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The Art Of BlazBlue Part 2 – Animation Phase

By Spencer . February 9, 2012 . 6:17pm

The Art of BlazBlue Part 1 – Concept Phase

 

People often think that a 3D fighter is more technically advanced than a 2D fighter. Actually, it could be argued that the opposite is true. 3D fighters are, in effect, more similar to puppetry. A model needs only the application of mathematics in order to dictate movement. 2D fighters require significantly more artistry to work. If you want to make a movement change, you can’t simply assign point X to move to point Y in Z time. You have to draw the frames individually.

 

When Arc System Works originally developed Guilty Gear, taking concept drawings and turning them into sprites was a painstaking process. A team consisting of a number of artists all work on one character, which inevitably leads to stylistic differences. These then need to be brought together into a consistent character design in order to animate properly.

 

Four years before BlazBlue went into production, Mori was developing a technique that would streamline the process of sprite creation without compromising on the visual flair expected from an Arc fighter.

 

The Art Of BlazBlue Part 2 – Animation Phase

There are five key stages that each character goes though in the process from concept to final the sprite:

1 – All the characters in BlazBlue start life as 2D concepts and each animation frame’s pose is drawn by hand.

2 – A 3D model is made of each character and posed according to the concepts and animation frames.

3 – The 3D model is then used to create a consistent 2D line image as a guide for the final sprite.

4 – Light and shadow is then applied and additional detail worked into each individual frame…

5 – …which is then turned into the dot image – the sprite itself. But the work doesn’t end there!

 

While this new technique certainly accelerates development time, Arc doesn’t skimp on the detail. Every single frame of animation is accounted for in a seemingly endless collection of meticulous animation notes. Every move, every punch, every fall, roll, dash, kick, and slash is hand drawn and communicated. Given that a number of frames can greatly affect a fighting game’s balance, they must all be detailed and each move, action path, and animation flow explained. In all, each character in BlazBlue has around 1000 frames of animation.

 

The Art Of BlazBlue Part 2 – Animation Phase

These are Konte, literally ‘Storyboard’ – drawings, frame by frame details of characters in various action states. Each frame comes with a wealth of information. In this case, one of Rachel’s falling animations. Taking into account how her dress animates, Nago’s reaction and annotations for motion.

 

The Art Of BlazBlue Part 2 – Animation Phase

This Konte details a minor event, Noel taking a hit and the animation flow in this instance can go one of two ways. Either she takes the hit and falls (as in the middle path) or she successfully blocks and so returns to her neutral state (as shown in the bottom-most path). I combined the finish sprites into the image to show the finished example – and just how closely the final sprites match the original animation storyboard.

 

These are just the basics of getting movement right. Once this template is laid down for all the characters there is still a huge amount more work to be done. Individual sprites are reworked to give a certain anime taste. Fists are enlarged at points of impact and limbs are elongated for kicks.

 

Flourishes need to be added for certain moves to visually express impact, speed, grace, power, and purpose. All of these elements need to be conveyed somehow and worked into individual frames – not just to add to the spectacle of the gameplay, but also to give characters the kind of warmth and organic finish that 3D fighters are unable to match.

 

BlazBlue is one of those games where the characters and universe are unreal and fantastical, but still grounded in reality. Movements are wholly unrealistic, impossible even, but despite this it’s completely believable within its universe and the framework created for itself.

 

The Art Of BlazBlue Part 2 – Animation Phase

Every sprite – around 19, 000 of them – are tweaked and manipulated. This is done no just to help convey motion and impact, but also attitude and personality.

 

BlazBlue: Continuum Shift Extend comes out on PS3, Xbox 360, and Vita next week in North America and February 22 in Europe. Check out the BlazBlue fan page to see Toshimichi Mori as a Soulcalibur V fighter. Arc System Works explains how they create backgrounds in Part 3.


