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ArcSys characters start as 3D models and then 2D images are drawn - won't add gauges without removing others

Posted by Catalyst
October 12, 2012 at 10:45 a.m. PDT
ArcSys characters start as 3D models and then 2D images are drawn - won't add gauges without removing others Going into the process of how the graphics are created for their fighting games, Arc System Works programmer, Tatsunori Ishikawa, and chief technical officer, Hiroyuki Masuno, spoke at length with Gamasutra about how their games are created and the methodology they use when they're in development.

Some of the notable things touched on here is that the characters in their fighting games are actually 3D models, but everything is converted back into 2D animation, which ArcSys fighting games are well known for.

Can you talk about your animation process? SNK does 3D models that they draw over, but Skullgirls does it all hand-drawn.

TI: We work the first way, with 3D -- well, first we come up with concepts for each of the moves the characters would be capable of, then we build those motions based off of that with 3D models. These motions get converted back to 2D, and then we engage in pixel-level cleanup and fixing to come up with what you see in the game.

Do you think that's faster or more efficient than the old hand-drawing type of way?

TI: I think there are cases where doing it all hand-drawn might wind up being faster in the end. Using 3D models, however, makes it easier to maintain an even visual balance across every move from every character. The backgrounds are 3D, too, and thus it's important the characters seem natural against those backdrops -- something that the 3D model approach also helps with. So it may take more time, but I think it's still a more efficient approach to getting better results.

They also touch on the amount of on-screen gauges for their games, noting that they've hit the upper limit, and that if they add any more of them, they'll have to remove others.

I think one of the things that may intimidate new players is the fact you have so much onscreen to pay attention to besides the actual characters fighting. A newbie could look at that and have no idea what it all means.

TI: I think it's true that you run the risk of making things too complex on the programming level, but on the other hand, if you cut out too much of that, you may wind up making the game less fun as a result. It's true that our game is definitely noted for having a lot of gauges, but I think the prevailing attitude here is that we'd like light users to try their best here. (laughs)

If we got rid of them, then we would get comments from series veterans about how much less data is at their disposal. I do think we're at about the upper limit with the current system, though, so if we add anything else, then something will have to be cut out.

Comments

Strider_RagnaroK's avatar
Strider_RagnaroK said on October 12, 2012 at 11:20 a.m.

Would love to see a video of them making a character with the process explained on the interview. On the second quote, I agree, their games have too many gauges and mechanics. I personally think if it was much simpler the game could be even more enjoyable. While playing a bit of Persone 4, most of the time I found myself forgetting some of those mechanics, because there's too much going on.

#1
danny2times's avatar
danny2times said on October 12, 2012 at 11:27 a.m.

Where's that retard "running wild"? Guess you're a giant poser eh?! Still think its lazy of capcom? Lmao I love retribution! Thanks event hubs for posting this in light of the whole 2d vs3d debate lately! I wonder how many 3d models are used than? Is it one that is given a move set then saved and later drawn onto? Guess some around here think its bad?! Woooooooohooooo exposed.

#2
SnakeX's avatar
SnakeX said on October 12, 2012 at 11:44 a.m.

Not really surprising, nor is this info really that new either. VERY few companies do hand-drawn sprites anymore. There's just no reason to when there's technology that allows you to create sprites in a much faster manner and still look just as good or usually even better. Only small companies really bother hand-drawing sprites these days.

#3
Ex_Ein's avatar
Ex_Ein said on October 12, 2012 at 12:38 p.m.

Now I'm really wondering where Battle Fantasia 2 is at if this is the way they're going with their animation, due to the fact Battle Fantasia was a 2.5D fighter(and in fact Ono cites it as the inspiration for making SF4 2.5D) and in fact all of their modern fighters are really 2.5D.

#4
RunningWild's avatar
RunningWild said on October 12, 2012 at 12:57 p.m.

