1 00:00:00,127 --> 00:00:05,952 [music] 2 00:00:05,977 --> 00:00:07,591 Hello! My name is Dan, 3 00:00:07,620 --> 00:00:10,460 I’m an animator, and this is New Frame Plus. 4 00:00:11,980 --> 00:00:16,960 Replicating the look of hand-drawn anime in 3D is a daunting challenge. 5 00:00:16,982 --> 00:00:20,820 Even the anime industry frequently struggles to produce CG results 6 00:00:20,845 --> 00:00:24,539 that don’t fall into some weird, animation uncanny valley. 7 00:00:24,564 --> 00:00:29,773 It’s just SO EASY to get a result that feels vaguely wrong-looking, 8 00:00:29,798 --> 00:00:33,446 and most of the CG anime success stories seem to be the shows 9 00:00:33,471 --> 00:00:36,806 which are willing to embrace their distinct 3D look. 10 00:00:36,831 --> 00:00:39,928 The same has largely been true for anime video games. 11 00:00:39,953 --> 00:00:42,388 Many game developers have taken a crack at 12 00:00:42,413 --> 00:00:45,272 this same 3D anime challenge over the years, 13 00:00:45,297 --> 00:00:48,420 but nearly all of the successful examples are the games 14 00:00:48,445 --> 00:00:51,480 which aim to heavily EVOKE the anime style 15 00:00:51,505 --> 00:00:54,400 without actually trying to fool anybody into thinking 16 00:00:54,425 --> 00:00:56,813 that they’re looking at a series of drawings. 17 00:00:56,838 --> 00:00:59,913 But there is one game studio out there who has been 18 00:00:59,938 --> 00:01:02,627 pushing this envelope further than any other, 19 00:01:02,652 --> 00:01:06,042 and that studio is Arc System Works. 20 00:01:06,067 --> 00:01:09,455 And, before I start talking about how they achieved this, I do want to point out: 21 00:01:09,480 --> 00:01:13,277 much of what I’m about to say here comes directly from a GDC talk 22 00:01:13,327 --> 00:01:17,464 given by technical animator Junya C Motomura back in 2015. 23 00:01:17,489 --> 00:01:20,302 You can (and should) check that talk out yourself later. 24 00:01:20,320 --> 00:01:21,720 I will link to it below. 25 00:01:22,740 --> 00:01:24,940 So Arc System Works, as a company, 26 00:01:25,000 --> 00:01:28,100 has been kicking around in some form since the late 80s. 27 00:01:28,129 --> 00:01:29,261 They’ve worked on a lot of things, 28 00:01:29,286 --> 00:01:33,678 but the genre of game they are most famous for is: 2D fighters. 29 00:01:33,703 --> 00:01:38,106 This studio is VERY VERY GOOD at making beautiful, 30 00:01:38,131 --> 00:01:41,067 high-energy, competitive anime fighting games. 31 00:01:41,092 --> 00:01:43,027 And the anime fighter that originally put 32 00:01:43,052 --> 00:01:46,754 them on the map back in 1998 was Guilty Gear. 33 00:01:46,779 --> 00:01:50,381 It was fast, it was stylish, it was beautiful. 34 00:01:50,406 --> 00:01:52,445 Now fast forward to the 2010s. 35 00:01:52,470 --> 00:01:55,910 Guilty Gear hadn’t seen a proper sequel since 2002 36 00:01:55,935 --> 00:01:58,407 and Arc System Works was looking to bring their 37 00:01:58,432 --> 00:02:00,762 pillar franchise back into the spotlight. 38 00:02:00,787 --> 00:02:04,783 But now that they had several other high profile anime fighters on the market, 39 00:02:04,808 --> 00:02:07,396 like BlazBlue and Persona 4 Arena, 40 00:02:07,421 --> 00:02:11,079 Guilty Gear’s stylistic niche was feeling a little crowded. 41 00:02:11,104 --> 00:02:14,122 So, rather than trying to compete with their own products, 42 00:02:14,147 --> 00:02:18,799 Arc System Works looked for a way to set the next Guilty Gear apart from the pack. 43 00:02:18,824 --> 00:02:20,677 And the choice they ultimately made 44 00:02:20,702 --> 00:02:25,836 was that the next Guilty Gear title would abandon its traditional 2D sprite animation 45 00:02:25,860 --> 00:02:29,120 in favor of fully 3D character models. 46 00:02:29,560 --> 00:02:31,440 Now, why would they do that, you might ask? 47 00:02:31,470 --> 00:02:33,123 These sprites are beautiful! 