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The Animation of Guilty Gear Xrd & Dragon Ball FighterZ

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    [music]
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    Hello! My name is Dan,
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    I’m an animator,
    and this is New Frame Plus.
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    Replicating the look of hand-drawn
    anime in 3D is a daunting challenge.
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    Even the anime industry frequently
    struggles to produce CG results
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    that don’t fall into some
    weird, animation uncanny valley.
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    It’s just SO EASY to get a result
    that feels vaguely wrong-looking,
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    and most of the CG anime success
    stories seem to be the shows
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    which are willing to embrace
    their distinct 3D look.
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    The same has largely been
    true for anime video games.
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    Many game developers
    have taken a crack at
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    this same 3D anime
    challenge over the years,
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    but nearly all of the successful
    examples are the games
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    which aim to heavily
    EVOKE the anime style
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    without actually trying to
    fool anybody into thinking
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    that they’re looking at
    a series of drawings.
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    But there is one game studio
    out there who has been
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    pushing this envelope
    further than any other,
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    and that studio is
    Arc System Works.
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    And, before I start talking about how they
    achieved this, I do want to point out:
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    much of what I’m about to say here
    comes directly from a GDC talk
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    given by technical animator
    Junya C Motomura back in 2015.
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    You can (and should) check
    that talk out yourself later.
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    I will link to it below.
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    So Arc System
    Works, as a company,
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    has been kicking around in
    some form since the late 80s.
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    They’ve worked on
    a lot of things,
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    but the genre of game they are
    most famous for is: 2D fighters.
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    This studio is VERY VERY GOOD at making beautiful,
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    high-energy,
    competitive anime fighting games.
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    And the anime fighter
    that originally put
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    them on the map back in
    1998 was Guilty Gear.
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    It was fast, it was
    stylish, it was beautiful.
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    Now fast forward to the 2010s.
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    Guilty Gear hadn’t seen a
    proper sequel since 2002
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    and Arc System Works was
    looking to bring their
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    pillar franchise back
    into the spotlight.
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    But now that they had several other high
    profile anime fighters on the market,
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    like BlazBlue and
    Persona 4 Arena,
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    Guilty Gear’s stylistic niche
    was feeling a little crowded.
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    So, rather than trying to
    compete with their own products,
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    Arc System Works looked for a way to set
    the next Guilty Gear apart from the pack.
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    And the choice they
    ultimately made
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    was that the next Guilty Gear title would
    abandon its traditional 2D sprite animation
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    in favor of fully
    3D character models.
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    Now, why would they do
    that, you might ask?
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    These sprites are beautiful!
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    Well, there are plenty of enticing
    incentives to switching a fighter to 3D.
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    On top of giving your
    game a more modern look,
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    with 3D animation you can more
    easily support higher resolutions,
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    you can make your animations smoother
    without breaking the art budget,
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    and you can actually move the camera
    around the characters in dynamic ways
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    when you want to,
    which has all kinds of exciting potential.
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    It is for these
    reasons (and more)
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    that many other fighting game franchises
    have made that jump to 3D over the years,
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    and to varying
    degrees of success.
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    But most of those franchises had taken that
    leap with the understanding that doing so
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    would necessitate at least some
    degree of aesthetic change.
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    Street Fighter, for example, went from
    looking like this…
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    ...to looking like this.
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    Marvel vs Capcom went
    from this…
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    ...to this.
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    And Mortal Kombat went from this…
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    ...to this…
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    ...and eventually to this.
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    And each of these 3D overhauls
    more or less captures
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    the spirit of their
    sprite-animated originals,
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    but those development teams had
    clearly embraced the fact that
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    moving to 3D would inevitably
    require some aesthetic changes.
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    But Arc System Works went into the new
    Guilty Gear with a different mentality.
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    What if they DIDN’T accept
    that aesthetic change?
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    What if, instead, they set out to make
    their leap to 3D as INVISIBLE as possible,
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    while still reaping many of
    the benefits 3D has to offer?
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    And so, Arc System Works set out to tackle
    the challenge of building a 2.5D fighter
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    with 3D character models
    while still retaining
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    the look of the series’s
    sprite-based origins.
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    Which meant: they were gonna have to
    figure out how to make 3D anime look right.
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    Fortunately, ArcSys had some big
    advantages going into this project.
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    First: they had a
    LOT of 2D experience.
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    Their teams had been producing
    2D anime fighters for years.
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    They were intimately familiar with the visual
    style that they now needed to recreate.
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    And second: their team had
    actually been using 3D tools
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    as part of their pixel animation
    pipeline for a long time!
