Director and technical artist. Junya Motomura, will be giving a talk about the art of Guilty Gear Xrd – SIGN- at the upcoming Game Developer’s Conference 2015 in San Francisco, California.
The newest entry of the critically acclaimed and revolutionary Guilty Gear fighting game series, Guilty Gear Xrd -SIGN- brought a revolutionary new style to the fighting game genre, utilizing Unreal Engine 3 to power a 3D fighter, that plays like and mimics a hand-drawn 2D fighter. With animated cut-scenes that seamlessly integrated into battle, GGXrd -SIGN- is a slick, new presentation of the next generation of fighting games. If you’re attending GDC 2015, come to Room 2016 in West Hall on Friday, March 6th to hear how Art System Works developed the award-winning art style.
Guilty Gear Xrd’s Art Style : The X Factor Between 2D and 3D
- Speaker: Junya Christopher Motomura | Director, Arc System Works
- Location: Room 2016, West Hall
- Date: Friday, March 6
- Time: 1:30pm – 2:30pm
- Format: Session
- Track: Design
- Pass Type: All Access Pass, Main Conference Pass
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 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.
Attendees will learn how the art style in Guilty Gear Xrd was chosen, planned, and created by Arc System Works’ RED team, including principles the team followed and what they learned from the project.
Both 2D and 3D artists, technical artists, graphical programmers, and anybody else interested in new forms of computer art. The session will touch on both artistic (models, textures, etc.) and technical (shaders, rendering) matters.