48 00:02:33,228 --> 00:02:37,500 Well, there are plenty of enticing incentives to switching a fighter to 3D. 49 00:02:37,525 --> 00:02:40,119 On top of giving your game a more modern look, 50 00:02:40,140 --> 00:02:44,380 with 3D animation you can more easily support higher resolutions, 51 00:02:44,420 --> 00:02:48,800 you can make your animations smoother without breaking the art budget, 52 00:02:48,821 --> 00:02:52,739 and you can actually move the camera around the characters in dynamic ways 53 00:02:52,764 --> 00:02:56,174 when you want to, which has all kinds of exciting potential. 54 00:02:56,199 --> 00:02:58,460 It is for these reasons (and more) 55 00:02:58,485 --> 00:03:03,064 that many other fighting game franchises have made that jump to 3D over the years, 56 00:03:03,089 --> 00:03:05,377 and to varying degrees of success. 57 00:03:05,402 --> 00:03:10,524 But most of those franchises had taken that leap with the understanding that doing so 58 00:03:10,549 --> 00:03:14,374 would necessitate at least some degree of aesthetic change. 59 00:03:14,399 --> 00:03:17,340 Street Fighter, for example, went from looking like this… 60 00:03:17,340 --> 00:03:19,385 ...to looking like this. 61 00:03:19,410 --> 00:03:21,860 Marvel vs Capcom went from this… 62 00:03:21,860 --> 00:03:23,205 ...to this. 63 00:03:23,230 --> 00:03:25,620 And Mortal Kombat went from this… 64 00:03:25,620 --> 00:03:26,860 ...to this… 65 00:03:26,860 --> 00:03:28,980 ...and eventually to this. 66 00:03:29,002 --> 00:03:32,444 And each of these 3D overhauls more or less captures 67 00:03:32,469 --> 00:03:34,665 the spirit of their sprite-animated originals, 68 00:03:34,690 --> 00:03:38,025 but those development teams had clearly embraced the fact that 69 00:03:38,050 --> 00:03:42,205 moving to 3D would inevitably require some aesthetic changes. 70 00:03:42,258 --> 00:03:46,861 But Arc System Works went into the new Guilty Gear with a different mentality. 71 00:03:46,886 --> 00:03:50,432 What if they DIDN’T accept that aesthetic change? 72 00:03:50,457 --> 00:03:56,477 What if, instead, they set out to make their leap to 3D as INVISIBLE as possible, 73 00:03:56,502 --> 00:04:00,302 while still reaping many of the benefits 3D has to offer? 74 00:04:00,327 --> 00:04:05,738 And so, Arc System Works set out to tackle the challenge of building a 2.5D fighter 75 00:04:05,763 --> 00:04:08,693 with 3D character models while still retaining 76 00:04:08,718 --> 00:04:11,623 the look of the series’s sprite-based origins. 77 00:04:11,660 --> 00:04:16,702 Which meant: they were gonna have to figure out how to make 3D anime look right. 78 00:04:16,727 --> 00:04:20,353 Fortunately, ArcSys had some big advantages going into this project. 79 00:04:20,378 --> 00:04:23,367 First: they had a LOT of 2D experience. 80 00:04:23,392 --> 00:04:27,150 Their teams had been producing 2D anime fighters for years. 81 00:04:27,175 --> 00:04:32,071 They were intimately familiar with the visual style that they now needed to recreate. 82 00:04:32,096 --> 00:04:35,695 And second: their team had actually been using 3D tools 83 00:04:35,720 --> 00:04:39,003 as part of their pixel animation pipeline for a long time! 84 00:04:39,028 --> 00:04:43,420 Every pixel art character in BlazBlue began life as a 3D model. 85 00:04:43,445 --> 00:04:46,436 In order to streamline their pixel animation workflow, 86 00:04:46,461 --> 00:04:51,257 each character was sculpted and posed in 3D first to lay a foundation, 87 00:04:51,282 --> 00:04:54,598 and then the pixel artists would use that posed model as reference, 88 00:04:54,623 --> 00:04:58,646 which not only sped up the entire animation process but also ensured 89 00:04:58,671 --> 00:05:02,559 more stylistic consistency across all the artists on the project. 