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  • http://www.youtube.com/user/Kamek20xxExtra?feature=mhee Michael Stevens

    I love this great information about the animation process with my mains (Litchi, Noel, Rachel) and sub-main (Tsubaki) as examples! X3

    Very interesting stuff. It sounds hard, but if it’s similar to puppetry then maybe I can make a fighter in the near future. X3

  • http://photovoltaik.bandcamp.com/ Ujn Hunter

    Awesome article… are these from the Art Book that comes with the Extend LE?

  • konsama

    Awesome info and art, now i look Arc even higher and i already liked them a lot. 

  • aoihana

    Every sprite – around 19, 000 of them – are tweaked and manipulated. This is done no just to help convey motion and impact, but also attitude and personality.

    This is pretty amazing! I mean, no amount of articles could really convey the sheer amount of work, attention, and dedication required not just in Blazblue’s animation phase, but animation in general.  ( ̄~ ̄✿)

    The next time you complain about an instance with jerky animation, just think about how hard it is to get it to look like that, because it’s never perfect. (^v^)

    I love articles like these that make you further appreciate what’s being done on the other side, to get to your side, the consumer. (ノ>▽<。)ノ

    I always appreciate a developers effort, or rather, effort in general, but this has really opened up my eyes! I was familiar with how animation was done, and how tedious it is, but hearing it straight from the source is just unreal, somehow. (⌒‿⌒; ✿)

    This is also why I appreciate 2D games a whole lot more, too. (◕‿◕✿)

  • Herok

    after seeing how detailed and intricate everything is i am surprised we even got away with $8 for the dlc characters seeing all the work they did i would even pay $15 for one now

  • http://twitter.com/DanijoEX DanijoEX

    That’s alot of work and effort to put in there. I couldn’t do it even if I tried.

  • Merulana

    This is why I respect 2D fighting games so much… There is so much hard work put into them! 

  • http://www.genkaibreak.com Code

    I could gush every single one of these Blazblue posts on how much I love the game owo” And how much I appreciate the fact ASW went that extra mile to make such a beautifully animated 2D fighter! So I’ll try and not do that… any more then what I just did T3T”

    1,000 frames per character is pretty solid, especially when you consider all the work doing into each individual drawing owo; I find it really interesting seeing for once how the 3D was implemented into the whole process to streamline it >o>! As a whole seeing this process I think might help some people understand the time and cost of doing the DLC characters >o>”

    But this makes me wanna animate stuff again T3T I was always terrible at animating out stories, I’d get bored with it; but I think breaking into chunks of individual attacks, I’d enjoy more owo; Someday I wanna make a 2D fighter too >w<~! 

    Also I demand more Tao next Blazblue post T3T!!

  • Apache_Chief

    I really really wish I had the patience to learn how to play this game. I love everything about it, but fighters are hard, yo.

  • Go2hell66

    damn for a game where each character has 1000 frames of animation blazblue still looks pretty stiff 0_0 i’m just sayin…

    at least all the sprites are pretty hi-res, so the game still looks great

    • Gatchaman1

       Skullgirls = 1900 frames.
      SF III = 1500

  • z_merquise

    Really love developers who had dedication for 2D games. These people know that there’s a risk in creating 2D games yet that won’t stop them in creating something they REALLY wanted.

    Hand-drawn 2D games and 3D games have their own advantages but there’s a certain charm for hand-drawn 2D games that 3D games may not have.

    • WilliamJasper

       SNK’s works are a great example on the hand drawn charm, especially the recently released KoFXIII. :)

  • Darkrise

    I have an even higher new-found respect for Arcsys after reading this.

  • http://www.crunchyroll.com/user/ArtFanIam Samantha Stevens

    2D Fighters > most 3D Fighters IMO. Simple as that.

    • z_merquise

      Hand-drawn 2D fighters > 2D fighters with 3D models

      • Gatchaman1

         thats 2.5D

  • http://strictlyapathy.comoj.com/ SoulArbiter

    Just goes to show much heart and dedication went into making this game. One of the reasons this game has been particularly successful. Just goes to show what happens when devs care about their game.

