiEMmm n 
If / I/HHHiyi 

k r 

■' * m 


(j WV 


197 


METAL GEAR SOLID 








ROUGH SKETCHES 

















3 



F1 1 See-through 

2. Images of the Boss 

3. Bunched 

4. Images of the Boss 


199 


METAL GEAR SOLID 






















































ROUGH SKETCHES 



Q Rubber suit 
2. Glows faintly 


onn 














3 



201 


METAL GEAR SOLID 










ROUGH SKETCHES 



n 1 Chameleon 







Bl 1 The Fear 

2. Looks dorky if he takes off 
his coat. . . 

Ghost 


203 


METAL GEAR SOLID 








ROUGH SKETCHES 



number 


^ SNAkE m 


Unpublished Characters 





3 



205 


METAL GEAR SOLID 








■ ROUGH SKETCHES 



Unpublished Characters 






3 



207 


METAL GEAR SOLID 














ROUGH SKETCHES 



















3 



n 1 Survival suit 


209 


METAL GEAR SOLID 
















ROUGH SKETCHES 












3 



n 1 Layout illustration drafts 


211 


METAL GEAR SOLID 

























































































































ROUGH SKETCHES 



nl +' . jt.* IX J*4k-,+iJ«T 

lktv< 

*■*■*»« **k*r,*. r/t .. 


<THt B«SS> 


JL tt7M-?W>7->W>K rtiJUTS? 


Q i <Second skin> 

As a master of Qi Gong, 
she wears very little body 
armor, just a custom-made 
snug bodysuit. Light, thin, 
and durable like a biker 
suit. Gapes wide open at 
the chest. 


2. <High heels> 3. Character design assistant: 

High heels are a hindrance Chihoko Uchiyama 

when dealing with poor 
footing, but the Boss can 
manipulate her weight, so it 
doesn't matter. She leaves 
no footprints, even in the 
mud. 












3 



H 1 <Concept for Thunderbolt> 

2. Wears coat and respirator- 
style mask. Gloves and skin 
not shown. 

3. He'll take off the gloves, but 
never the mask. 

4 <PS2suit> 

5. <Thunderbolt> 


6. <Thunderbolt> 

7. Fights without a shirt on. 

8. Mouth and face have sickly 
coloration (Pale? It's not 
lipstick). 

9. ‘Normal colonel mode- 
wears a rather ordinary 
uniform with the beret 


covering up his facial scars. 
The coat has a standing 
collar, and also blocks 
electricity. It makes you 
think he's not jacked at first 
glance. 

10. Wears rain boots on his feet. 
The boots are integrated 


with the pants, and he wears 
an additional rubber suit 
(leggings) inside—just in 
case he inadvertently steps 
in water. 

11. <Tire suit> 

12. The upper cover piece is 
removable. 


13. Lower arm ends here. 

14. Normally a prosthetic hand. 
Rubber. When it is removed, 
power turns on and the 
closed grip opens up. 


213 


METAL GEAR SOLID 
























ROUGH SKETCHES 


□ 





2 JK 




H<7\ *')«l. TilsO (u: 

;*<*-» • »’*k) -> t< i -* Sk<‘ 

«) 


0 


X'?$■*■(&*. **ivwVt>t 

fvf(J 'b'*ib+\'$*>T'- ^v'T 1 T] 
^ J» & 7f b'' ir*\'-U 'o 

(WW*., 7 # *^o? ) 





\ 



□ <Hornet soldier head 
concepts> 

2 Fetish slave mask 

3 Black man style 

4 Infrared soldier (has same 
field of vision as hornets). 

5. Monster soldier (was stung 


too much). 

6. <Boss battle example> 
Utilizes the water, but 
visibility is bad (the water 
is cloudy). If he leaves the 
water, he is attacked (by the 
hornets). 


Swim * Emerge * Shoot «♦ 
Dive * Swim . . Repeat 

7. It’s a stamina race. He will 
be attacked by hornets 
unless he is underwater, 
so he hurriedly dives in 
It’s difficult to breathe 


(would the crocodile cap be 
effective?). 

8. “Gonna sting you!" 

9. “It’s gonna hurt!" 


Ol A 









3 



H 1 <The Pain: Ideas for face 
masks where hornets 
emerge from mouth> 

2. A mask a bit like a fetish 
mask. 

3. This thing is like a Ping- 
Pong ball. 


4. 'Fetish style 

5. 'Mouth-hole-only type 

6. ‘Medieval style 


n 1 <Ancient Sniper> 
* The End 

2. Shoulders go up 

3. Clariss 


215 


METAL GEAR SOLID 


























ROUGH SKETCHES 



<The Fear: Beneath the 

6. Flamethrower 

Not as tricked out as a 

13. Rope-assisted wall run 

* Editor 's note: 

mask ... > 

7 <Spirit medium> 

ninja, but seems to be 

'DASH' 

From the Cyrillic riesanb. 

Has some African blood, so 
he s slightly dark-skinned 

• Streaks of white in hair 

• Age is 48 to 49 (less 
than 50). 

<Flame soldier> 

• The Fury 

<Flame soldier> The Fury 
“Burn, burn-!!” 

8. • Thin, but not abnormally 

so. 

• Armed with a single gun. 

9. There is a hood on the back. 

10. <Spider> 

11. The rope emerges from the 
edge of the bag (not the 
center). 

12. • Ninja. 

more so than Spider-Man. 

The mask has built-in IR 
goggles. Moves craftily, 
scuttling with his knees 
higher than his head, using 
a rope to swing about and 
descend without a sound. 
Purseweb spiders + 
Spider-Man-like action. 

14. <The Sorrow*> 

15. • Eyes are blue but the 

whites are red, with 
inflamed tear tracks down 
his cheeks (there are scar¬ 
like furrows). 

• Hair is whitish, skin is 
dark-colored. About 54 
years of age. 


91 fi 






















3 



Q 1 <Para-Medio 

FI i Granin—is generally dead 
drunk, but sobers at the 
mention of REX. 

