Kamei - Art Direction Street Fighter

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Art Direction of Street Fighter V

- The Role of Art in Fighting Games -

CAPCOM, CO. LTD


TOSHIYUKI KAMEI

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Agenda
1. Easy to Follow & Understand
• Importance of character silhouettes
• Character visibility / foreground and background color setting
• Characters and hitboxes (Collision)
• Applying knowledge from pixel era to 3D models

2. Create Personality with Artistic Accents


• Brushstroke Style
• Indirect Light
• Applying Capcom Illustrative style to 3D models

3. Conclusion

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Introduction
16 years experience as
Technical Artist
Art Director on Street Fighter IV & V

Has worked at
DIMPS Corporation.
GREE, Inc.
CAPCOM Co., Ltd.

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考え方
PHILOSOPHY
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Street Fighter V Concept

e-Sports 5
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Street Fighter V Concept

Sharing Emotion
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Street Fighter V Concept

Easy to Follow & Understand 7


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1.
Art Direction
Easy to Follow & Understand

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Street Fighter Aesthetic

Muscular
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Street Fighter Aesthetic

Outlandish 10
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Character

A symbol (indicator)
which conveys information

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Information from Game 12
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Player Decision 13
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Player Action 14
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Process happens in a split second
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ART in fighting games
is the singular element that can
convey information to players in a
fraction of a second.

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1-1:Character Silhouettes

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Character Silhouette

Are They Easy to Read During Battle? 18


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Character Silhouette

Pixel Era Character Silhouettes


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Character Silhouette

6 pixels

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Character Silhouette

4 pixels
6 pixels

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Character Silhouette

2 pixels
4 pixels
6 pixels

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Character Silhouette

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Anatomy:
A “Strange”
Guide for Artists
Human anatomy reference material
created by veteran Capcom staff
during the pixel art era.

This guide outlines the most


important anatomical features to
exaggerate when making cool-
looking pixel art.

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Inherited Knowledge of
Important Anatomy for Pixel Art 25
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Character Silhouette

Ex: Arm Silhouette Exaggeration 26


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Character Silhouette

Wide Narrow

Wide
Narrow

Ex: Exaggeration of Arm Silhouette 27


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Character Silhouette

Comparison 28
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Character Silhouette

Realistic Proportions Proved Hard to


Read During Battle 29
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1-2:Character Height

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Character Height

175 cm 182 cm
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Character Height

17.5 Grid Units

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Character Height

Ultimately Decided in Battle Camera 33


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Character Height

Practically the Same in DCC Tool 34


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Character Height

175 cm 182 cm
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Character Height

175 cm 182 cm
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1-3:Character Animation

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Animation

Motion must include key information 38


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Animation

Fighting Style
Attack immediately
identifiable as
“Karate(Ansatsu - Ken)”

Motion must include key information 39


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Animation

Fighting Style Weight & Rhythm


Attack immediately create right feeling and
identifiable as coolness
“Karate(Ansatsu - Ken)”

Motion must include key information 40


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Animation
Function
Motion matches specific
function (hitbox) game
designers are looking for.

Fighting Style Weight & Rhythm


Attack immediately create right feeling and
identifiable as coolness
“Karate(Ansatsu - Ken)”

Motion must include key information 41


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Animation

※Video Reference 42
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Animation

CAMERA

Fighting Game Normal


Animation Animation
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Animation

CAMERA

Fighting Game Normal


Animation Animation
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The 5° Turn
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Animation

CAMERA

M.Bison 46
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Animation

CAMERA

M.Bison 47
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Animation

CAMERA

Zangief 48
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Animation

CAMERA

Zangief 49
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Animation

CAMERA

Rainbow Mika 50
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Animation

CAMERA

Rainbow Mika 51
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Animation

Reviewing animation in
Battle Camera
is the most important.

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1-4:Cinematic Moves

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Cinematic Moves

※Video Reference 54
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Memorable Cinematic Moves

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Memorable Cinematic Moves

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Memorable Cinematic Moves

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Memorable Cinematic Moves

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Memorable Cinematic Moves

Can it be described in a
single phrase?

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Memorable Cinematic Moves

A sumo wrestler says


“Dog Pie”
while doing a head-butt!

