0:00:00.127,0:00:05.952 [music] 0:00:05.977,0:00:07.591 Hello! My name is Dan, 0:00:07.620,0:00:10.460 I’m an animator,[br]and this is New Frame Plus. 0:00:11.980,0:00:16.960 Replicating the look of hand-drawn[br]anime in 3D is a daunting challenge. 0:00:16.982,0:00:20.820 Even the anime industry frequently[br]struggles to produce CG results 0:00:20.845,0:00:24.539 that don’t fall into some[br]weird, animation uncanny valley. 0:00:24.564,0:00:29.773 It’s just SO EASY to get a result[br]that feels vaguely wrong-looking, 0:00:29.798,0:00:33.446 and most of the CG anime success[br]stories seem to be the shows 0:00:33.471,0:00:36.806 which are willing to embrace[br]their distinct 3D look. 0:00:36.831,0:00:39.928 The same has largely been[br]true for anime video games. 0:00:39.953,0:00:42.388 Many game developers[br]have taken a crack at 0:00:42.413,0:00:45.272 this same 3D anime[br]challenge over the years, 0:00:45.297,0:00:48.420 but nearly all of the successful[br]examples are the games 0:00:48.445,0:00:51.480 which aim to heavily[br]EVOKE the anime style 0:00:51.505,0:00:54.400 without actually trying to[br]fool anybody into thinking 0:00:54.425,0:00:56.813 that they’re looking at[br]a series of drawings. 0:00:56.838,0:00:59.913 But there is one game studio[br]out there who has been 0:00:59.938,0:01:02.627 pushing this envelope[br]further than any other, 0:01:02.652,0:01:06.042 and that studio is[br]Arc System Works. 0:01:06.067,0:01:09.455 And, before I start talking about how they[br]achieved this, I do want to point out: 0:01:09.480,0:01:13.277 much of what I’m about to say here[br]comes directly from a GDC talk 0:01:13.327,0:01:17.464 given by technical animator[br]Junya C Motomura back in 2015. 0:01:17.489,0:01:20.302 You can (and should) check[br]that talk out yourself later. 0:01:20.320,0:01:21.720 I will link to it below. 0:01:22.740,0:01:24.940 So Arc System[br]Works, as a company, 0:01:25.000,0:01:28.100 has been kicking around in[br]some form since the late 80s. 0:01:28.129,0:01:29.261 They’ve worked on[br]a lot of things, 0:01:29.286,0:01:33.678 but the genre of game they are[br]most famous for is: 2D fighters. 0:01:33.703,0:01:38.106 This studio is VERY VERY GOOD at making beautiful, 0:01:38.131,0:01:41.067 high-energy,[br]competitive anime fighting games. 0:01:41.092,0:01:43.027 And the anime fighter[br]that originally put 0:01:43.052,0:01:46.754 them on the map back in[br]1998 was Guilty Gear. 0:01:46.779,0:01:50.381 It was fast, it was[br]stylish, it was beautiful. 0:01:50.406,0:01:52.445 Now fast forward to the 2010s. 0:01:52.470,0:01:55.910 Guilty Gear hadn’t seen a[br]proper sequel since 2002 0:01:55.935,0:01:58.407 and Arc System Works was[br]looking to bring their 0:01:58.432,0:02:00.762 pillar franchise back[br]into the spotlight. 0:02:00.787,0:02:04.783 But now that they had several other high[br]profile anime fighters on the market, 0:02:04.808,0:02:07.396 like BlazBlue and[br]Persona 4 Arena, 0:02:07.421,0:02:11.079 Guilty Gear’s stylistic niche[br]was feeling a little crowded. 0:02:11.104,0:02:14.122 So, rather than trying to[br]compete with their own products, 0:02:14.147,0:02:18.799 Arc System Works looked for a way to set[br]the next Guilty Gear apart from the pack. 0:02:18.824,0:02:20.677 And the choice they[br]ultimately made 0:02:20.702,0:02:25.836 was that the next Guilty Gear title would[br]abandon its traditional 2D sprite animation 0:02:25.860,0:02:29.120 in favor of fully[br]3D character models. 0:02:29.560,0:02:31.440 Now, why would they do[br]that, you might ask? 0:02:31.470,0:02:33.123 These sprites are beautiful! 