2. Vodka 


Q 1 Design for Bureau A director 
Korolev Sokolov* 

13 i <MajorZero> 

2. At CIA 

3. Inside gunship 


H i <Shagohod staff> 

Q i Kinda Russian-looking guy 


*Editor 's note: 

Director Korolev's first name 
was eventually changed 
to Nikolai prior to the 
game 's release. 


217 


METAL GEAR SOLID 
















































CHARACTER DESIGNS 










4 



Q i Solid Snake (Old Snake), 
rear view 




219 


METAL GEAR SOLID 

















CHARACTER DESIGNS 


Snake 

□ 


m 

4r">A' lo-R 

0 



Q Gun belt 

Drop leg panel holster 
Rappelling harness left on 
2. Artificial muscle fiber visible 
under uniform. 


















4 



Q i Round collar 

2. Pistol belt 

3. Tobacco cigarette 

4. Rear view 


221 


METAL GEAR SOLID 




































































CHARACTER DESIGNS 















4 



\3make1 


Big Boss 


■'N 

I r'll 

re? 






u 


□ 




Q 1 Snake—inside Combat 
Talon 

2. Solid Snake in the opening 
scene. Invariably packing 
a gun. 


223 


METAL GEAR SOLID 



























CHARACTER DESIGNS 






□ 

2. 




Raiden, final battle. 
Raiden's foot, bottom view. 



0 tSSIOSEIl 


OOA 






















Raiden 


225 


METAL GEAR SOLID 





CHARACTER DESIGNS 


□ 



Q Raiden 

2. • Cybernetic lower jaw 
• Mechanical voice 


















































n Face shield Q i. Raiden—unique 

• Opaque eye coverings sword skills. 

• Retractable 

• Microphone headset 

2. Glass shield 

3. Visor unit 


227 


METAL GEAR SOLID 



















































CHARACTER DESIGNS 



Raiden 


Q i Expands to double in size 

2. Swords 

3. Kydex sheath 

4 Image with face guard 
5. Shoulders (and buttocks) 
have a jelly-like coating like 
a Hiepita cold compress. 


Q i Raiden 

2. Face guard and dual 
Solid Eye system. 

3. Retracted when not 
in combat. 

4. Top view 

5. Opening process 


Slight gap on the side. 

6. Moves to the back 

7. Finishes up 

8. Hair is full here. 

9. Side view 

10. Hair is flat in front. 


































4 



Q i Rear view 5. Raiden’s final scene 

2. Final scene—Raiden’s 
hand. The hand appears 
to be human but is actually 
cybernetic. 

3. Slight smile 

4. Human-like chin 


229 


METAL GEAR SOLID 

























CHARACTER DESIGNS 



Q 1 Liquid—mechanical arm 
2. Liquid—final battle 






























4 



3 IL 0 "- !<-?$-* 


“>'*■? H”-~> 




Liquid Ocelot 


f u 

\J ' 


f 


1 . ’ 


\ V 

ftl 


tl : Shoulder holster for Thor 
hand rifle. 

Thor cartridge holder— 
single shot capacity. 

2. Shoulder holster 

3. Fingerless gloves 


231 


METAL GEAR SOLID 


































CHARACTER DESIGNS 





Big Mama (Eva) 


£va KA1AUA 




Q Yellow half coat with a 
black katana 



















4 




Naomi Hunter 





□ 1 Naomi’s locket pendant 
(with USB). 

2. Rear view 

3. This part turns. 

4. Turn here 

5. Slide down 


6. The USB is released 
when turned. 


233 


METAL GEAR SOLID 


























, CHARACTER DESIGNS 



H Black guy with backpack. 










4 



235 


METAL GEAR SOLID 





























CHARACTER DESIGNS 



□ 1 Meryl's shoulder bag 

2 MOLLE holds four pouches 
with cases 

3 Desert Eagle pistol 
magazines x4. 

Rifle magazines xl. 

4 Insert Desert Eagle pistol 


ammo here. 

5. Meryl’s boots 

6. Mesh for breathability 

7. Yellow lettering 

8. Cleat-like tread 

Q 1 Bandana, slightly visible 


Q i Elbow padding 

2. This part is cut resistant 

3. Velcro 

4. Stitching 

5. Zipper hidden under 
Velcro closure 

6. Zipper 


7. Grommet 

8. Shoulder padding 

9. FOXHOUND-T-shirt 
and arm protector 








































4 



Q i Johnny—trap sensor receiver 

2. Pivoting antenna 

3. Middle Eastern map 

4. Emergency light. The lamp 
inside lights up. 

5. Permanent marker 

6. Connector plug 


7. This is controlled by 
handheld wrist-mounted 
keyboard. 

8. Black-and-white photos. 
City shots from above. 
Marked with permanent 
white marker. 


237 


METAL GEAR SOLID 














I CHARACTER DESIGNS 



H ■ Ed without his equipment. 

• Special forces tattoos. 

• He s often seen praying. 
2. • Also officiates a wedding 

as the minister. 

• Has religious-type 
tattoos, too. 






















4 



□ 1 New FOXHOUND 

2. Man! 

3. Heavily scarred face and 
torn ear. 

Always wears neck gaiter to 
hide deformities. 




239 


METAL GEAR SOLID 

















CHARACTER DESIGNS 







VAHp 




□ ' Vamp 

• Wearing the dog tags 
of deceased Dead Cell 
members. 


Q 1 Slim build 

2. Cut resistant 

3. Throwing knife 

4. PMC emblem 

5. Nylon webbing 


6. Throwing knife 

7. Combat knife sheath 

8. Reinforced pants 


nAn 















4 



241 


METAL GEAR SOLID 







CHARACTER DESIGNS 




Q Sunny 

2. Otenko hair clip 

3. The hair clip calls out, 
“ Taiyoooo.. 


* Editor's note: Taiyo translates to “sun." 

















4 



243 


METAL GEAR SOLID 









CHARACTER DESIGNS 










4 



245 


METAL GEAR SOLID 









CHARACTER DESIGNS 



Q Clasp, big 7. Screaming Mantis’s 

2. Clasp, small karambit. 

3. This part is serrated. 

4 G10 handle 

5. G10 layer 

6. Cross section 












4 



Q i Chest rig and leg panel 

2. Is the huge sickle too much? 

3. Large karambit 
4 Use karambit 

0 1 Screaming Mantis's 
empty suit. 