90 00:05:02,584 --> 00:05:07,244 So ArcSys had both the experience and the tools they needed to make this work. 91 00:05:07,269 --> 00:05:10,604 All that remained was figuring out the HOW. 92 00:05:10,629 --> 00:05:14,810 The first step was getting the fundamental look of an anime character right, 93 00:05:14,835 --> 00:05:18,171 which they achieved through a combination of character model design, 94 00:05:18,196 --> 00:05:20,471 some really clever texture mapping techniques, 95 00:05:20,496 --> 00:05:23,350 and some impressive custom cel shaders designed to 96 00:05:23,375 --> 00:05:26,577 replicate the look of traditional anime character shading. 97 00:05:26,640 --> 00:05:31,338 Most importantly, the application of this shading effect was highly customizable. 98 00:05:31,363 --> 00:05:35,466 The team’s character artists could endlessly tweak and finesse how light 99 00:05:35,491 --> 00:05:38,798 and shadows fell across each character’s unique features. 100 00:05:38,823 --> 00:05:43,269 What’s more, each character got their own independent custom lighting. 101 00:05:43,294 --> 00:05:47,635 See, in most forms of 3D animation, you often want to make it look like your 102 00:05:47,660 --> 00:05:52,464 light sources are affecting every character or object in the environment similarly. 103 00:05:52,489 --> 00:05:54,646 It helps to sell the fact that everything in 104 00:05:54,671 --> 00:05:57,896 the scene is inhabiting that same 3D space. 105 00:05:57,921 --> 00:06:02,767 But in Guilty Gear Xrd, every character has their own individual light sources 106 00:06:02,792 --> 00:06:06,392 which affect their body and NOTHING else in the scene. 107 00:06:06,417 --> 00:06:11,025 Later versions of the game would add the option for more dynamic scene-based lighting, 108 00:06:11,050 --> 00:06:14,173 but this original approach to the problem was really clever, 109 00:06:14,198 --> 00:06:18,644 because it mimics the way those classic 2D sprites would have originally been colored, 110 00:06:18,669 --> 00:06:22,331 with each character having their own shading hand-drawn in and no 111 00:06:22,356 --> 00:06:26,128 ability to change that shading based on the character’s environment. 112 00:06:26,153 --> 00:06:28,054 So now they had the characters looking right, 113 00:06:28,079 --> 00:06:32,295 but there was still the remaining problem of getting them to look right in motion. 114 00:06:32,320 --> 00:06:34,940 And that’s (arguably) an even bigger challenge, 115 00:06:34,965 --> 00:06:38,939 because anime has a very distinct animation style. 116 00:06:38,964 --> 00:06:43,715 See, anime’s unique look is a by-product of its production limitations. 117 00:06:43,740 --> 00:06:46,413 Animating any television series is a challenge, 118 00:06:46,438 --> 00:06:49,631 because you've got to produce an entire season of TV on 119 00:06:49,656 --> 00:06:52,709 a FRACTION of the budget that most animated films get. 120 00:06:52,734 --> 00:06:56,704 That is a daunting problem, and the approach that TV animation studios 121 00:06:56,729 --> 00:07:01,757 around the world have developed to solve that problem is: Limited Animation. 122 00:07:01,782 --> 00:07:06,122 Limited Animation is a technique (or really, a huge collection of techniques) 123 00:07:06,147 --> 00:07:09,746 that TV animation studios have been honing for decades. 124 00:07:09,771 --> 00:07:13,587 The goal of Limited Animation is maximum efficiency; 125 00:07:13,612 --> 00:07:17,767 to find as many cost-saving and corner-cutting measures as possible 126 00:07:17,792 --> 00:07:22,327 while sacrificing as little visual fidelity as you realistically can, 127 00:07:22,352 --> 00:07:25,599 all in order to get the most bang from your limited buck. 128 00:07:25,624 --> 00:07:28,508 This is why you so frequently see anime characters 129 00:07:28,533 --> 00:07:31,656 hold on a single drawing for as long as possible. 130 00:07:31,681 --> 00:07:34,587 It’s all about animating performance and actions using 131 00:07:34,612 --> 00:07:37,841 as few drawings per second as you possibly can, 132 00:07:37,866 --> 00:07:40,116 while still making sure that you’re doing enough 133 00:07:40,141 --> 00:07:42,868 drawings to adequately sell those actions. 