0:02:33.228,0:02:37.500 Well, there are plenty of enticing[br]incentives to switching a fighter to 3D. 0:02:37.525,0:02:40.119 On top of giving your[br]game a more modern look, 0:02:40.140,0:02:44.380 with 3D animation you can more[br]easily support higher resolutions, 0:02:44.420,0:02:48.800 you can make your animations smoother[br]without breaking the art budget, 0:02:48.821,0:02:52.739 and you can actually move the camera[br]around the characters in dynamic ways 0:02:52.764,0:02:56.174 when you want to,[br]which has all kinds of exciting potential. 0:02:56.199,0:02:58.460 It is for these[br]reasons (and more) 0:02:58.485,0:03:03.064 that many other fighting game franchises[br]have made that jump to 3D over the years, 0:03:03.089,0:03:05.377 and to varying[br]degrees of success. 0:03:05.402,0:03:10.524 But most of those franchises had taken that[br]leap with the understanding that doing so 0:03:10.549,0:03:14.374 would necessitate at least some[br]degree of aesthetic change. 0:03:14.399,0:03:17.340 Street Fighter, for example, went from[br]looking like this… 0:03:17.340,0:03:19.385 ...to looking like this. 0:03:19.410,0:03:21.860 Marvel vs Capcom went[br]from this… 0:03:21.860,0:03:23.205 ...to this. 0:03:23.230,0:03:25.620 And Mortal Kombat went from this… 0:03:25.620,0:03:26.860 ...to this… 0:03:26.860,0:03:28.980 ...and eventually to this. 0:03:29.002,0:03:32.444 And each of these 3D overhauls[br]more or less captures 0:03:32.469,0:03:34.665 the spirit of their[br]sprite-animated originals, 0:03:34.690,0:03:38.025 but those development teams had[br]clearly embraced the fact that 0:03:38.050,0:03:42.205 moving to 3D would inevitably[br]require some aesthetic changes. 0:03:42.258,0:03:46.861 But Arc System Works went into the new[br]Guilty Gear with a different mentality. 0:03:46.886,0:03:50.432 What if they DIDN’T accept[br]that aesthetic change? 0:03:50.457,0:03:56.477 What if, instead, they set out to make[br]their leap to 3D as INVISIBLE as possible, 0:03:56.502,0:04:00.302 while still reaping many of[br]the benefits 3D has to offer? 0:04:00.327,0:04:05.738 And so, Arc System Works set out to tackle[br]the challenge of building a 2.5D fighter 0:04:05.763,0:04:08.693 with 3D character models[br]while still retaining 0:04:08.718,0:04:11.623 the look of the series’s[br]sprite-based origins. 0:04:11.660,0:04:16.702 Which meant: they were gonna have to[br]figure out how to make 3D anime look right. 0:04:16.727,0:04:20.353 Fortunately, ArcSys had some big[br]advantages going into this project. 0:04:20.378,0:04:23.367 First: they had a[br]LOT of 2D experience. 0:04:23.392,0:04:27.150 Their teams had been producing[br]2D anime fighters for years. 0:04:27.175,0:04:32.071 They were intimately familiar with the visual[br]style that they now needed to recreate. 0:04:32.096,0:04:35.695 And second: their team had[br]actually been using 3D tools 0:04:35.720,0:04:39.003 as part of their pixel animation[br]pipeline for a long time! 0:04:39.028,0:04:43.420 Every pixel art character in[br]BlazBlue began life as a 3D model. 0:04:43.445,0:04:46.436 In order to streamline their[br]pixel animation workflow, 0:04:46.461,0:04:51.257 each character was sculpted and posed[br]in 3D first to lay a foundation, 0:04:51.282,0:04:54.598 and then the pixel artists would[br]use that posed model as reference, 0:04:54.623,0:04:58.646 which not only sped up the entire[br]animation process but also ensured 0:04:58.671,0:05:02.559 more stylistic consistency across[br]all the artists on the project. 