247 


METAL GEAR SOLID 












CHARACTER DESIGNS 





Laughing Octopus 


7fiU^ 


Q 1 Ink-expelling siphon 

2. Full face mask is OctoCamo 
Mask. 

Full-body OctoCamo Suit 

3. Camouflage form 









4 



□ 

Ink expulsion 

7. Eyeball socket 

□ i. 

Spin and transform at this 

2. 

'PEWWW is the sound of 

8. Camera 


angle. 


the ink expelling 

9 Cross section 

2. 

Numbing prod. Poisonous 

3 

Soft interior 

10 Camera 


sting. 

4 

Strap exit 

11 Arm 



5 

PALS webbing 

12. Electrical shock 



6 

Right side 

13 Octopus 




249 


METAL GEAR SOLID 


























CHARACTER DESIGNS 



Q Size comparison with 
human 

2. Raven flight unit 

3. Each has the ability to 
single-handedly seek and 
destroy 

4. Raven group 





















4 



Q 1. Swing arm becomes flight 
unit 

2. Raven side view 


n i Raven—hand 

2. Arm 

3. Toes 


Q Cluster bomb 




251 


METAL GEAR SOLID 





































CHARACTER DESIGNS 




□ 


1. Beauty 

2. Cords extending from her 
suit. 

3. More contrast 




























4 



□ i Top hatch connection point 

2. Open hatch, lower 
surface details 

U 1 Open hatch, upper 
surface details 


H i Rail gun 

2. Fits between 

3. This could be smaller 

4. Use rig model for scale 
balance 

5. Main unit side 


6. Main unit mount 

7. Rail gun arm 


253 


METAL GEAR SOLID 























CHARACTER DESIGNS 



Li£ 

pout*r> Tvrr SoldiefS 


Q 1 US Ranger troop 

• Three-color pattern 

• Camouflaged armor 

Q 1 Baseball-capped sniper 

2. Liquid Snake 
temporary mercenary 

3. Black fleece 


Body armor—CIRAS 
(Color: coyote brown) 

4. Base layer—flight suit (tan) 

5. Black boots 

6. Glossy texture 

7. Matte lining 


0 i PMC badge 

2. Eastern European PMC 

3. Full armor 

• Night vision goggles 

• Helmet 

• Chin guard 

• CIRAS . used as 
plate carrier? 


4. Color? 

OD flight suit. 
Black armor 


















4 



□ l 

South America 

fl 1 . Commando recon harness 

• PMC logo on the cap 

2. 

South American guerrilla 

• Paratrooper pants 

“Pieuvre Armement” 



• Thigh holster 

written small in katakana 



• Also used for jungle patrol 

4. Rolex 



2. Long- and short-sleeved 

5. Pieuvre Armement — 



(with arm hair) variations 

South American PMC — 



3. PMC dog tag on the waist 

indoor version 



• PMC badge on the chest 



255 


METAL GEAR SOLID 






















CHARACTER DESIGNS 



□ i Eastern European mob 
scene (casually dressed). 

2. Eastern European guerrilla 
Black leather. Everyone 
wears black leather. They 
look like spies. 

3. Eastern European 
resistance 







































□ i Shemagh 

2. Four large boxes 

3. Shemagh (not covering 
head) 

4. T-shirt 

5 Bandana 

6. Knit cap 

7. Same recon vest as Snake 
(black, coyote brown, or tan) 


8. (OD) 

(Three-color pattern) 
BDU 

9. Operator 

10. Turban (four colors) 

11. Shemagh (three colors) 

12. • Gray 

• White 

• Black 


• Brown 

• Green 

• Cream 

13. RPG backpack 

14. Rear 

15. Front 


257 


METAL GEAR SOLID 




























































































MECHANICAL DESIGNS 


Gekko 








4 



□ 



□ 



w y-x/ -hi 7 


r 


ry 1 ^pr? jr 
^ >g)' 

[Jj 


«r=. II 

iiX ^ 

^ 4 

!*■$ - 


TT&3& 

a 


f'-,4 


r#t ths 

s 


n i Rear signal lamp with guard 

2. Cross section of weapon 
mounting joint. 

3. Weapon mounting points for 
the top and bottom exterior 
surfaces. 


0 i Nose-mounted camera 

2. Rotation 

3. Armored underside—inflate 
this some. 

4. Apex 

5. Battery connection hatch 

6. Underside of the Gekko 


259 


METAL GEAR SOLID 


















MECHANICAL DESIGNS 



Q i Jaguar 


ocn 










































4 



□ t • Controlled by radar remote 
2. • Anti-RPG shotgun 


261 


METAL GEAR SOLID 































MECHANICAL DESIGNS 


Dwarf Gekko 































4 



□ 

Dwarf Gekko action 

7. Shooting a handgun 

□ 

Laser utility 

Qi 

Dwarf Gekko action moves 

2. 

*SCUTTLE SCUTTLE * 

8. Slowly, stealthily, moving 

2. 

Slide to open 

2. 

Jump 

3. 

*TWITCH TWITCH * 

in close 

3. 

* SIZZLE- 

3. 

Complete stillness 

4. 

*DANGLE DANGLE * 

9. ‘STEP STEP' 

4 

Laser changes angle to 

4. 

-LEAP- 

5. 

* DANGLE * 

10. Spinning while running 


extend range 

5. 

Amalgam? 

6. 

The Dwarf Gekkos hang 

11. Clinging to walls 

5. 

The Gekko pounces to burn 

6. 

'ROLL ROLL * 


back to back from one arm. 

12. ‘CLACK CLACK- 


its target with the laser. 

7. 

- SLIDE' 


wrapping their other two 
arms around their bodies. 

13. Jump and pounce 

6. 

The Gekko in disguise 

8. 

In a duct 


263 


METAL GEAR SOLID 




























































MECHANICAL DESIGNS 



□ Locking pin in place when 7 Rear 

housed. 