@ #2 - Dude this is the same process SNK has been using to create KOF for yeaaaars, it's called rotoscaping. Using this technique, it took SNK's small team of artists nearly a year just to complete 1 character for KOFXIII, it's roughly the same for Arc System Works (Note the number of new character introductions from each new BB installment). It's not lazy at all and requires just as much work, all it does is create a basis to use when creating animations, but they still have to go over each individual frame of animation by hand. At the end of the day, it's still 2D pixel art and it looks a million times better than anything Capcom has done with their ugly 3D models in SF4/SFxT

#5
Default avatar
Rome_Himself said on October 12, 2012 at 12:57 p.m.

Its funny cause snk did the exact same thing with there in game sprites and the bb and p4 sprites dpnt look nearly as good as kof13 sprites

#6
Default avatar
niggardly said on October 12, 2012 at 1:08 p.m.

(This user was banned.)

#7
RunningWild's avatar
RunningWild said on October 12, 2012 at 1:10 p.m.

^09'er

#8
danny2times's avatar
danny2times said on October 12, 2012 at 1:17 p.m.

^ 95'er

#9
RunningWild's avatar
RunningWild said on October 12, 2012 at 1:27 p.m.

^Correction, 91'er. :3

#10
portalsofmadnes's avatar
portalsofmadnes said on October 12, 2012 at 1:49 p.m.

@5i thought i was the only one who hated SF4/SFXTK graphics.
@7your comment lives up to your username.

2d pixel art still rules.ArcSys and Frenchbread are making some beautiful games to this day with it.

#11
MightyAfro's avatar
MightyAfro said on October 12, 2012 at 1:49 p.m.

if I remember right, didn't they do something like that for SF3?

#12
DangerousBacon's avatar
DangerousBacon said on October 12, 2012 at 2:06 p.m.

@7 But the detail on the KOF sprites came with a toll on the animation quality. Kof animation is nowhere near as good as bb and p4u.

#13
RunningWild's avatar
RunningWild said on October 12, 2012 at 2:17 p.m.

#13 - I respectfully disagree, I think KOFXIII's animation is alot more fluid than BB and P4A. ASW games take alot of shortcuts when it comes to animation so characters have alot more unique animations and moves, but as a result, use alot less frames of animation per move.

Regardless, neither tops Third Strike or Skull Girls in that department.

#14
Default avatar
niggardly said on October 12, 2012 at 2:43 p.m.

(This user was banned.)

#15
JIHADJOE's avatar
JIHADJOE said on October 12, 2012 at 3:25 p.m.

That technique has been around for a very long time. Back in the day it was called Rotoscoping and they didn't have a 3D Models, so had an actor/stuntman act out the actions. The film was then traced over, frame-by frame to make the final animated product.

The original Prince of Persia, and Flashback are good classic games that made use of Rotoscoping to offer realistic animations.

#16
Soriphen's avatar
Soriphen said on October 12, 2012 at 8:03 p.m.

@14

This man knows his sprites. SG has the most animations, then 3s, then KoFXIII, then either ASW or Frenchbread fighters. Of course they all looks beautiful, regardless. #14 explains why the lesser ones have less frames of animation as well.

#17
Default avatar
siuwehdsif said on October 13, 2012 at 4:36 a.m.

(This user was banned.)

#18
Default avatar
Adnan said on October 13, 2012 at 5:53 a.m.

Didn't they criticize SNK for doing this exact same thing before? They said that, unlike ArcSys sprites, it wasn't "proper 2D" or something.

#19
Soriphen's avatar
Soriphen said on October 13, 2012 at 7:37 a.m.

@16

To give an example of how old the technique is...3s also uses it for some of the animations in the game :). Elena's winning pose being the most memorable one.

#20
Default avatar
mad4ra said on October 13, 2012 at 11:03 a.m.

Maybe they could ask him WHERE THE F-CK P4A is, for europe.

#21
JIHADJOE's avatar
JIHADJOE said on October 13, 2012 at 4:24 p.m.

@20
Thanks, but I believe the examples I cited are way older than 3S =)
The original Prince of Persia is from 1989 and I played the hell out of it on my ancient PC/AT.

#22


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