0:05:02.584,0:05:07.244 So ArcSys had both the experience and[br]the tools they needed to make this work. 0:05:07.269,0:05:10.604 All that remained was[br]figuring out the HOW. 0:05:10.629,0:05:14.810 The first step was getting the fundamental[br]look of an anime character right, 0:05:14.835,0:05:18.171 which they achieved through a[br]combination of character model design, 0:05:18.196,0:05:20.471 some really clever texture[br]mapping techniques, 0:05:20.496,0:05:23.350 and some impressive custom[br]cel shaders designed to 0:05:23.375,0:05:26.577 replicate the look of traditional[br]anime character shading. 0:05:26.640,0:05:31.338 Most importantly, the application of this[br]shading effect was highly customizable. 0:05:31.363,0:05:35.466 The team’s character artists could[br]endlessly tweak and finesse how light 0:05:35.491,0:05:38.798 and shadows fell across each[br]character’s unique features. 0:05:38.823,0:05:43.269 What’s more, each character got their[br]own independent custom lighting. 0:05:43.294,0:05:47.635 See, in most forms of 3D animation, you[br]often want to make it look like your 0:05:47.660,0:05:52.464 light sources are affecting every character[br]or object in the environment similarly. 0:05:52.489,0:05:54.646 It helps to sell the[br]fact that everything in 0:05:54.671,0:05:57.896 the scene is inhabiting[br]that same 3D space. 0:05:57.921,0:06:02.767 But in Guilty Gear Xrd, every character[br]has their own individual light sources 0:06:02.792,0:06:06.392 which affect their body and[br]NOTHING else in the scene. 0:06:06.417,0:06:11.025 Later versions of the game would add the[br]option for more dynamic scene-based lighting, 0:06:11.050,0:06:14.173 but this original approach to[br]the problem was really clever, 0:06:14.198,0:06:18.644 because it mimics the way those classic 2D[br]sprites would have originally been colored, 0:06:18.669,0:06:22.331 with each character having their[br]own shading hand-drawn in and no 0:06:22.356,0:06:26.128 ability to change that shading based[br]on the character’s environment. 0:06:26.153,0:06:28.054 So now they had the[br]characters looking right, 0:06:28.079,0:06:32.295 but there was still the remaining problem[br]of getting them to look right in motion. 0:06:32.320,0:06:34.940 And that’s (arguably) an[br]even bigger challenge, 0:06:34.965,0:06:38.939 because anime has a very[br]distinct animation style. 0:06:38.964,0:06:43.715 See, anime’s unique look is a by-product[br]of its production limitations. 0:06:43.740,0:06:46.413 Animating any television[br]series is a challenge, 0:06:46.438,0:06:49.631 because you've got to produce[br]an entire season of TV on 0:06:49.656,0:06:52.709 a FRACTION of the budget[br]that most animated films get. 0:06:52.734,0:06:56.704 That is a daunting problem,[br]and the approach that TV animation studios 0:06:56.729,0:07:01.757 around the world have developed to solve[br]that problem is: Limited Animation. 0:07:01.782,0:07:06.122 Limited Animation is a technique (or[br]really, a huge collection of techniques) 0:07:06.147,0:07:09.746 that TV animation studios[br]have been honing for decades. 0:07:09.771,0:07:13.587 The goal of Limited Animation[br]is maximum efficiency; 0:07:13.612,0:07:17.767 to find as many cost-saving and[br]corner-cutting measures as possible 0:07:17.792,0:07:22.327 while sacrificing as little visual[br]fidelity as you realistically can, 0:07:22.352,0:07:25.599 all in order to get the most[br]bang from your limited buck. 0:07:25.624,0:07:28.508 This is why you so frequently[br]see anime characters 0:07:28.533,0:07:31.656 hold on a single drawing[br]for as long as possible. 0:07:31.681,0:07:34.587 It’s all about animating[br]performance and actions using 0:07:34.612,0:07:37.841 as few drawings per second[br]as you possibly can, 0:07:37.866,0:07:40.116 while still making sure[br]that you’re doing enough 0:07:40.141,0:07:42.868 drawings to adequately[br]sell those actions. 