2. Monitor arm (bottom view) 

3. Flush 

4 Knee joint pads 
5. Swinging arm 
6 Rubber cushion 




ORA 
































4 



fl 1. Open hatch 

2. Lock 

3. Cargo space 

4. Locking pin 

5. Motor 

6. Cargo drum for arm storage 


O i Extends 

2. Ball-jointed waist 

3. Body 

4. Waist 


265 


METAL GEAR SOLID 






























ECHANICAL DESIGNS 


□ Metal Gear REX 



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6 


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□ /*;u*74 


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b £ 7-fcttrt'l'lfeUWHfclt 


□ 



Q Metal Gear 4 -REX 

2. Double-layered armor 
structure Can be fully 
disengaged or only interior 
layer engaged. 

3. Armor is shown removed 
or shifted from the panels 
beneath 

4. Armor has been removed 


(tilted angle view). 

5. Armor is removed on the 
side to show the cylinder 

6. Shaded areas have had the 
armor removed from the 
original design. 

7. The entire surface of the 
radome appears split. Small 
mirrored teeth-like structures 


are visible from the inside. 
8. Armor is removed, and the 
back layer is attached—the 
cylinder is not visible. 


□ Metal Gear 4 -REX 

2. Outer layer is removed 

3. Battery compartment 

4. All parts seen here have 
been taken down. 

5. The maintenance hatch has 
been removed. 

6. This side of the modular arm 
has been removed. 


7. Shaded areas have had the 
armor removed from the 
original design. 

















4 


□ 



3MW0)T?ol*y*l8 

J 4 


6 xmtuinmifitotix 
30mm/UU*l>t'#ttiL 
(##¥* (20mm-C-fA<) *ttL*Ur) 




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litft 

* £ t a rw < a)**' t, ? 


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6 ny$uMr74 

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z©aa>/*-*:/i* 

fcf»y L 


Q i /Wefa/ Gear 4— REX head 
unit bottom 

2. Drawings based on the 
original design. 

3. Shaded areas have had the 
armor removed from the 
original design. 

4. Front ridged details 
removed. 


5. Armor has been added to 
this version. 

6 Exterior is removed on one 
side, exposing the 30 mm 
Vulcan (reference image 
attached is 20 mm). 

7. Magazine 

8. External belt 


Q i Upper cylinder base 

Forward and backward 
mobility would make for 
easier lower jaw movement. 

2. The end of this piece has 
been omitted. 

3. Will finish drawing after 
deciding the interior 
configuration of the cockpit. 


4. This area is based on the 
borrowed reference model. 

5. Lower jaw has been omitted. 

6. Metal Gear 4— REX upper 
jaw, around the cockpit 

7. When the lower jaw opens, 
this board and cylinder 
slide down. 


267 


METAL GEAR SOLID 































MECHANICAL DESIGNS 






Q i Metal Gear 4— 

REX cockpit peripheral 


Q i Metal Gear 4— 

REX cockpit ceiling 

2. Emergency escape hatch 

3. Ventilation 

4. Lights 


oco 














4 


□ 




d i Metal Gear 4— 

REX cockpit control 
panel layout 

2. Monitor 

3. Touch panel monitor 

4. Lever moves forward 
and backward. 


5. Flexible 

6. Seat placement 

7. Floor details removed 

8. Use this VVV pattern 
for the floors 

9. Jump pedal 

10. Brake pedal 


11. Rotation pedal— 

Use the left-hand lever 
to go left and right. 

12. Reverse pedal 

13. Forward pedal 

14. Five foot pedals 

15. Handgrips 


FI i Metal Gear 4— 

REX cockpit control 
panel layout 

2. Main monitor and lever 
unit removed. 

3. Handgrips 


269 


METAL GEAR SOLID 


































































MECHANICAL DESIGNS 


Metal Gear RAY 



07n 









4 


□ 





Q 1 Refer to accompanying 
sheet for face 

2. Same detailing as Gekko— 
thin V 

3. Ankle joint 

4. Metal Gear 4 -RAY 
front details 

5. Metal Gear 4— RAY rear 
details 

6 Inner circle spins when RAY 
is mobile. 


271 


METAL GEAR SOLID 




















MECHANICAL DESIGNS 



Q i Underside of eye 

2. Rubber seal (attached 
toward the outer side). 

3. There is no rubber seal 
where parts don’t come in 
contact with each other. 

4. Mount 

Q 1 Metal Gear RAY—around 
the eye 

Q i Sliding base 

















4 




n 1 Metal Gear RAY—behind 
the canopy 

2. This type of rubber 

3. Some parts have thicker 
rubber. 

4. This is painted 

5. Rubber seal 

6. Exterior 

7. Interior 

8. Rubber 

9. Edge of the canopy is lined 
in rubber. 


10 The credits and emblem on 
the underside are black (a 
decal?). 

11. Light hexagon detailing 
(defroster and display 
circuit). 

[low alpha value, white] 

12. Canopy hinge 
[dark gray] 


0 i Metal Gear RAY—around 
the eye 

2. Jointed surface on this type 
of part. 

3. The thick metal part. . 

4 has this type of thin 

metal piece attached. 

5. This has a polished 
stainless steel texture. 

6. The edge has an angular 
style. 

7. Affiliation, credits, and 


aircraft registration ID. 
[white] 

8. Outer Haven emblem 
[white] 

9 Mount for cylinder (attached 
to the underside). 

Q 1 Metal Gear RAY-LCD 
flooring 


273 


METAL GEAR SOLID 







MECHANICAL DESIGNS 



11 Metal Gear RAY —side 

0 Canopy hinge—closed 


inner mechanism if it doesn’t 

7. Rotates 

switches 

2. The inner mechanics are 


open enough). 

8. Shaft is visible through this 


visible on the rear. 

16. Metal Gear RAY—cockpit 

slit. There's another slit on 

11. Metal Gear RAY—main 

3. Canopy hinge—opened 


canopy hinge 

the opposite side. 

control panel 

4. Maybe inner parts protrude 



9. Painted matte black 

2. Maintenance box 

when opened. 

01 

Metal Gear RAY—weapon 

10. Cylinder end 

3. Hinge (seen from the front) 

5. Rear 


display 

11 Cylinder cover 

4. Hinge 

6. Matte black 

2. 