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Memorable Cinematic Moves

A man says “Yoga” while


breathing fire from his mouth!

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Memorable Cinematic Moves

Cinematic moments that


can be put into words are important
when sharing emotions
with friends.

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1-5:Background (Stages)

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Background (Stages)

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Background (Stages)

Character Histogram

Stage Histogram

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Background (Stages)

Character Histogram

Stage Histogram

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Multi-Color Grading

Multi-Color Grading ON 67
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Multi-Color Grading

Multi-Color Grading OFF 68


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Multi-Color Grading

Lookup Table (LUT)

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Multi-Color Grading

LUT Far Left LUT Far Right

LUT Near Left LUT Near Right

CAMERA 70
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Multi-Color Grading

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Background (Stages)

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1-6:Camera: Field of View (FOV)

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Camera FOV Correction

With 3D cameras the view becomes more distorted near the edge
of screen. This can make it hard for players to read the action.
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Camera FOV Correction

Edge of Screen Mid Screen 75


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Camera FOV Correction

Fix Projection = 0.0 76


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Camera FOV Correction

Fix Projection = 1.0 77


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Camera FOV Correction

Fix Projection = 0.5 (Shipped Version) 78


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Goal of Fix Projection

Stages = strong FOV for Impact


Characters = weak FOV for Battle

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2.
Art Direction
Create Personality with Artistic Accents

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Target Visual

NPR (Non-Photorealistic Rendering) 81


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Why NPR?

Franchise History
Street Fighter always had
beautiful illustrations.

Push Deformation
Tool to push character silhouettes,
details, and coloring.

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Final Result

Rich Lighting + Painterly Accent 83


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NPR
i) Brushstroke (Painterly Accent)
ii) Push Edges & Color Range
iii) Color & Saturation Control

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2-i:Brushstroke (Painterly) Style

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Painterly Accent

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Adding Accent to Normal Map

Painterly Style
Add 2D Filtering to Normal Maps 87
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NPR: Brushstroke Accent

Texture Filter OFF 88


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NPR: Brushstroke Accent

Texture Filter ON 89
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Adding Accent to Normal Map
As texture
resolution increases,
space between
bumps is larger
470 pixel

160 pixel

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Adding Accent to Normal Map

Tangent Space Object Space


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Process to Add Accent

2.Converted 3.Add Accent to 4. Reconvert


1.Original Normal Normal Map Normal Map 5. UE4 Check
Map (Tangent Space →
Normal Map (Object Space → (Unreal Engine 4)
(Snap Art Filter)
Object Space) Tangent Space)

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Adding Accent to Normal Map

Object Space Touch Added


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Why we utilized it:
Various painterly filters,
lots of parameters to tweak

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Sharp Rough

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Information Density

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Information Density

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Painterly Accent OFF 98
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Painterly Accent ON 99
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Painterly Accent ON 100
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2-ii:Edge Filter

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Recommend
brightness
0.6 or more.

Adjust the
degree of
sharpness
Recommend
1.5 range

Apply arbitrary color if


there is a large range in RGB.
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Edge Filter

Edge Filter OFF 103


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Edge Filter

Edge Filter ON 104


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Edge Filter

Creates strong
Character Outline

Adds blurring to
Painterly Accent

Edge Filter ON 105


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2-iii:Indirect Light

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Enhance Indirect Light

Add Color to Reflected Light


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Enhance Indirect Light

Add Color to Reflected Light


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Lighting Process

Pre-Lighting Basic Light Indirect Light


(Stationary) 109
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Lighting Process

Pre-Lighting Basic Light Indirect Light


(Stationary) 110
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2 Kinds of Indirect Lighting

Indirect Light Indirect Lighting Cache Enlighten


OFF (Bake) (Realtime) 111
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3.
In Conclusion

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Art in Fighting Games
Is singular element that can convey
information to players in a fraction
of a second.

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Art in Fighting Games
Is singular element that can convey
information to players in a fraction
of a second.
After this critical goal is achieved, we can
create a unique visual style with personality.

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What role does art
play in games?

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Thank You!!

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Questions?

Facebook
Toshiyuki Kamei
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