0:07:42.893,0:07:45.434 How few drawings can[br]you get away with? 0:07:45.459,0:07:49.032 And if you HAVE to create additional[br]drawings to make something look right, 0:07:49.057,0:07:52.736 can you get away with only re-drawing[br]specific parts of the character? 0:07:52.761,0:07:56.694 Maybe just their mouth? Their eyes?[br]Their hair or clothing? 0:07:56.719,0:07:59.650 Sure, you can make this action[br]look great with 10 drawings, 0:07:59.675,0:08:02.772 but can you make it look[br]great using just 8 of them? 0:08:02.797,0:08:04.253 How about 6? 0:08:04.278,0:08:07.078 Awesome, we can only afford 3[br]so, good luck! 0:08:07.103,0:08:10.417 You see Limited Animation all[br]over western TV as well, 0:08:10.442,0:08:13.804 and it’s really fascinating seeing[br]how different sectors of this industry 0:08:13.829,0:08:17.711 have found different approaches[br]and solutions to that same problem. 0:08:17.736,0:08:22.057 But if you’re wanting to truly[br]imitate the look of anime specially, 0:08:22.082,0:08:25.974 capturing the feel of this Limited[br]Animation style is the key. 0:08:25.999,0:08:31.032 And Guilty Gear’s animators achieved that[br]by throwing out standard 3D technique 0:08:31.057,0:08:35.714 and approaching their animation pretty[br]much exactly the way 2D animators do. 0:08:35.739,0:08:38.360 Rather than crafting[br]a series of key poses 0:08:38.385,0:08:41.217 for the computer to smoothly[br]interpolate between, 0:08:41.242,0:08:44.595 the animators treated each[br]pose as a still drawing, 0:08:44.620,0:08:47.804 a series of[br]hand-crafted 2D images. 0:08:47.829,0:08:50.589 See, one of the inherent[br]benefits to computer animation 0:08:50.614,0:08:54.630 is the way the computer can fill[br]in the gaps between your key poses. 0:08:54.681,0:09:01.324 Like, if I put this ball on screen and I say[br]"I want keyframes here here here and here", 0:09:01.349,0:09:04.075 the computer can be like “Oh[br]here, lemme help you out” 0:09:04.100,0:09:07.620 and make the ball smoothly[br]travel from keyframe to keyframe, 0:09:07.645,0:09:10.027 which can be really[br]really helpful! 0:09:10.052,0:09:13.340 But what ArcSys’s team basically[br]did was say: 0:09:13.340,0:09:14.816 “NO. Stop it." 0:09:14.841,0:09:20.133 "Just have the ball be here...[br]then here... and then here... then here." 0:09:20.158,0:09:22.593 And we have animator-y[br]terms for this, like 0:09:22.618,0:09:25.794 “Stepped keys” and “held keys” and[br]whatnot, but the point is 0:09:25.819,0:09:30.106 by not allowing the computer to smoothly[br]interpolate between their keyframes 0:09:30.131,0:09:33.845 Arc System Works’s animators made[br]it so that each pose they made 0:09:33.870,0:09:36.464 behaved just like[br]a 2D drawing would, 0:09:36.489,0:09:40.615 and they could then choose exactly[br]how long they wanted each “drawing” 0:09:40.640,0:09:43.429 to linger on screen before[br]the next one popped in. 0:09:43.454,0:09:47.979 Again, exactly the same as a traditional[br]hand-drawn animation workflow! 0:09:48.004,0:09:51.339 And basically the same as their[br]old sprite animation workflow too, 0:09:51.364,0:09:52.239 if you think about it. 0:09:52.264,0:09:55.889 You can even see examples of them[br]holding parts of the body still, 0:09:55.914,0:09:58.351 just like a 2D animator[br]would when they didn’t want 0:09:58.376,0:10:00.595 to have to redraw the whole[br]thing for the next frame, 0:10:00.620,0:10:05.049 while still animating secondary parts[br]of the character like hair or clothing. 0:10:05.074,0:10:09.037 It is completely unlike how we would[br]animate something in 3D normally, 0:10:09.062,0:10:13.746 but it absolutely evokes the look[br]of anime’s Limited Animation. 