Left and right—two-sided 

12. Rod seal construction 

5. Condition indicator light 

7. Silver 


display. Left is defenses 

13. Model and serial number / 

6. Expected endurance gauge 

8. Mounting point 


and special abilities, right is 

[white] 

(lifeline) 

9. Joining surface, edged liquid 


weapons. 

14. Rod bearing 

7. Subdisplay 

crystal 

3. 

Rear 

[gold] 

8. Emergency disengage 

10. Canopy side of the mount 



15. Cylinder mount 

switch 

11. Cockpit side of the mount 

01 

Metal Gear RAY—cockpit 

16. Matte black. Rivet is silver 

9. Speedometer 

12 Slightly larger than the 


[general-purpose parts) 

17. Sturdy type (for window 

10. Display mode switch (on 

joining surface, edged LCD 

2. 

Cylinder 

frame and such). 

land/underwater) 

13. Closes like this 

3. 

Matte black 

18. Safety type 

11. Monochromatic LCD 

14. Inside, a complex and 

4. 

Aluminum 

19. General-purpose latch 

(displays all alerts) 

fantastic mechanism. 

5. 

Matte black 

20 Underside of ear hinge 

12. Output meter 

15. Opens like this (extend the 

6. 

Covered end 

21. Rear of ear 


22. Weld 

23. Crank shape, compounded 
parts 

24. From here forward . . . 

25.. . . this part is affixed to the 
ceiling. 

26. * CRICK * 

27. Ceiling is complex, angled, 
and uneven; therefore 
please make the joining 
point slightly thicker, creating 
a welded appearance. 


974 


















4 





□ 1 RAY-thigh 

2. Left leg 

3. Left leg 

4. Please note, these are 
both left legs 

0 i RAY-thigh 

2. Right leg 

3. Left leg 


H i Metal Gear RAY—shoulder 
details 

2. When closed this framing 
element fits inside. 

□ 1 RAY-thigh 

2. Right leg 

3. Left leg 


Qi RAY—production model, 
landing pose 

Q i RAY—landing leg 

2. Suspension and hinge 

3. Hinge (front) 

4. Hinge 

5. Oil damper 

6. Damper tube (back) 


7. Suspension frame 

n i RAY—landing leg 

2. Interior 

3. Sliding rail 

□ RAY—landing leg 

2. Grounding plate 

3. Suspension frame stopper 


4. Pivoting unit 

5. Stabilizer 

6. Damper when folded (white) 

7. Cross section 
[near the center] 


275 


METAL GEAR SOLID 












- MECHANICAL DESIGNS 





























4 



f*£X vcs RAY 


277 


METAL GEAR SOLID 










MECHANICAL DESIGNS 


□ 



□ 



□ 1 NOTAR system 

2. Campbell's helicopter 

3. Double inversion 


Q Similar to a Super Hind 

optical camera, garish nose. 
2. Liquid Ocelot's helicopter 









































































4 



13 f~ r-t«. J. -><■>«.*> s|T| 




,»> I- 


2 


,j«T-.OV0i it 



□ 

Canard rotor/wing 

5. Main body: matte black 

9. Size: the dimensions of 

durable finish 


• About the size of a 

helicopter 

(slightly grayish would 

a real ammo case, or 

• Main body: matte black 


laptop case 

□ 


be okay). 

slightly larger. 

(slightly gray is okay) 

B 


Assault rifle bullets 

6. Shiny label 

Q ' Handgun bullets 

• Shiny seal 

Nanomachine scanner 

2. 

Handle (for use 

7. Legs for standing case 

fil 1 Medical kit 

2. 

Silver plug 


before opening). 

on end. 

2. Unopened seal for 

3. 

Black body 

3. 

Latch 

8. An engraving is stamped 

authentication. 

2. • Label, shiny 

4. 

Switch 

4. 

Handle 

there 

3. • Material: cardboard with 

• Case, not shiny 




279 


METAL GEAR SOLID 














































I SETTING DESIGNS 


□ 


Outer Haven 




Cl 1 Biblical quotes about snakes 
(idea). 

2. Reference model shows one 
cylinder. Please use two 
cylinders. 

3. Rough sketch, version 2 

4. Many cords in this space 


5. Like this, close-up 

6. Image of an enormous 
battery 

7. Metal Gear 4 —urban 
Haven, around the rail gun 

Q i Opening hatch, axis 


of rotation 

2. A platform from the bottom 
pushes out to open the 
hatch. 

3. Crane; think about switching 
to the one in the attached 
photo. 


4. 180 cm-tall person. 

5. Outer walls on all sides 
omitted 

6. Fuel bunkering unit for 
other ships 

7. Metal Gear 4— Haven and 
urban city full view 
































4 





2 *■***/<♦* 




□ 

Haven, sail—top view 

□ l 

Haven, sail, and front view. 

4. Battery storage building 

n i. Rough image of how to 

5. 

Once released, the joining 

2. 

Antenna mast and periscope 


Mt. Rushmore heads 

5. Same flooring as aircraft 

open the part joining the 


part slowly stows away. 


standing tall. 

2. 

Appears only during 

carrier. 

hatch and outer wall. 

6. 

* CLANG * 

3. 

Wind shield 


OctoCamo. 


2. When closed 

7. 

* CREEEEE• 

4. 

Snorkel mast 



f»l i Metal Gear 4— Haven, 

3. When pulled with force, the 

8. 

' GA-KIN * 

5. 

Window, blacked out 

□ 1 

Exterior details omitted. 

urban city, and underside of 

inner joining part is exposed. 



6. 

Slits 

2. 

Radiated solar paneling 

back hatch. 

4 When pulled with force in 



7. 

Slits 

3. 

Metal Gear 4—Haven, 


one continuous motion, the 



8. 

Outlet detail 


urban city full view, and 


joining base will immediately 



9. 

Side view 


underside of back hatch. 


release. 




281 


METAL GEAR SOLID 






























SETTING DESIGNS 







L/-f AWrftl* 


/WIWl'Tl'T 

-f-ZlDu hied 

«mi*/N*jur«ab* 



fl 1 Metal Gear 4— Haven back 

5. Each RAY is stored 

Q 1. Metal Gear 4—Haven back 

off. the inside panel pushes 

area, RAY connection area 

compactly in an exposed 

area, RAY connection area 

and propels a RAY. 

