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GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

GDC · Youtube · 4 HN points · 3 HN comments
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Youtube Summary
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completely different approach with Guilty Gear Xrd in pursuit of an impressive art style that would stand out even in this competitive environment. The team's mission was to rebuild a classic 2D fighting game within a modern full-3D graphical framework, while maintaining all of its old-school 2D charms. In this GDC 2015 talk, technical artist Junya C Motomura will discuss the art and programming R&D, as well as all the artistic decisions, that lead to the award-winning results.
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Only if you keep it really low resolution and low framerate. If you want something higher resolution, multiple camera angles or fluidly animated doing it in 2D quickly becomes impractical.

Guilty Gears for example started out with 2D sprites and then went 3D with Guilty Gears Xrd[1][2], but with a lot of trickery to keep it looking 2D'ish, though that always was more anime-style than pixel art.

[1] https://www.youtube.com/watch?v=CTUvSsOtPKA

[2] https://www.youtube.com/watch?v=yhGjCzxJV3E

Nice resource. While not strictly 2D, it brings to mind this GDC talk [1,2] from Arc System Works showing the lengths they went to achieve a high-res hand-drawn look while developing Guilty Gear Xrd.

[1]: https://www.youtube.com/watch?v=yhGjCzxJV3E

[2]: http://www.ggxrd.com/Motomura_Junya_GuiltyGearXrd.pdf

May 15, 2019 · 1 points, 0 comments · submitted by xoa
A very simple implementation of cell shading is to run the result of traditional lighting through a lookup table in the form of a 1D texture. Having runs and steps of solid color posterizes the smooth lighting input so that it resembles painted cell artwork.

A very simple implementation of outlining is to draw the object a second time solid black, with the vertex positions extruded out in the direction of the vertex normals, and with backface culling flipped so that you see only internal faces. Those black, internal faces peeking out around the edge of the regular mesh form the outlines.

That's a good starting point. Many iterations and improvements from there gets you to this: https://www.youtube.com/watch?v=yhGjCzxJV3E

Jun 18, 2016 · 3 points, 0 comments · submitted by TheCoreh
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