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