»That goes on until about 7 pm, which is when I have dinner and open a bottle of wine. Likewise, because we have the 3D data, we are able to accurately define collisions in-game as well as add post-processing effects. This pipeline produces visuals that make the players feel like they’re actually walking through the dioramas, much more so than if we had simply used the photographs as textures on the 3D models. The studio photographs of the dioramas are then projection mapped to the 3D models. Meanwhile, we bring the dioramas to a photo studio, where the sets are well-lit to be photographed. Then, those photographs are processed through a pipeline commonly used to create 3D models of entire cities, which is how we are able to import the diorama’s 3D data into the game engine. I think it’s a beautifully made pixel-art game.įantasian’s dioramas are first photographed from about 200~300 different angles. I have not played it myself, but I do know about it. ✿antasian’s dioramas are first photographed from about 200~300 different angles. Can you explain to us how you transferred those dioramas into the game? How much did you have to digitally post-process those? But it is purely digital whereas Fantasian is based on „real“ dioramas. That looks like a lot of work…ĭo you know Octopath Traveler? It also has that diorama look and I like it equally. We tried to leverage everyone’s strengths with assigning different set-pieces to different studios. All-in-all, there were about 150 individuals involved in hand-crafting the dioramas.Įach company had its strengths and weaknesses, some favoring more natural landscapes and others excelling at the more „man-made“ structures, like the Thaumatech factory in the beginning of the game. We worked with various diorama artists across 10 different companies, including some famous „tokusatsu“ artists in Japanese cinema history, model train kit companies, doll-house makers and even companies that create physical models of architectural structures. Some of the more elaborate sets could take as long as 6 months, however. Producing the dioramas on average takes about 3 months. The dioramas vary in size, but a lot of them are approximately 2m x 1m. How long does an artist work on such a diorama? I have read that those artists are working in the Tokusatsu industry for a while now. Please tell us more about the artists work. The art is delicate and the results are wonderful. I have seen a behind the scenes video on Twitter about it. Your latest game is called Fantasian and looks fantastic. I bet he didn’t tell you that at all, did he? (smiles) He told me back then that he played Lost Odyssey and Blue Dragon only half-way through. I met Uematsu-san in Cologne in 2011 – a dream coming true. In all those years I had the opportunity to meet a lot Japanese developers. And how he once was convinced of changes to his concept of the „Active Time Battle“. We talk about the dioramas and the excessive work on them, about the daily routine of Hironobu Sakaguchi. We had the great opportunity to ask Hironobu Sakaguchi some questions about Fantasian. Unsere deutschen Leser finden das Interview hier!.There, for example, Lost Odyssey and The Last Story were created. As early as 2004 – that was quite a while ago – Sakaguchi left Square to start his own company with Mistwalker. He launched Final Fantasy in 1987 with colleagues such as Nobuo Uematsu, Hiromichi Tanaka and Akitoshi Kawazu. You are of course familiar with Sakaguchi. It’s the new game from Hironobu Sakaguchi and Mistwalker. Fantasian has been available exclusively for Apple Arcade for some time.
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