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#guiltygearxrd#celshading#non-photorealisticrendering
555K subscribers • 54 videos on Hallway • Conference channel
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.What people say. Highly recommended as a masterclass in non-photorealistic rendering and stylized 3D game art.
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