134 00:07:42,893 --> 00:07:45,434 How few drawings can you get away with? 135 00:07:45,459 --> 00:07:49,032 And if you HAVE to create additional drawings to make something look right, 136 00:07:49,057 --> 00:07:52,736 can you get away with only re-drawing specific parts of the character? 137 00:07:52,761 --> 00:07:56,694 Maybe just their mouth? Their eyes? Their hair or clothing? 138 00:07:56,719 --> 00:07:59,650 Sure, you can make this action look great with 10 drawings, 139 00:07:59,675 --> 00:08:02,772 but can you make it look great using just 8 of them? 140 00:08:02,797 --> 00:08:04,253 How about 6? 141 00:08:04,278 --> 00:08:07,078 Awesome, we can only afford 3 so, good luck! 142 00:08:07,103 --> 00:08:10,417 You see Limited Animation all over western TV as well, 143 00:08:10,442 --> 00:08:13,804 and it’s really fascinating seeing how different sectors of this industry 144 00:08:13,829 --> 00:08:17,711 have found different approaches and solutions to that same problem. 145 00:08:17,736 --> 00:08:22,057 But if you’re wanting to truly imitate the look of anime specially, 146 00:08:22,082 --> 00:08:25,974 capturing the feel of this Limited Animation style is the key. 147 00:08:25,999 --> 00:08:31,032 And Guilty Gear’s animators achieved that by throwing out standard 3D technique 148 00:08:31,057 --> 00:08:35,714 and approaching their animation pretty much exactly the way 2D animators do. 149 00:08:35,739 --> 00:08:38,360 Rather than crafting a series of key poses 150 00:08:38,385 --> 00:08:41,217 for the computer to smoothly interpolate between, 151 00:08:41,242 --> 00:08:44,595 the animators treated each pose as a still drawing, 152 00:08:44,620 --> 00:08:47,804 a series of hand-crafted 2D images. 153 00:08:47,829 --> 00:08:50,589 See, one of the inherent benefits to computer animation 154 00:08:50,614 --> 00:08:54,630 is the way the computer can fill in the gaps between your key poses. 155 00:08:54,681 --> 00:09:01,324 Like, if I put this ball on screen and I say "I want keyframes here here here and here", 156 00:09:01,349 --> 00:09:04,075 the computer can be like “Oh here, lemme help you out” 157 00:09:04,100 --> 00:09:07,620 and make the ball smoothly travel from keyframe to keyframe, 158 00:09:07,645 --> 00:09:10,027 which can be really really helpful! 159 00:09:10,052 --> 00:09:13,340 But what ArcSys’s team basically did was say: 160 00:09:13,340 --> 00:09:14,816 “NO. Stop it." 161 00:09:14,841 --> 00:09:20,133 "Just have the ball be here... then here... and then here... then here." 162 00:09:20,158 --> 00:09:22,593 And we have animator-y terms for this, like 163 00:09:22,618 --> 00:09:25,794 “Stepped keys” and “held keys” and whatnot, but the point is 164 00:09:25,819 --> 00:09:30,106 by not allowing the computer to smoothly interpolate between their keyframes 165 00:09:30,131 --> 00:09:33,845 Arc System Works’s animators made it so that each pose they made 166 00:09:33,870 --> 00:09:36,464 behaved just like a 2D drawing would, 167 00:09:36,489 --> 00:09:40,615 and they could then choose exactly how long they wanted each “drawing” 168 00:09:40,640 --> 00:09:43,429 to linger on screen before the next one popped in. 169 00:09:43,454 --> 00:09:47,979 Again, exactly the same as a traditional hand-drawn animation workflow! 170 00:09:48,004 --> 00:09:51,339 And basically the same as their old sprite animation workflow too, 171 00:09:51,364 --> 00:09:52,239 if you think about it. 172 00:09:52,264 --> 00:09:55,889 You can even see examples of them holding parts of the body still, 173 00:09:55,914 --> 00:09:58,351 just like a 2D animator would when they didn’t want 174 00:09:58,376 --> 00:10:00,595 to have to redraw the whole thing for the next frame, 175 00:10:00,620 --> 00:10:05,049 while still animating secondary parts of the character like hair or clothing. 176 00:10:05,074 --> 00:10:09,037 It is completely unlike how we would animate something in 3D normally, 177 00:10:09,062 --> 00:10:13,746 but it absolutely evokes the look of anime’s Limited Animation. 