  • PrinceHeir

    every 2D and 3D have it’s con and pro’s

    but i can tell you that 2D animation definitely takes alot of work(not saying 3D doesn’t) 

    “Every sprite – around 19, 000 of them – are tweaked and manipulated.”

    still this is pretty amazing overall O___O

    people complain why some companies keep using the same sprite from the older games and not make new ones.

    i wouldn’t mind if the next Guilty Gear has the same style as Blazblue. as long as they portray the character the way they were in the first game is fine by me.

    heck Blazblue Sprites would be preferable for Guilty Gear 3 :P

    • http://twitter.com/Dudechileno Keycross

      I think Konami or a representative of the Castlevania franchise once explained why they used the same sprites in their games. It would help them to focus on other elements (gameplay/music/scenery) and save the time needed to work on the sprites from scratch.

      • PrinceHeir

        yup2 :D

        not to mention who the hell plays for games for graphics alone??

        it’s all about the gameplay, heck i still play tons of PS2 games that i missed out years ago(Digital Devil Saga series, Shinobi/Nightshade, Persona 4, Nocturne etc)

  • http://myfigurecollection.net/collection/DrakosAmatras DrakosAmatras

    It’s great that they’re doing this wholeheartedly even with all the hassle. I hope there will be more advanced programs someday in the future that can alleviate some of their workload.

  • Gatchaman1

    They should use motion portrait for the story mode scenes

  • neetyneety

    Next time I ragequit out of being pwned in BB, I’ll remember this and think to myself how much work was put into it. The spirit of the artists will drive me in to giving it my all! To hell with losing, so long as I don’t give up, I’ll be able to beat those Hakumen bastards with Ragna! SOMEDAY!!!

  • http://www.facebook.com/VirusChris Christopher Nunes

    Whoa… that’s a lot of frames! 0_0;
    I’ve been trying to make my own original 2D fighter character for MUGEN and my spriting skills aren’t the great and I totally I have more than 50 frames for my dude and he doesn’t “flow” like all the other 2D fighters in their games. Granted I’m only one dude, but I have more appreciation for these guys and their hard work.

    I never or rarely quit in the middle of a match and like to fight on through to the very end, win or lose.

    Now I like to put more effort to my works and kudos to the guys for sticking to their ideas. I love 2D games and they should never die!

  • http://www.facebook.com/brain.cleanser David Curry

    I have all of Continuum Shift’s sprites on my external hard drive. They’re pretty amazing to look at one by one, I love thinking about all the minute details that go into the sprites, and the color that goes into the sprites. I wish I could get my hands on ALL THE CONCEPT ART for the sprites, damn, I’d need new pants. 

  • http://www.facebook.com/brain.cleanser David Curry

    I have all of Continuum Shift’s sprites on my external hard drive. They’re pretty amazing to look at one by one, I love thinking about all the minute details that go into the sprites, and the color that goes into the sprites. I wish I could get my hands on ALL THE CONCEPT ART for the sprites, damn, I’d need new pants. 

  • http://twitter.com/The2ndJoker Jahmere Durham

    As a video game design student who aspires to be a future game animator I’m saving these pictures fur use later. Many thanks for posting this.

  • http://twitter.com/The2ndJoker Jahmere Durham

    As a video game design student who aspires to be a future game animator I’m saving these pictures fur use later. Many thanks for posting this.

  • cj_iwakura

    And this is why ArcSys are the best. (Well, that and their net code. And their music. And you get the idea.)

  • cj_iwakura

    And this is why ArcSys are the best. (Well, that and their net code. And their music. And you get the idea.)

  • papai noel

    The result is satisfying and very beautiful in the end.
    Every 2D fighter deserves praise, just look at the shading style in SF2 and how they managed to get the animation to look natural…
    These guys are all artistic beasts

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