2. 13 m tall to the head? 

bay. When the RAY takes 

2. Each RAY is stored 

3. Maximum six RAYs on 

off, the bay is quickly closed 

compactly in an exposed 


each side. 

with paneling (Burst off 

bay. When the RAY takes 


4 After a RAY takes off, an 
inner hatch is released. 

during takeoff?). 

off. the bay is quickly closed 
with paneling. 

3. After the front panel pops 















Q 1 Metal Gear 4—Haven. 
urban city area crane 
and elevator 

2. Elevator accessing the 
crane area. 

3. Image of the enormous 
elevator accessing 

the basement. 




283 


METAL GEAR SOLID 













































































































































• I SETTING DESIGNS 




’©H 


□ 

Metal Gear 4—Haven. 

3. Lights up when pressed 

3. FRP = fiber reinforced 


urban city area, main 

4. Black transparent plastic 

plastic/polymer 


sidewall (protruding part) 

5. Elevator operating panel 

4. Stainless steel 

2. 

Rough version 1 

6. Metallic chrome 

7. Slightly dark 

Q i. If the ratio or balance of the 

□ 

Ceiling panel 

8. Call button 

height of the door appears 
off in comparison to the 

□ 

Floor number display 

0 1. Extinguisher 

width, please increase the 

2. 

Slightly dark 

2. Power supply hatch 

height or overall size 


2. Roller attached to the door 

3. Rubber cover 

4. Inner mechanism reference 

5. Sensor 


OQ/1 


















































4 





i n>*;U*74 


-c. — >b _ 


*-*- > 
K 


□ 



□ 

Metal Gear 4 —Mantis room 

Q 1. Fixed steel-framed column 

6. 

Searchlight 

2. 

Global map monitor 

for housing missiles. 

7. 

Enormous space 

3. 

Monitors with enlarged 

2. Steel frame omitted. Column 

8. 

Metal Gear 4— 


sections of the global map. 

with missile; cords wrapping 


long passageway, missile¬ 

4. 

Projector lens 

and many pipes running 


launching facility. Full view. 

5. 

Monitor 

down. 



6. 

Track pad and keyboard 

3. Catwalk 



7. 

Stand to operate keyboard 

4. Scale of person 



8. 

Person 

5. Light stainless steel platform 




285 


METAL GEAR SOLID 































































































■ SETTING DESIGNS 



Metal Gear 4 —long 

□ 1. Metal Gear 4— Raiden vs. 

□ l 

Pipe modification 

passageway, missile¬ 
launching facility. Reference 

Haven troopers crossroads 

2. 

This ring turns ninety 
degrees to open. 

details for entrance and 

Q 1 • Metal Gear 4— passageway 

3. 

This door opens up and 

surrounding area. 

terminal, entrance to 


down. 

Cords and pipes completely 
fill the space between 

computer server room 

4. 

Cylinder lock slides up and 
down, left and right. 

the panels. 


5. 

The lock slides to release. 

From this line to the 
right, the door opens by 


6. 

This door opens left and 
right. 

sliding up. 


7. 

The control panel is slightly 


sunken in. It slides down 
and emerges. 

8. Metal Gear Mk. II operates 
here. 

9. The inner circle divides at 
the front and back to open. 

10. Metal Gear 4— passageway 
terminal, entrance to 
computer server room 


0 1. Metal Gear 4 —passageway 
terminal, entrance to 
computer server room 




Pfifi 































































4 



□ 



Q 1 Small lighting, dimly lit 
passageway. 

2. When a person gets near, a 
microwave terminal extends. 

3. This line divides the regular 
passageway and the 
microwave passageway. 

4 This bulkhead closes from 
the top. 

5. This line divides the regular 
passageway and the 


microwave passageway. 

6. Metal Gear 4 —microwave 
passageway, rough 
version 3 

7. Left and right symmetry. 


Q i Metal Gear 4- computer 
server room, headstone 

2. The program details scroll 
from the bottom up on the 
hologram ring. 

3. Supercomputer, matte black 
surface, interior red light 

4. Back 

5. Hologram ring omitted 


0i Metal Gear 4 —computer 
server room, main server 
2. Cords on back omitted. 
Circular details are the 
connection points. Random 
placement okay. 


0 i Light 

2. Not a straight line, 
slight gradation 

3. Hologram 

4. Metal Gear 4 —server room 

5. Light 

6. Lightly push for door to 
drop down. 

7. “Chibi metal" provides 
joining connector panel 
virus protection. 


287 


METAL GEAR SOLID 

















































































ROUGH SKETCHES 






□ i Solid Snake, soldier 




289 


METAL GEAR SOLID 





































ft ROUGH SKETCHES 


Raiden 














4 



291 


METAL GEAR SOLID 

















: !f ROUGH SKETCHES 




















4 



UJ i Sunny, similar to Little Red 
Riding Hood 

2. Bolle tactical anti-onion 
goggles 

3. Chupa Chups in pockets 
4 Ladle, spatula 


293 


METAL GEAR SOLID 












ROUGH SKETCHES 



□ i Image 

2. Top and bottom different 
color 

3. • Long boots 

• Tight pants 

• White coat (might show 
bloodstains?) 