178 00:10:13,771 --> 00:10:16,624 But that, my friends, is just the tip of the iceberg. 179 00:10:16,649 --> 00:10:18,984 Because, to complete the look of 2D anime, 180 00:10:19,009 --> 00:10:23,342 the animators also had to add a generous helping of imperfection. 181 00:10:23,367 --> 00:10:26,947 See, perfection is something that computers are GREAT at. 182 00:10:26,972 --> 00:10:29,974 A computer can make every movement perfectly smooth, 183 00:10:29,999 --> 00:10:32,727 every body proportion perfectly consistent, 184 00:10:32,752 --> 00:10:35,794 every light source and shadow perfectly correct. 185 00:10:35,819 --> 00:10:40,476 But hand drawn animation - by its very nature - contains imperfections; 186 00:10:40,501 --> 00:10:43,705 subtle variations in expression and slight changes 187 00:10:43,730 --> 00:10:46,281 in body proportions from one frame to the next. 188 00:10:46,306 --> 00:10:49,412 So, to maintain the illusion of something hand-drawn, 189 00:10:49,437 --> 00:10:55,134 the animators had to force 2D’s imperfection BACK into the computer’s perfect system, 190 00:10:55,159 --> 00:10:59,261 tweaking each key frame ever so slightly to implement those flaws 191 00:10:59,286 --> 00:11:02,198 that make traditional animation look hand-made. 192 00:11:02,223 --> 00:11:05,215 They also had to stylize and exaggerate their animations 193 00:11:05,240 --> 00:11:07,380 the same way 2D animators would, 194 00:11:07,409 --> 00:11:11,458 warping character proportions and exaggerating perspective intentionally 195 00:11:11,483 --> 00:11:14,016 for emphasis or dynamic appeal. 196 00:11:14,041 --> 00:11:18,330 This was made possible by the fact that each of these character’s animation skeletons 197 00:11:18,355 --> 00:11:22,957 contains far more animatable joints than your average 3D game character, 198 00:11:22,982 --> 00:11:25,094 sometimes over 500 of them. 199 00:11:25,119 --> 00:11:26,691 And that's something you can do when you've only got 200 00:11:26,716 --> 00:11:29,083 to render two characters on screen at once! 201 00:11:29,108 --> 00:11:32,354 This not only allowed the animators to deform and shape these 202 00:11:32,379 --> 00:11:35,368 character models to implement that imperfection I mentioned before, 203 00:11:35,393 --> 00:11:38,390 but also gave them freedom to warp the character proportions 204 00:11:38,415 --> 00:11:41,872 in some extreme and bizarre ways when necessary. 205 00:11:41,897 --> 00:11:45,220 And if all those joints weren’t enough to do what the animators needed - 206 00:11:45,245 --> 00:11:49,188 like if the character needed to morph into some entirely different form - 207 00:11:49,213 --> 00:11:52,839 well, then they could just swap in another character model on the fly. 208 00:11:52,864 --> 00:11:54,664 Then there’s the effects animation. 209 00:11:54,689 --> 00:11:57,655 Not only did they accentuate all of these character animations 210 00:11:57,680 --> 00:12:00,357 with some gorgeous hit effects and speed lines 211 00:12:00,396 --> 00:12:02,786 (all of which are animated 2D textures), 212 00:12:02,811 --> 00:12:07,722 but - when necessary for certain effects like the clouds of dust at a character’s feet - 213 00:12:07,747 --> 00:12:11,880 they modeled those clouds in 3D frame by frame. 214 00:12:11,905 --> 00:12:13,817 And that is bonkers. 215 00:12:13,842 --> 00:12:18,367 Basically, in all things, the Arc System Works team had one edict: 216 00:12:18,392 --> 00:12:20,616 “Kill Every Thing 3D”. 217 00:12:20,641 --> 00:12:23,923 If something felt 3D, you found a way to fix it. 218 00:12:23,948 --> 00:12:26,490 And, as I have hopefully made clear at this point, 219 00:12:26,515 --> 00:12:28,796 the solution was - more often than not - 220 00:12:28,821 --> 00:12:32,626 quality tools and an extraordinary amount of brute force. 