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#guiltygearxrd#celshading#non-photorealisticrendering

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

GDC Festival of Gaming

555K subscribers • 54 videos on Hallway • Conference channel

YouTube
  • Recommended by 2 people: 2 on Hacker News.
  • A classic. People kept recommending it from 2020 to 2025.
  • Presented by Junya C Motomura, technical artist at Arc System Works
  • May be out of date. Uploaded 11 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

710K views11 years ago2 recommendations

Graphics and audioGame developmentRenderingUnity, Unreal and GodotGPUs, shaders and CUDA

Junya Motomura explains the technical art and programming techniques used to achieve a hand-drawn 2D look in a 3D game engine.

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.

Why it's here

2 people recommend this

What people say. Highly recommended as a masterclass in non-photorealistic rendering and stylized 3D game art.

flobosgon Hacker News • Recommends

On “Designing 2D graphics in the Japanese industry”

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: link to this video 2: link

nathan_comptonon Hacker News • Recommends

On “Will Smith's concert crowds are real, but AI is blurring the lines”

This is an artistic choice with a variety of film precedents. Its not exactly the same thing, but if you watch this GDC talk about the way that Arc System Works uses 3d to simulate 2d animation, it gets some of the ideas across: link to this video Artists might want to produce a lower framerate just to make something look filmic (eg, 25 frames per second) or hand animated, but it can also be a deliberate stylistic choice for other reasons. Eg, the recentish Mad Max films used subtle undercranking to make action scenes feel more intense, and part of that effect is a more noticeable frames and I think there is a bit of that in the Spiderverse films too.

u/Chad_Nauseamin r/GraphicsProgramming • Mentions

Lines and outlines in Guilty Gear Xrd So I'm very interested in NPR and I came across this GDC talk about Guilty Gear Xrd that I thought some of you may be interested in. They actually use a neat trick for rendering lines and outlines. https://preview.redd.it/eiir8tg31xz81.jpg?width=1280&format=pjpg&auto=webp&s=0f48344098894a9458a2d90e9f3b4a10ec655d85 Outlines are rendered using the classic inverted hull technique: https://preview.redd.it/y1ft7i9p1xz81.png?width=2098&format=png&auto=webp&s=c1bab97786c8120d20078a1ded48003a6ed1371f But for lines that should be on the character and visible at any angle, they're just drawn onto the character's textures. All the lines are drawn either ver…

corysamaon Hacker News • Mentions

On “3D Game Shaders for Beginners”

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: link to this video

grumbelon Hacker News • Mentions

On “AI and the Future of Pixel Art”

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 Xrd12, but with a lot of trickery to keep it looking 2D'ish, though that always was more anime-style than pixel art. 1 link 2 link to this video