0:10:13.771,0:10:16.624 But that, my friends,[br]is just the tip of the iceberg. 0:10:16.649,0:10:18.984 Because,[br]to complete the look of 2D anime, 0:10:19.009,0:10:23.342 the animators also had to add a[br]generous helping of imperfection. 0:10:23.367,0:10:26.947 See, perfection is something[br]that computers are GREAT at. 0:10:26.972,0:10:29.974 A computer can make every[br]movement perfectly smooth, 0:10:29.999,0:10:32.727 every body proportion[br]perfectly consistent, 0:10:32.752,0:10:35.794 every light source and[br]shadow perfectly correct. 0:10:35.819,0:10:40.476 But hand drawn animation - by its[br]very nature - contains imperfections; 0:10:40.501,0:10:43.705 subtle variations in[br]expression and slight changes 0:10:43.730,0:10:46.281 in body proportions from[br]one frame to the next. 0:10:46.306,0:10:49.412 So, to maintain the illusion[br]of something hand-drawn, 0:10:49.437,0:10:55.134 the animators had to force 2D’s imperfection[br]BACK into the computer’s perfect system, 0:10:55.159,0:10:59.261 tweaking each key frame ever so[br]slightly to implement those flaws 0:10:59.286,0:11:02.198 that make traditional[br]animation look hand-made. 0:11:02.223,0:11:05.215 They also had to stylize[br]and exaggerate their animations 0:11:05.240,0:11:07.380 the same[br]way 2D animators would, 0:11:07.409,0:11:11.458 warping character proportions and[br]exaggerating perspective intentionally 0:11:11.483,0:11:14.016 for emphasis or dynamic appeal. 0:11:14.041,0:11:18.330 This was made possible by the fact that each[br]of these character’s animation skeletons 0:11:18.355,0:11:22.957 contains far more animatable joints[br]than your average 3D game character, 0:11:22.982,0:11:25.094 sometimes over 500 of them. 0:11:25.119,0:11:26.691 And that's something you[br]can do when you've only got 0:11:26.716,0:11:29.083 to render two characters[br]on screen at once! 0:11:29.108,0:11:32.354 This not only allowed the[br]animators to deform and shape these 0:11:32.379,0:11:35.368 character models to implement that[br]imperfection I mentioned before, 0:11:35.393,0:11:38.390 but also gave them freedom to[br]warp the character proportions 0:11:38.415,0:11:41.872 in some extreme and bizarre[br]ways when necessary. 0:11:41.897,0:11:45.220 And if all those joints weren’t enough[br]to do what the animators needed - 0:11:45.245,0:11:49.188 like if the character needed to morph[br]into some entirely different form - 0:11:49.213,0:11:52.839 well, then they could just swap in[br]another character model on the fly. 0:11:52.864,0:11:54.664 Then there’s the[br]effects animation. 0:11:54.689,0:11:57.655 Not only did they accentuate[br]all of these character animations 0:11:57.680,0:12:00.357 with some gorgeous hit[br]effects and speed lines 0:12:00.396,0:12:02.786 (all of which are[br]animated 2D textures), 0:12:02.811,0:12:07.722 but - when necessary for certain effects like[br]the clouds of dust at a character’s feet - 0:12:07.747,0:12:11.880 they modeled those clouds[br]in 3D frame by frame. 0:12:11.905,0:12:13.817 And that is bonkers. 0:12:13.842,0:12:18.367 Basically, in all things,[br]the Arc System Works team had one edict: 0:12:18.392,0:12:20.616 “Kill Every Thing 3D”. 0:12:20.641,0:12:23.923 If something felt 3D,[br]you found a way to fix it. 0:12:23.948,0:12:26.490 And, as I have hopefully[br]made clear at this point, 0:12:26.515,0:12:28.796 the solution was -[br]more often than not - 0:12:28.821,0:12:32.626 quality tools and an extraordinary[br]amount of brute force. 