221 00:12:32,651 --> 00:12:36,624 To sculpt the character model and the shading and the posing 222 00:12:36,649 --> 00:12:39,540 and the effects and even the LIGHTING if necessary 223 00:12:39,565 --> 00:12:44,905 - FRAME BY FRAME - until the entire game looked like a series of hand drawn images. 224 00:12:44,930 --> 00:12:46,942 Just like with traditional animation, 225 00:12:46,967 --> 00:12:50,963 everything onscreen had to be an intentional and artistic choice, 226 00:12:50,988 --> 00:12:53,423 not a computer’s automated solution. 227 00:12:53,448 --> 00:12:54,767 And the results? 228 00:12:54,792 --> 00:12:58,712 Well, a lot of folks (myself included) didn’t even immediately recognize 229 00:12:58,737 --> 00:13:01,435 that this was a 3D game when we first saw it. 230 00:13:01,460 --> 00:13:04,024 Usually, it wasn’t until we saw the camera move 231 00:13:04,049 --> 00:13:06,583 for the first time that we stopped and said: 232 00:13:06,608 --> 00:13:07,683 “Wait a minute…. 233 00:13:07,683 --> 00:13:10,572 ...no way. Has this been 3D the ENTIRE TIME?!” 234 00:13:10,597 --> 00:13:14,302 Guilty Gear Xrd may not always succeed in fooling your brain 235 00:13:14,327 --> 00:13:19,123 into thinking it’s looking at a 2D fighter, but STILL, this is an amazing achievement. 236 00:13:19,140 --> 00:13:21,120 And that was just their FIRST try! 237 00:13:21,440 --> 00:13:25,540 For their next attempt, Arc System Works would face an even greater challenge. 238 00:13:25,569 --> 00:13:29,303 Because creating a convincing faux 2D anime aesthetic 239 00:13:29,328 --> 00:13:32,345 for your own original property is one thing, 240 00:13:32,370 --> 00:13:36,407 but emulating the look of an established and beloved anime series? 241 00:13:36,432 --> 00:13:38,868 That adds a new layer of challenge. 242 00:13:38,893 --> 00:13:43,259 This time, Arc System Works couldn’t just recreate AN anime look, 243 00:13:43,284 --> 00:13:46,963 they had to successfully nail Dragon Ball’s unique aesthetic, 244 00:13:46,988 --> 00:13:49,603 AND stay true to the animation of characters that 245 00:13:49,628 --> 00:13:52,244 their target audience had likely grown up with, 246 00:13:52,269 --> 00:13:53,942 AND - on top of all that - 247 00:13:53,967 --> 00:13:57,804 they actually needed to make it look BETTER than those old anime series. 248 00:13:57,829 --> 00:14:02,330 They had to replicate what a nostalgic DBZ fan sees in their head 249 00:14:02,355 --> 00:14:05,474 when they think back on their favorite moments from the show. 250 00:14:05,517 --> 00:14:07,982 And as one who did not grow up with Dragon Ball, 251 00:14:08,007 --> 00:14:10,776 I confess that I cannot speak authoritatively on this one, 252 00:14:10,801 --> 00:14:13,395 but - if the level of delight I’ve been hearing from 253 00:14:13,420 --> 00:14:16,464 Dragon Ball fans over the last year is any indication 254 00:14:16,489 --> 00:14:19,770 - I’m gonna go ahead and guess that they did pretty good. 255 00:14:19,795 --> 00:14:24,810 And I really love seeing the subtle differences in approach and style between these two games. 256 00:14:24,835 --> 00:14:28,606 Like for example, Dragon Ball FighterZ has a different approach to smears, 257 00:14:28,631 --> 00:14:31,940 relying more on those classic old school speed lines 258 00:14:31,965 --> 00:14:35,878 instead of Guilty Gear’s smooth, stretched-out solid shapes. 259 00:14:35,903 --> 00:14:39,397 I love all of the Dragon Ball-influenced posing on these characters 260 00:14:39,422 --> 00:14:42,704 and most of all, I love that the animation in this game 261 00:14:42,729 --> 00:14:45,719 has slightly lower fidelity than the previous game 262 00:14:45,744 --> 00:14:48,709 in order to feel more true to the source material. 263 00:14:48,734 --> 00:14:51,363 It's in the way that the Dragon Ball fighters hold their 264 00:14:51,388 --> 00:14:54,659 poses for seconds at a time with only their mouths moving. 265 00:14:54,684 --> 00:14:59,032 The way they’ll hold on a single frame longer than the Guilty Gear Xrd fighters will. 266 00:14:59,057 --> 00:15:02,392 Or… ok, look at Sol Badguy’s idle animation. 