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    Every pixel art character in
    BlazBlue began life as a 3D model.
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    In order to streamline their
    pixel animation workflow,
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    each character was sculpted and posed
    in 3D first to lay a foundation,
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    and then the pixel artists would
    use that posed model as reference,
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    which not only sped up the entire
    animation process but also ensured
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    more stylistic consistency across
    all the artists on the project.
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    So ArcSys had both the experience and
    the tools they needed to make this work.
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    All that remained was
    figuring out the HOW.
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    The first step was getting the fundamental
    look of an anime character right,
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    which they achieved through a
    combination of character model design,
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    some really clever texture
    mapping techniques,
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    and some impressive custom
    cel shaders designed to
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    replicate the look of traditional
    anime character shading.
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    Most importantly, the application of this
    shading effect was highly customizable.
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    The team’s character artists could
    endlessly tweak and finesse how light
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    and shadows fell across each
    character’s unique features.
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    What’s more, each character got their
    own independent custom lighting.
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    See, in most forms of 3D animation, you
    often want to make it look like your
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    light sources are affecting every character
    or object in the environment similarly.
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    It helps to sell the
    fact that everything in
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    the scene is inhabiting
    that same 3D space.
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    But in Guilty Gear Xrd, every character
    has their own individual light sources
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    which affect their body and
    NOTHING else in the scene.
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    Later versions of the game would add the
    option for more dynamic scene-based lighting,
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    but this original approach to
    the problem was really clever,
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    because it mimics the way those classic 2D
    sprites would have originally been colored,
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    with each character having their
    own shading hand-drawn in and no
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    ability to change that shading based
    on the character’s environment.
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    So now they had the
    characters looking right,
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    but there was still the remaining problem
    of getting them to look right in motion.
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    And that’s (arguably) an
    even bigger challenge,
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    because anime has a very
    distinct animation style.
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    See, anime’s unique look is a by-product
    of its production limitations.
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    Animating any television
    series is a challenge,
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    because you've got to produce
    an entire season of TV on
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    a FRACTION of the budget
    that most animated films get.
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    That is a daunting problem,
    and the approach that TV animation studios
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    around the world have developed to solve
    that problem is: Limited Animation.
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    Limited Animation is a technique (or
    really, a huge collection of techniques)
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    that TV animation studios
    have been honing for decades.
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    The goal of Limited Animation
    is maximum efficiency;
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    to find as many cost-saving and
    corner-cutting measures as possible
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    while sacrificing as little visual
    fidelity as you realistically can,
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    all in order to get the most
    bang from your limited buck.
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    This is why you so frequently
    see anime characters
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    hold on a single drawing
    for as long as possible.
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    It’s all about animating
    performance and actions using
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    as few drawings per second
    as you possibly can,
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    while still making sure
    that you’re doing enough
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    drawings to adequately
    sell those actions.
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    How few drawings can
    you get away with?
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    And if you HAVE to create additional
    drawings to make something look right,
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    can you get away with only re-drawing
    specific parts of the character?
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    Maybe just their mouth? Their eyes?
    Their hair or clothing?
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    Sure, you can make this action
    look great with 10 drawings,
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    but can you make it look
    great using just 8 of them?
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    How about 6?
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    Awesome, we can only afford 3
    so, good luck!
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    You see Limited Animation all
    over western TV as well,
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    and it’s really fascinating seeing
    how different sectors of this industry
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    have found different approaches
    and solutions to that same problem.
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    But if you’re wanting to truly
    imitate the look of anime specially,
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    capturing the feel of this Limited
    Animation style is the key.
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    And Guilty Gear’s animators achieved that
    by throwing out standard 3D technique
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    and approaching their animation pretty
    much exactly the way 2D animators do.
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    Rather than crafting
    a series of key poses
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    for the computer to smoothly
    interpolate between,
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    the animators treated each
    pose as a still drawing,
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    a series of
    hand-crafted 2D images.
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    See, one of the inherent
    benefits to computer animation
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    is the way the computer can fill
    in the gaps between your key poses.
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    Like, if I put this ball on screen and I say
    "I want keyframes here here here and here",
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    the computer can be like “Oh
    here, lemme help you out”
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    and make the ball smoothly
    travel from keyframe to keyframe,
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    which can be really
    really helpful!
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    But what ArcSys’s team basically
    did was say:
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    “NO. Stop it."
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    "Just have the ball be here...
    then here... and then here... then here."
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    And we have animator-y
    terms for this, like
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    “Stepped keys” and “held keys” and
    whatnot, but the point is
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    by not allowing the computer to smoothly
    interpolate between their keyframes
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    Arc System Works’s animators made
    it so that each pose they made
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    behaved just like
    a 2D drawing would,
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    and they could then choose exactly
    how long they wanted each “drawing”
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    to linger on screen before
    the next one popped in.