0:12:32.651,0:12:36.624 To sculpt the character model[br]and the shading and the posing 0:12:36.649,0:12:39.540 and the effects and even[br]the LIGHTING if necessary 0:12:39.565,0:12:44.905 - FRAME BY FRAME - until the entire game[br]looked like a series of hand drawn images. 0:12:44.930,0:12:46.942 Just like with[br]traditional animation, 0:12:46.967,0:12:50.963 everything onscreen had to be[br]an intentional and artistic choice, 0:12:50.988,0:12:53.423 not a computer’s[br]automated solution. 0:12:53.448,0:12:54.767 And the results? 0:12:54.792,0:12:58.712 Well, a lot of folks (myself included)[br]didn’t even immediately recognize 0:12:58.737,0:13:01.435 that this was a 3D game[br]when we first saw it. 0:13:01.460,0:13:04.024 Usually, it wasn’t until[br]we saw the camera move 0:13:04.049,0:13:06.583 for the first time that[br]we stopped and said: 0:13:06.608,0:13:07.683 “Wait a minute…. 0:13:07.683,0:13:10.572 ...no way.[br]Has this been 3D the ENTIRE TIME?!” 0:13:10.597,0:13:14.302 Guilty Gear Xrd may not always[br]succeed in fooling your brain 0:13:14.327,0:13:19.123 into thinking it’s looking at a 2D fighter,[br]but STILL, this is an amazing achievement. 0:13:19.140,0:13:21.120 And that was just[br]their FIRST try! 0:13:21.440,0:13:25.540 For their next attempt, Arc System Works[br]would face an even greater challenge. 0:13:25.569,0:13:29.303 Because creating a convincing[br]faux 2D anime aesthetic 0:13:29.328,0:13:32.345 for your own original[br]property is one thing, 0:13:32.370,0:13:36.407 but emulating the look of an[br]established and beloved anime series? 0:13:36.432,0:13:38.868 That adds a new[br]layer of challenge. 0:13:38.893,0:13:43.259 This time, Arc System Works couldn’t[br]just recreate AN anime look, 0:13:43.284,0:13:46.963 they had to successfully nail[br]Dragon Ball’s unique aesthetic, 0:13:46.988,0:13:49.603 AND stay true to the[br]animation of characters that 0:13:49.628,0:13:52.244 their target audience[br]had likely grown up with, 0:13:52.269,0:13:53.942 AND - on top of all that - 0:13:53.967,0:13:57.804 they actually needed to make it look[br]BETTER than those old anime series. 0:13:57.829,0:14:02.330 They had to replicate what a[br]nostalgic DBZ fan sees in their head 0:14:02.355,0:14:05.474 when they think back on their[br]favorite moments from the show. 0:14:05.517,0:14:07.982 And as one who did not[br]grow up with Dragon Ball, 0:14:08.007,0:14:10.776 I confess that I cannot speak[br]authoritatively on this one, 0:14:10.801,0:14:13.395 but - if the level of delight[br]I’ve been hearing from 0:14:13.420,0:14:16.464 Dragon Ball fans over the[br]last year is any indication 0:14:16.489,0:14:19.770 - I’m gonna go ahead and guess[br]that they did pretty good. 0:14:19.795,0:14:24.810 And I really love seeing the subtle differences in[br]approach and style between these two games. 0:14:24.835,0:14:28.606 Like for example, Dragon Ball FighterZ[br]has a different approach to smears, 0:14:28.631,0:14:31.940 relying more on those classic[br]old school speed lines 0:14:31.965,0:14:35.878 instead of Guilty Gear’s smooth,[br]stretched-out solid shapes. 0:14:35.903,0:14:39.397 I love all of the Dragon Ball-influenced[br]posing on these characters 0:14:39.422,0:14:42.704 and most of all,[br]I love that the animation in this game 0:14:42.729,0:14:45.719 has slightly lower fidelity[br]than the previous game 0:14:45.744,0:14:48.709 in order to feel more true[br]to the source material. 0:14:48.734,0:14:51.363 It's in the way that the[br]Dragon Ball fighters hold their 0:14:51.388,0:14:54.659 poses for seconds at a time[br]with only their mouths moving. 0:14:54.684,0:14:59.032 The way they’ll hold on a single frame[br]longer than the Guilty Gear Xrd fighters will. 0:14:59.057,0:15:02.392 Or… ok, look at Sol[br]Badguy’s idle animation. 