• Gloves, pants, boots, 
all black 

4. Naomi, Shadow Moses 

5. Full torso silhouette 

























4 



Q i Naomi, rough sketch 


295 


METAL GEAR SOLID 




















































ROUGH SKETCHES 


Drebin 












4 



VAMP 


297 


METAL GEAR SOLID 













: ROUGH SKETCHES 





Snakeman (Unpublished) 


4 

✓ 



4 


□ 



Soldiers 


Q i Rat Patrol Team 
2. Rat Patrol Team 


299 


METAL GEAR SOLID 







ROUGH SKETCHES 






















4 



301 


METAL GEAR SOLID 











- ROUGH SKETCHES 













4 



303 


METAL GEAR SOLID 













ROUGH SKETCHES 







































4 





305 


METAL GEAR SOLID 




























































































ROUGH SKETCHES 


□ Beast 



Q 1 Artificial leg 















4 



□ i Beauty and the Beast 

2. Beauty soldier 

3. Each Beauty has her own 
suit and Metal 

4. Affiliation badge 

5. Beauty and the Beast 

6. Beauty and the Beast 


307 


METAL GEAR SOLID 

























ROUGH SKETCHES 










309 


METAL GEAR SOLID 






































ROUGH SKETCHES 



Q ' Assault rifle 

2. Knife 

3. 40 mm automatic grenade 
launcher 

4. Person 

5. Beauty and the Beast unit- 
size comparison 


6. Has a tail-like connector 
. . . When necessary, he 
can plug himself in for 
maintenance. 

7. Top of head moves up and 
down. 


Qin 












4 



311 


METAL GEAR SOLID 


















ROUGH SKETCHES 




4 










* 






□ 





□ 1 Heavy helmet. Same as 

Beauty and the Beast unit? 

2. Something more ordinary 
might be better. 

3. Outer Haven trooper 
Powered suit pants have 
characteristics similar 

to Vamp's. 


313 


METAL GEAR SOLID 

















V ROUGH SKETCHES 



















4 



315 


METAL GEAR SOLID 





















ROUGH SKETCHES 























4 



317 


METAL GEAR SOLID 










• ROUGH SKETCHES 



010 













































i 


Q i Guillotine arm 


319 


METAL GEAR SOLID 
















ROUGH SKETCHES 



Q i Metal 
2. High tech 


rion 



































O O) 


4 



321 


METAL GEAR SOLID 





























ROUGH SKETCHES 



















4 



323 


METAL GEAR SOLID 

































ROUGH SKETCHES 















Q 1 Warrior carrier 
2. Ball joint 


325 


METAL GEAR SOLID 





















ROUGH SKETCHES 



Q i Misso> •• ; 270 m 

2. Water sprays when hatch 
is opened. 

3. Missile launch tubes 

4. Gekko silo 

5. Metal Gear RAY 

6. Rough sketch 


Q i Aerial view 

0 1 Main mast 

2. Air intake 

3. Thruster 
























4 



327 


METAL GEAR SOLID 




















































STORYBOARDS 





Q1 Separated 
2. Gekko 


{ 


328 
























































4 



□ Arm is too big 
fl 1 Destroyed parts 


329 


METAL GEAR SOLID 




















































CHARACTER DESIGNS 



oo n 







PW 



Q i Big Boss 

• Sneaking suit and CMU-30 
survival vest 


331 


METAL GEAR SOLID 














CHARACTER DESIGNS 



Q i Big Boss 

2. Battle dress version 

• Sneaking suit 

• Armor suit 

• Combat shirt (camouflage) 

3. Sneaking (0) 


Q 1. Own base 

2. Soldier 

3. Midgame sounds 
(instead of blood) 


01. On his chest is an S-shaped 
wound that looks like a 
snake 

2. Big Boss 

3. Naked 


QQO 



























PW 



n i Mk III sneaking suit 

2. Spy harness 

3. Throat microphone 

4. Sneaking Snake 

5. Full armor, rear 


333 


METAL GEAR SOLID 












CHARACTER DESIGNS 



□ i All Snake? 

2. Heart-shaped eye patch 
(mirrored) 












PW 



□ i Snake metal bandana 
2. Cloth bandana with a metal 
plate riveted on 


F11 Big Boss helmet or face 
guard 


335 


METAL GEAR SOLID 









CHARACTER DESIGNS 



Q i Master Miller 

2. With sunglasses off he 
looks cute. 










PW 



□ 1 Master Miller rough? 


337 


METAL GEAR SOLID 














CHARACTER DESIGNS 



Amanda 


Q The lines can be seen 5. Browning Hi-Power 

(handgun) 

Q i Chico Jean* 

2. Cigarette, heavy smoker 

3. Left shoulder pulled in 

4 Right arm. white bandage 

(wounded) * Editor's note: Chico Jean is the name that was temporarily used for Amanda during the game's development. 






















PW 



□ i Height comparison 
Q i Amanda's pocketknife 


339 


METAL GEAR SOLID 


































CHARACTER DESIGNS 





341 


METAL GEAR SOLID 












CHARACTER DESIGNS 

















PW 



343 


METAL GEAR SOLID 














CHARACTER DESIGNS 



□ Lets people see a little 

O C6cile 

2. In jungle 


O A A 










PW 





□ i Discharges from the metal 
sides of the shaft, not from 
the plastic tip. 

2. Electricity comes from 
this cord. 

3. Connected to the 
power supply. 


345 


METAL GEAR SOLID 








1 CHARACTER DESIGNS 



□ Face guard 

2. Outer Haven soldier 
or Snake helmet 












PW 



n ' Player item Q I Shorts V 

2. Reinforced plastic shield 

3. Clear 

4. Compact 

5. Can only use with handguns 


347 


METAL GEAR SOLID 



















CHARACTER DESIGNS 



□ 


1. Contra 

2. Color—khaki and 
yellow scarf 

3. Squad leader class 

4. Guerrilla commando 

5. Guerrilla 


6. Scarf over face 

7. Unarmed 

8. Contra 2 

9. Guerrilla version 

10. Soldier 


n 1 Balaclava 

2. US Army 

3. Russia Army 























PW 



fl 1 Russian soldier Q 1 Operator soldier 

2. Face guard 2. Rough 

3. Soft helmet 


349 


METAL GEAR SOLID 


















MECHANICAL DESIGNS 


Peace Walker 



















PW 



351 


METAL GEAR SOLID 










MECHANICAL DESIGNS 


Peace Walker 

□ 




□ l -VROOOOOOOOM- 

2. Drill missile 

3. SHOOMSHOOM * 

4. Antiaircraft missile 

5. Hatch 

6. Cartridges 

7. Loader 


8. Rear 

9. Open laser guidance * 
explosion 

10. Drill missile 

11. Peace Walker 

12. Weapon containei 
































Q 1. Nuclear missile x2 

2. Rear view of backpack 

3. Exhaust 

4. Shield 


353 


METAL GEAR SOLID 

































MECHANICAL DESIGNS 


Chrysalis 

□ 



□ i The disk is not restricted by 
aerodynamics. It's powered 
by a mysterious source. The 
interior, visible via the slide, 
sits and rotates intensely, 
emitting light. 