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    Again, exactly the same as a traditional
    hand-drawn animation workflow!
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    And basically the same as their
    old sprite animation workflow too,
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    if you think about it.
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    You can even see examples of them
    holding parts of the body still,
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    just like a 2D animator
    would when they didn’t want
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    to have to redraw the whole
    thing for the next frame,
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    while still animating secondary parts
    of the character like hair or clothing.
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    It is completely unlike how we would
    animate something in 3D normally,
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    but it absolutely evokes the look
    of anime’s Limited Animation.
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    But that, my friends,
    is just the tip of the iceberg.
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    Because,
    to complete the look of 2D anime,
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    the animators also had to add a
    generous helping of imperfection.
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    See, perfection is something
    that computers are GREAT at.
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    A computer can make every
    movement perfectly smooth,
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    every body proportion
    perfectly consistent,
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    every light source and
    shadow perfectly correct.
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    But hand drawn animation - by its
    very nature - contains imperfections;
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    subtle variations in
    expression and slight changes
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    in body proportions from
    one frame to the next.
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    So, to maintain the illusion
    of something hand-drawn,
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    the animators had to force 2D’s imperfection
    BACK into the computer’s perfect system,
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    tweaking each key frame ever so
    slightly to implement those flaws
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    that make traditional
    animation look hand-made.
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    They also had to stylize
    and exaggerate their animations
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    the same
    way 2D animators would,
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    warping character proportions and
    exaggerating perspective intentionally
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    for emphasis or dynamic appeal.
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    This was made possible by the fact that each
    of these character’s animation skeletons
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    contains far more animatable joints
    than your average 3D game character,
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    sometimes over 500 of them.
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    And that's something you
    can do when you've only got
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    to render two characters
    on screen at once!
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    This not only allowed the
    animators to deform and shape these
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    character models to implement that
    imperfection I mentioned before,
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    but also gave them freedom to
    warp the character proportions
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    in some extreme and bizarre
    ways when necessary.
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    And if all those joints weren’t enough
    to do what the animators needed -
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    like if the character needed to morph
    into some entirely different form -
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    well, then they could just swap in
    another character model on the fly.
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    Then there’s the
    effects animation.
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    Not only did they accentuate
    all of these character animations
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    with some gorgeous hit
    effects and speed lines
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    (all of which are
    animated 2D textures),
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    but - when necessary for certain effects like
    the clouds of dust at a character’s feet -
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    they modeled those clouds
    in 3D frame by frame.
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    And that is bonkers.
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    Basically, in all things,
    the Arc System Works team had one edict:
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    “Kill Every Thing 3D”.
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    If something felt 3D,
    you found a way to fix it.
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    And, as I have hopefully
    made clear at this point,
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    the solution was -
    more often than not -
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    quality tools and an extraordinary
    amount of brute force.
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    To sculpt the character model
    and the shading and the posing
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    and the effects and even
    the LIGHTING if necessary
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    - FRAME BY FRAME - until the entire game
    looked like a series of hand drawn images.
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    Just like with
    traditional animation,
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    everything onscreen had to be
    an intentional and artistic choice,
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    not a computer’s
    automated solution.
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    And the results?
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    Well, a lot of folks (myself included)
    didn’t even immediately recognize
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    that this was a 3D game
    when we first saw it.
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    Usually, it wasn’t until
    we saw the camera move
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    for the first time that
    we stopped and said:
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    “Wait a minute….
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    ...no way.
    Has this been 3D the ENTIRE TIME?!”
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    Guilty Gear Xrd may not always
    succeed in fooling your brain
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    into thinking it’s looking at a 2D fighter,
    but STILL, this is an amazing achievement.
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    And that was just
    their FIRST try!
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    For their next attempt, Arc System Works
    would face an even greater challenge.
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    Because creating a convincing
    faux 2D anime aesthetic
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    for your own original
    property is one thing,
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    but emulating the look of an
    established and beloved anime series?
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    That adds a new
    layer of challenge.
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    This time, Arc System Works couldn’t
    just recreate AN anime look,
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    they had to successfully nail
    Dragon Ball’s unique aesthetic,
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    AND stay true to the
    animation of characters that
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    their target audience
    had likely grown up with,
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    AND - on top of all that -
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    they actually needed to make it look
    BETTER than those old anime series.
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    They had to replicate what a
    nostalgic DBZ fan sees in their head
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    when they think back on their
    favorite moments from the show.