267 00:15:02,417 --> 00:15:05,249 His name is Sol Badguy, by the way. Guilty Gear is bonkers. 268 00:15:05,274 --> 00:15:07,206 But yeah, look at his breathing. 269 00:15:07,231 --> 00:15:09,217 You see that expansion in the chest? 270 00:15:09,242 --> 00:15:12,101 The way it stretches out that buckle strap on his clothes? 271 00:15:12,126 --> 00:15:15,277 That is a level of subtle motion fidelity that you are 272 00:15:15,302 --> 00:15:18,308 not going to see very often in a show like Dragon Ball, 273 00:15:18,333 --> 00:15:20,787 and you won’t see it in Dragon Ball FighterZ either, 274 00:15:20,812 --> 00:15:23,035 because it just wouldn’t look right. 275 00:15:23,060 --> 00:15:27,243 And the really exciting thing is that this whole approach Arc System Works has 276 00:15:27,268 --> 00:15:30,654 developed is still relatively new and unexplored. 277 00:15:30,679 --> 00:15:34,358 I mean, they’ve only really done this trick twice so far. 278 00:15:34,383 --> 00:15:36,924 But their third attempt is on the way. 279 00:15:36,974 --> 00:15:40,071 The upcoming GranBlue Fantasy Versus looks to bring 280 00:15:40,096 --> 00:15:43,192 yet another subtle variation on the anime aesthetic. 281 00:15:43,244 --> 00:15:45,775 And Arc System Works is also the publisher for that 282 00:15:45,800 --> 00:15:48,159 new Kill la Kill fighting game that just dropped. 283 00:15:48,184 --> 00:15:52,709 Granted, actual development duties for that one seem to have been handled by A+ Games, 284 00:15:52,734 --> 00:15:56,572 the same folks who made that (also very nice looking) Little Witch Academia game, 285 00:15:56,597 --> 00:15:59,376 but I can’t imagine there wasn’t at least SOME 286 00:15:59,401 --> 00:16:02,696 knowledge-sharing happening between these two studios. 287 00:16:02,721 --> 00:16:05,672 If there’s one thing that the production of these games shows 288 00:16:05,697 --> 00:16:08,185 (and it’s something that Motomura has said himself), 289 00:16:08,210 --> 00:16:11,942 it’s that achieving this look wasn’t about developing some new, 290 00:16:11,967 --> 00:16:14,058 never-before-seen technology. 291 00:16:14,083 --> 00:16:17,268 It was simply a matter of applying the same tech we use 292 00:16:17,293 --> 00:16:20,281 for everything else toward a different visual target, 293 00:16:20,306 --> 00:16:22,962 and being willing to bend our production approach 294 00:16:22,987 --> 00:16:25,704 as necessary to achieve our aesthetic goals. 295 00:16:25,729 --> 00:16:29,611 I cannot wait to see what Arc System Works has in store for us next, 296 00:16:29,636 --> 00:16:33,341 and I really hope to see more studios take a crack at this sort of thing in the future. 297 00:16:33,366 --> 00:16:36,350 Again, definitely check out Junya C Motomura’s talk if you’re 298 00:16:36,375 --> 00:16:39,093 interested in learning more about how they achieved this. 299 00:16:39,118 --> 00:16:41,542 He gets into more of the technical details like 300 00:16:41,567 --> 00:16:44,347 the nitty-gritty of their cel shading and texture work. 301 00:16:44,372 --> 00:16:46,913 It’s all just so very darned cool. 302 00:16:46,938 --> 00:16:49,586 Also, a big thanks to Geoff Thew of Mother’s Basement 303 00:16:49,611 --> 00:16:51,569 for double-checking my script on this one. 304 00:16:51,594 --> 00:16:54,518 If you’re curious to learn more about the history of anime games, 305 00:16:54,543 --> 00:16:57,464 he actually made a video cataloging that very thing. 306 00:16:57,489 --> 00:16:58,889 I will link to it below. 307 00:16:58,914 --> 00:17:00,253 I hope you've enjoyed this! 308 00:17:00,278 --> 00:17:04,116 Be sure to subscribe and bell-ring and all that other stuff if you haven’t already, 309 00:17:04,141 --> 00:17:08,031 and consider supporting the show like all of these absolute champions. 310 00:17:08,056 --> 00:17:11,735 Thank you for watching and I’ll see you next time for more New Frame Plus. 311 00:17:11,760 --> 00:17:20,201 [music]