2. Silhouette 


3. Askew Q 1. Boosters x4 

4. Rear 

5. Straight on 

6. How to address the leg 
mechanism? On landing it 
will have to be a silhouette, 
and activate from there. 


































d 1 40 mm grenade machine gun 

2. ‘BAM BAM BAM' 

3. Axis swings upward here 

4. 30 mm Vulcan machine gun 

5. Axis swings upward here 

Q 1 Missile silos 


355 


METAL GEAR SOLID 

















































































































ROUGH SKETCHES 



Q i Bandana attached directly 
to the plate. 














PW 



□ Patch 

This side only 


357 


METAL GEAR SOLID 







































ROUGH SKETCHES 



Q i Unused version 




















PW 



359 


METAL GEAR SOLID 















ROUGH SKETCHES 


I 







V 














PW 





n i Red 

2. Huey impressions 


i 


361 


> 


METAL GEAR SOLID 
















ROUGH SKETCHES 



□ i Heavy infantry rough 


0 1 US Army—OD or leaf 
pattern + blue 

2. Russian Army—summer 
camouflage or black + red 

3. Contra—khaki/yellow 

4. Base color/secondary color 


0 Patch of previous squad on 
left shoulder 

2. No patch on left shoulder 

3. Face guard looks like this 
when raised 

4 Spy harness 

5. Shoulder armor plate 


6. Knee supporter 

7. Direct action shirt version 2 

8. Outer Heaven female soldier 
9 Battle dress uniform 













PW 



pi. Which? Ell' Russian Blue Tiger Qi Heavy infantry rough 

2. Russian soldier rough 


363 


METAL GEAR SOLID 













ROUGH SKETCHES 


□ 



□ i Dinosaur tank 

2. My Outer Heaven hex unit 

3. Drill x2 













PW 




Q 1 Version 1—initial state is 5. My Metal 

square platforms 6. Al device image 

2. Version 2 

3. Expanded to a hexagonal 
platform 

4. Version 3.5—additional 
hex blocks added . 


365 


METAL GEAR SOLID 































































ROUGH SKETCHES 



Q i Metal Gear revision D 









































PW 



n 1 Rugged image 


367 


METAL GEAR SOLID 














ROUGH SKETCHES 



Q 1 Al pod 





































PW 



n 1 Hover-type model 

2. Rocket motors x4 

3. Pulse shocker 

4. Tank 

5. Vehicle 

6. Jump 

7. Hover-type Al 


8 Hovertank 

9. Elongates 

10. Action when banking 

11 About the size of an M2 
Bradley’s turret. 


369 


METAL GEAR SOLID 



































ROUGH SKETCHES 



ll. 

Rail gun 

7. Hover turret 

14. The final b 

2. 

Missile—two loaded 

8. Heli-turret 

big bomb. 

3. 

Comparison between Metal 

9. Missile 


Gears 

10. Multiple-shot mount 


4. 

Dedicated or... ? 

11. My Metal idea 


5. 

Cannon 

12. Al boss turret loadouts 


6. 

Tank turret 

13. Minigun 





















































PW 



n 1 Raiders system 

2. Marsh 

3. Hover type [cockpit] 

4. Air 

5. Rail gun 

6. Heli tank buster 

7. Air-to-ground rail gun 


8. Hatch 

9. Al tower 

10. Al room 

11. Cannon 

12. Al large tank type 
(modular armor) 

13. Nuclear 


14. Missile 

15. Heavy flamer weapon 

16. Metal? 

17. Multipede mecha 

18. Mountain 

19. Foot 

20. Cockpit 


21. Junk Metal 

22. My Metal 

23. Armor 

24. Battery cord 

25. Foot 

26. Jump landing design 


371 


METAL GEAR SOLID 


















































ROUGH SKETCHES 






Q i Outer Heaven outside view 

2. Shooting range 

3. “My Outer Heaven” game 
screen image 

Q 1 Snake—avatar (in co-op 
mode, using cooperative 
player functionality). 


2. Actual face 

3. Snake's faces: 

bad guy Snake, fat Snake, 
kind Snake . . . 

Che Guevara Snake 

4. Che Guevara beard 

5. Etc.... 


























































PW 



373 


METAL GEAR SOLID 



















ROUGH SKETCHES 


□ 


Outer. 44-eAveiV 



n 1 Version 1 Initial state is 5. Airplane 

square platforms. 6. Missile silo 

2. Version 2: Expanded to a 7. Tanker? 

hexagonal platform. 

3. Versions 3-5: Additional hex 
blocks added. 

4 Helicopter 

























































































PW 



1. Co-op ring 


375 


METAL GEAR SOLID 





















STORYBOARDS 



Q 1 Prototype storyboards 
Cut 1 —any idea how to 
bring this into the picture? 
Like bringing it in from 
another 2D element? 

2. Rain 

3. Surface level 


4. Dock 

5. Cut 1 -B 

6. Use a different layer 
for foreground. 

































































































PW 


□ 


> 






; <- A fet/C 7<Lglh5 [i] 

\ _ V ora *-%-<• <v . v [7] 

E <^. ^ 






0 


! 


n 1. Surprised 

2. However you want to do 
this is fine. I think he 
should look annoyed. 

\ 3. Cut 12-B 

4. Filthy, sweaty, and rainy. 

5. Cut 12-A 


6. I don't think we need to 
draw it at this size, but 
keep it atmospheric .. 

7. What kind of rain? 

8. Falling is best. 

9. After B. layer all the 
full-body pictures for 


interactive mode. 

10. Use a different layer for 
the coat. 

11. When close in. the coat's 
transparency is apparent. 


377 


METAL GEAR SOLID 












































ROUGH SKETCHES 







PW 



379 


METAL GEAR SOLID 

















ROUGH SKETCHES 






PW 





381 


METAL GEAR SOLID