Quantcast

The Art Of BlazBlue Part 3 – Background Phase

By Spencer . February 10, 2012 . 5:41pm

The Art of BlazBlue Part 1 – Concept Phase

The Art of BlazBlue Part 2 – Animation Phase

 

When you make a 2D fighter you create so many sprites (in this case thousands upon thousands of HD artwork) artwork takes a toll on a system’s memory and disc space. Managing this is one of the main difficulties of making a 2D fighter and getting the backgrounds right was one of the toughest aspects in BlazBlue. The idea for BlazBlue was to have these grand operatic stages. Fighters brawling against lavish and theatrical backgrounds, but with so much HD work on the characters this posed a very big problem.

 

The original solution was to create 3D backgrounds and then have these "projected" behind the characters, like a backdrop, but after testing the idea it was rejected as it didn’t meet the required standards. The second approach that was tried was to create full 3D stages. However, with such a small amount of memory and space left, low-poly models had to be used which made everything look rather unsophisticated.

 

The final approach lead to the backgrounds you see in BlazBlue now and called on a number of approaches brought together. Higher polygon count objects were used around the edges of a scene or anything that was particularly close to the action. Anything that was central or further away used low-poly models and 2D layers were also applied.

 

With clever use of lighting and shading, these differing styles could be brought together to look as they were just one image. It was an approach that required compromise and although born out of necessity ultimately worked in BlazBlue’s favour giving real depth to the backgrounds and helping to accentuate BlazBlue’s distinctive looks.

 

The Art Of BlazBlue Part 3 – Background Phase

BlazBlue’s stages are an intricate collage of high and low poly models as well as 2D layers  blended and disguised with light shade and effects to create a coherent image with depth and focus.

There was, however, a rather unfortunate side effect to the depth of the backgrounds. Due to BlazBlue’s frantic pace, the developers found themselves getting motion sickness when they played. In order to counteract this, the backgrounds were made to move ‘too much’ – slightly distorting the camera perspective and giving the eye a more comfortable ride. Striking that delicate balance between adjusting the motion of the background so that it looked and felt natural and not making players feel nauseous was vital. No matter how pretty or intricate your backgrounds they’re useless if they’re a distraction to the player.

 

The Art Of BlazBlue Part 3 – Background Phase

Speaking of distractions the player – this is a concept for the ‘Slums’ stage. ‘Home of Hype Dog’ aka Combo Killer. Arf! Arf! Arf! Arf! Arf!

 

The Art Of BlazBlue Part 3 – Background Phase

Arc take their game worlds seriously. More than just a pretty backdrop for a one-on-one rumble Kagutsuchi, the hierarchical cities and environment around them, have all been given a purpose in BlazBlue lore. From the Seithir-free world of the past, to the discrepancy between the opulent heights and depraved lows of the mountain metropolis, you really get a feel that this is a living breathing world. It’s this kind of level of detail, this kind of richness to the game world then ensure fans around the world are crying out for an anime…

 

BlazBlue: Continuum Shift Extend comes out on PS3, Xbox 360, and Vita next week in North America and February 22 in Europe. And if you haven’t seen these before the BlazBlue fan page has BlazBreakfast cereals. Anyone want Bang Flakes?


Read more stories about & & & on Siliconera.

  • http://www.genkaibreak.com Code

    Although it’s not more Tao, it is Tao’s stage so I can’t complain owo’ Love the stage design and some of the little secrets hidden in the stages, like at the very top of left hand side of Litchi’s stage there’s Teach me Miss Litchi on the building in the background >w<' Or how in her stage the martial arts guys will continuously speed up there animation!

    But even Tao's stage where there's two different variations of it, I'm always amazed how different one looks from the other just through the use of lighting and color o3o~

  • aoihana

    And this article brings us to what is probably my favorite aspect of a video game: The backgrounds! (ノ>▽<。)ノ

    I love backgrounds, and although I only played BlazBlue briefly on my Xbox 360, I do remember  that they were pretty awesome(Yeah, they were, I just looked up some footage). (◕‿◕✿)

    No matter how pretty or intricate your backgrounds they’re useless if they’re a distraction to the player. 

    Nice to read about how they compensated with the stages, and how they fixed some flaws with the designs regarding possibly nauseating stages. ミ●﹏☉ミ

    As they said, although a stage or background is beautiful, it isn’t worth it if they cause your audience disorientation, or distraction. I’ve had this problem myself with some recent games(namely, Kid Icarus), although, it happens rarely, I should say. ┐(‘~`;)┌

    Arc take their game worlds seriously. More than just a pretty backdrop for a one-on-one rumble Kagutsuchi, the hierarchical cities and environment around them, have all been given a purpose in BlazBlue lore. From the Seithir-free world of the past, to the discrepancy between the opulent heights and depraved lows of the mountain metropolis, you really get a feel that this is a living breathing world. It’s this kind of level of detail, this kind of richness to the game world then ensure fans around the world are crying out for an anime…

    Nice way to end the article because not only does this highlight BlazBlue’s intricacy, it definitely sums up their image as a whole. For example, I must say that Okiraku Tennis, for 3DS Ware, has some pretty awesome backdrops, I think! (^v^)

    Thanks for the magnificent read!