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    And as one who did not
    grow up with Dragon Ball,
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    I confess that I cannot speak
    authoritatively on this one,
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    but - if the level of delight
    I’ve been hearing from
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    Dragon Ball fans over the
    last year is any indication
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    - I’m gonna go ahead and guess
    that they did pretty good.
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    And I really love seeing the subtle differences in
    approach and style between these two games.
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    Like for example, Dragon Ball FighterZ
    has a different approach to smears,
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    relying more on those classic
    old school speed lines
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    instead of Guilty Gear’s smooth,
    stretched-out solid shapes.
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    I love all of the Dragon Ball-influenced
    posing on these characters
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    and most of all,
    I love that the animation in this game
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    has slightly lower fidelity
    than the previous game
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    in order to feel more true
    to the source material.
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    It's in the way that the
    Dragon Ball fighters hold their
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    poses for seconds at a time
    with only their mouths moving.
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    The way they’ll hold on a single frame
    longer than the Guilty Gear Xrd fighters will.
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    Or… ok, look at Sol
    Badguy’s idle animation.
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    His name is Sol Badguy, by the way.
    Guilty Gear is bonkers.
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    But yeah, look at his breathing.
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    You see that expansion
    in the chest?
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    The way it stretches out that
    buckle strap on his clothes?
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    That is a level of subtle
    motion fidelity that you are
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    not going to see very often
    in a show like Dragon Ball,
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    and you won’t see it in
    Dragon Ball FighterZ either,
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    because it just
    wouldn’t look right.
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    And the really exciting thing is that
    this whole approach Arc System Works has
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    developed is still relatively
    new and unexplored.
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    I mean, they’ve only really
    done this trick twice so far.
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    But their third
    attempt is on the way.
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    The upcoming GranBlue
    Fantasy Versus looks to bring
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    yet another subtle variation
    on the anime aesthetic.
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    And Arc System Works is
    also the publisher for that
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    new Kill la Kill fighting
    game that just dropped.
  • 15:48 - 15:53
    Granted, actual development duties for that
    one seem to have been handled by A+ Games,
  • 15:53 - 15:57
    the same folks who made that (also very
    nice looking) Little Witch Academia game,
  • 15:57 - 15:59
    but I can’t imagine there
    wasn’t at least SOME
  • 15:59 - 16:03
    knowledge-sharing happening
    between these two studios.
  • 16:03 - 16:06
    If there’s one thing that the
    production of these games shows
  • 16:06 - 16:08
    (and it’s something that
    Motomura has said himself),
  • 16:08 - 16:12
    it’s that achieving this look
    wasn’t about developing some new,
  • 16:12 - 16:14
    never-before-seen technology.
  • 16:14 - 16:17
    It was simply a matter of
    applying the same tech we use
  • 16:17 - 16:20
    for everything else toward
    a different visual target,
  • 16:20 - 16:23
    and being willing to bend
    our production approach
  • 16:23 - 16:26
    as necessary to achieve
    our aesthetic goals.
  • 16:26 - 16:30
    I cannot wait to see what Arc System
    Works has in store for us next,
  • 16:30 - 16:33
    and I really hope to see more studios take a
    crack at this sort of thing in the future.
  • 16:33 - 16:36
    Again, definitely check out
    Junya C Motomura’s talk if you’re
  • 16:36 - 16:39
    interested in learning more
    about how they achieved this.
  • 16:39 - 16:42
    He gets into more of the
    technical details like
  • 16:42 - 16:44
    the nitty-gritty of their
    cel shading and texture work.
  • 16:44 - 16:47
    It’s all just so
    very darned cool.
  • 16:47 - 16:50
    Also, a big thanks to
    Geoff Thew of Mother’s Basement
  • 16:50 - 16:52
    for double-checking
    my script on this one.
  • 16:52 - 16:55
    If you’re curious to learn more
    about the history of anime games,
  • 16:55 - 16:57
    he actually made a video
    cataloging that very thing.
  • 16:57 - 16:59
    I will link to it below.
  • 16:59 - 17:00
    I hope you've enjoyed this!
  • 17:00 - 17:04
    Be sure to subscribe and bell-ring and all
    that other stuff if you haven’t already,
  • 17:04 - 17:08
    and consider supporting the show
    like all of these absolute champions.
  • 17:08 - 17:12
    Thank you for watching and I’ll see
    you next time for more New Frame Plus.
  • 17:12 - 17:20
    [music]
Title:
The Animation of Guilty Gear Xrd & Dragon Ball FighterZ
Description:

more » « less
Video Language:
English
Duration:
17:21

English subtitles

Revisions