0:15:02.417,0:15:05.249 His name is Sol Badguy, by the way.[br]Guilty Gear is bonkers. 0:15:05.274,0:15:07.206 But yeah, look at his breathing. 0:15:07.231,0:15:09.217 You see that expansion[br]in the chest? 0:15:09.242,0:15:12.101 The way it stretches out that[br]buckle strap on his clothes? 0:15:12.126,0:15:15.277 That is a level of subtle[br]motion fidelity that you are 0:15:15.302,0:15:18.308 not going to see very often[br]in a show like Dragon Ball, 0:15:18.333,0:15:20.787 and you won’t see it in[br]Dragon Ball FighterZ either, 0:15:20.812,0:15:23.035 because it just[br]wouldn’t look right. 0:15:23.060,0:15:27.243 And the really exciting thing is that[br]this whole approach Arc System Works has 0:15:27.268,0:15:30.654 developed is still relatively[br]new and unexplored. 0:15:30.679,0:15:34.358 I mean, they’ve only really[br]done this trick twice so far. 0:15:34.383,0:15:36.924 But their third[br]attempt is on the way. 0:15:36.974,0:15:40.071 The upcoming GranBlue[br]Fantasy Versus looks to bring 0:15:40.096,0:15:43.192 yet another subtle variation[br]on the anime aesthetic. 0:15:43.244,0:15:45.775 And Arc System Works is[br]also the publisher for that 0:15:45.800,0:15:48.159 new Kill la Kill fighting[br]game that just dropped. 0:15:48.184,0:15:52.709 Granted, actual development duties for that[br]one seem to have been handled by A+ Games, 0:15:52.734,0:15:56.572 the same folks who made that (also very[br]nice looking) Little Witch Academia game, 0:15:56.597,0:15:59.376 but I can’t imagine there[br]wasn’t at least SOME 0:15:59.401,0:16:02.696 knowledge-sharing happening[br]between these two studios. 0:16:02.721,0:16:05.672 If there’s one thing that the[br]production of these games shows 0:16:05.697,0:16:08.185 (and it’s something that[br]Motomura has said himself), 0:16:08.210,0:16:11.942 it’s that achieving this look[br]wasn’t about developing some new, 0:16:11.967,0:16:14.058 never-before-seen technology. 0:16:14.083,0:16:17.268 It was simply a matter of[br]applying the same tech we use 0:16:17.293,0:16:20.281 for everything else toward[br]a different visual target, 0:16:20.306,0:16:22.962 and being willing to bend[br]our production approach 0:16:22.987,0:16:25.704 as necessary to achieve[br]our aesthetic goals. 0:16:25.729,0:16:29.611 I cannot wait to see what Arc System[br]Works has in store for us next, 0:16:29.636,0:16:33.341 and I really hope to see more studios take a[br]crack at this sort of thing in the future. 0:16:33.366,0:16:36.350 Again, definitely check out[br]Junya C Motomura’s talk if you’re 0:16:36.375,0:16:39.093 interested in learning more[br]about how they achieved this. 0:16:39.118,0:16:41.542 He gets into more of the[br]technical details like 0:16:41.567,0:16:44.347 the nitty-gritty of their[br]cel shading and texture work. 0:16:44.372,0:16:46.913 It’s all just so[br]very darned cool. 0:16:46.938,0:16:49.586 Also, a big thanks to[br]Geoff Thew of Mother’s Basement 0:16:49.611,0:16:51.569 for double-checking[br]my script on this one. 0:16:51.594,0:16:54.518 If you’re curious to learn more[br]about the history of anime games, 0:16:54.543,0:16:57.464 he actually made a video[br]cataloging that very thing. 0:16:57.489,0:16:58.889 I will link to it below. 0:16:58.914,0:17:00.253 I hope you've enjoyed this! 0:17:00.278,0:17:04.116 Be sure to subscribe and bell-ring and all[br]that other stuff if you haven’t already, 0:17:04.141,0:17:08.031 and consider supporting the show[br]like all of these absolute champions. 0:17:08.056,0:17:11.735 Thank you for watching and I’ll see[br]you next time for more New Frame Plus. 0:17:11.760,0:17:20.201 [music]