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

      I agree… I appreciate their efforts on making their characters, animations, and background and I can see the hard work they put into it and it’s nice to see how they manage to do so. I might start practicing to get a handle on making backgrounds when I get into a Game Developing company.

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

    Arc take their game worlds seriously. More than just a pretty
    backdrop for a one-on-one rumble Kagutsuchi,  the hierarchical cities and
    environment around them, have all been given a purpose in BlazBlue lore.

    And this definitely shows. X3 I appreciate everything you guys did for not only us, but for the game too (you know, to make the game look awesome and giving it such popularity). Thank you all so much, people of ASW, for everyone’s hard work on these games INCLUDING the updates such as Exceed. Whether I have to pay for basically the same game with extra content or not is not to my caring, because no matter what I will do whatever I can to support you all to keep doing your best at making these games and updates (which includes me paying for said same game). I really appreciate it and I can never actually hate you guys because IMO you guys are and always will be one of the best 2D fighter companies (other than SNK) in the world. X3

    …….Wow. I’m in a thankful mood. XD

    • PoweredByHentai

      Who are you and what have you done with Michael?  =_=

      The Michael I know would rip out his left kidney as an offering by now. :P

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

        There isn’t a time to do that right now. When there is something announced that causes a large amount of fangasm within me, then I’ll think about what I shall sacrifice once again in order to achieve the necessary item to temporarily cease the hyperactive fan behavior. :) All I’m doing right now is giving my thanks. So right now, there is absolutely no need for me to sacrifice my feet to show how much I appreciate people…….I hope. ಠ_ಠ

        • WilliamJasper

          You…..planned on losing your feet…….just to show thanks? o.o

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

      I occur, I have much more respect for them in regards on making their games and I love the behind-the-scene stuff regarding making games! It’s nice to know how they did it and I like to use similar techniques to make my own game as well.

      And my purchase for BBCS: Extended is even more worth it now!

  • Merulana

    The more I learn about the making of these games, the more I love and appreciate them. The artwork is pretty darn good as well! The perspectives and dynamic lighting in their cutscenes are amazing.
    And…
    “ensure fans around the world are crying out for an anime…”
    YES. WE ARE CRYING OUT FOR AN ANIME. WE HAVE BEEN FOR THE LONGEST TIME. MAKE IT HAPPEN ONE DAY! PLEASE! 

  • pgover

    I’m really liking this look into the art behind Blazblue. Behind the scenes stuff are always intriguing. Learning about the kind of effort and thought that goes into the games i love gives me more reason to really enjoy them.

  • http://twitter.com/JezzSan Jezzy

    “The BlazBlue fan page”. I believe that’s the official Facebook page for Zen United, the European distributor?

  • Zephyr2010

    It’s so simplistic, yet also so complex.  I really love this series.  This feature is also great for me because I’m going into game design myself, so it’s nice to get a behind the scenes look at any game.  And yes, I would love some Bang Flakes :D

  • Göran Isacson

    Been loving ArcSys backgrounds ever since Guilty Gear, and it’s interesting to hear them discuss the tricks of fitting as much content into the game as possible. I was totally unaware of that whole trick to avoid motion sickness, but now I’m probably going to see it all the time when I play the game.

  • PinkEggsandHam

    For some reason that last picture reminded me of Arcieud…

    And now I can’t get the thought of a Blazblue vs. Melty Blood game that will never happen out of my head T_T

    • http://www.youtube.com/user/EnvyMizuhashi Garyuu

      Good, I wasn’t the only one thinking that. xD There should be some outskirt areas, outside the hierarchical cities.

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

      You thought so too? 0_0

      Me too! I thought that was Arcueid too, since it looks so much like her especially the back side, and I was wondering if this picture was in the right spot!

    • Leivinia

       Oh my gawd, all of us must have some sort of mind hive going on.

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

    Fun Fact: Hype Dog has a name. It’s Punpun :3

    I could always tell that the background had some mad layer work going on, but I never knew it was to that extent, so it was pretty sweet to see what was going on. What I want to know is if the sprites and everything else took up so much space, how much memory was ‘a small amount”? A few gigs? Less? 

    Oh to be a fly on design meetings for this game :D

  • PrinceHeir

    it’s articles like this is why i love this site this much.

    definitely goes behind the scenes on making stuff like this.

    people should be thankful they are still developers like Arc System Works(SNK, Vanillaware etc) in this time.

    i hope more 2D sprite and art games will be made.

    heck i think with the new Vita and 3DS. it’ll fit perfectly!!!

  • hakumen001

    I love their work! Both Arc and Sil for covering them! Any bkgrd info on my fav devs is a good thing!

Video game stories from other sites on the web. These links leave Siliconera.

Popular