
During the recently concluded 2015 Game Developers Conference, Arc System Works’ technical artist Junya Christopher Motomura held a talk on how they developed the game’s unique cel-shaded art style.
For those interested in what they covered, the panel can now be watched online over at the GDC Vault. The talk itself covers a variety of topics, ranging from why they chose to implement the art style to the technical aspects of putting it to use.
The team considered their work on BlazBlue to be the best thing they could do with traditional, sprite-based animation. When moving back to Guilty Gear, they decided to try to find a way to top it. During that time, it just so happened that Motomura was experimenting with cel-shading for another project that was eventually canceled.
Implementing the art style, though, was not as simple as writing a new shader. As Motomura explains, they didn’t simply let the math handle this aspect of the art. Rather, the artists had to make sure that every shadow cast on the models fit their vision, which meant that they eschewed things like dynamic shadows in favor of simply hard baking static shadows on each model
For more on this, head on over to the GDC Vault to watch the talk.
Source: GDC Vault