Showing posts with label artwork. Show all posts
Showing posts with label artwork. Show all posts

August 10, 2013

Nina Williams in Shunya Yamashita Art Book Beautiful Noise





Tekken Yamashita Bishoujo Kotobukiya
Videogame character and Bishoujo figure design illustrations take center stage in Shunya Yamashita's latest art book Beautiful Noise. Amongst art for games such as Disgaea, Mass Effect and Lollipop Chainsaw, and illustrations for franchises such as Neon Genesis Evangelion, Star Wars, X-Men, Ghost Busters and Men in Black, a great deal of the artist's attention went to his illustrations for Tekken Tag Tournament 2. Unsurprisingly, Nina Williams is the obvious star of the 37-page Tekken section...

July 03, 2013

A0 does Nina Williams for blonde bomb blog





Tekken Nina Accuracy0 artwork drawing art
Nina Williams in Louis Vuitton by talented Malaysian artist Nic "Accuracy0" Goh, short A0.
Take a look at A0's art on deviantart. (There's more of Nina in his gallery, amongst beautiful b/w and coloured character art, concept designs and other artworks)






April 20, 2013

Death by Degrees character design artwork





Anna Williams Heihachi Artwork Death by Degrees
Death by Degrees' beautiful character design artwork. The concept art, which is one of the game's many bonus unlockables, includes designs for protagonist Nina Williams, her main antagonists, and basically every other character in the game. Check out the actual image files extracted from the PlayStation 2 DVD after the jump...

February 22, 2013

Death by Degrees environmental concept artwork



Nina Williams Cruise Ship Design
Death by Degrees' beautiful environmental artwork. Stunning how very close to the concept art most all of the sceneries in the game turned out to be. The level design in Death by Degrees is one of the things I love most about the game - Divided into 3 main environmental sections, you start out on a luxury cruise ship and, after being taken hostage and exploring a huge island based penitentiary, you return back to the ship and reveal its deeper secrets in the final chapter of the game. The concept art, which can be unlocked in the game, includes design sketches of the ship's art déco, Japanese and imperial interiors, the roman ruins inspired swimming pool and several orlop deck facilities and laboratories. Take a look at the actual images unlockable in the game, extracted from the PlayStation 2 DVD, after the jump (and try to spot the little Nina sketches that are hidden in some of them)...

December 01, 2012

Shirogumi CG wizardry for Death by Degrees - Nina Williams





Tekken Bikini Swimsuit Costume CGI
In an effort to highlight the beauty of Shirogumi's masterful CG wizardry I put some of my direct-feed screen captures of Death by Degrees' stunning FMV cinematics through a very extensive (and in 2 cases several-hours-long) 'Photoshop remastering process'. Now that sounds pretentious doesn't it :-D Check out the results and a little history lesson on Shirogumi Inc. after the jump...

September 19, 2012

TTT2 'We Are Tekken Edition' artbook scans





TTT2 Cover Game Edition
I finally received my copy of Tekken Tag Tournament 2 last Friday, naturally I had to take a break from basically everything that didn't include me, my PlayStation, the 60'' and buckets of Coke (as in CokeZero). Long story short, my PlayStation died on me and I'm back amongst the living, and the blogging. If you have played the game you've probably come to the same conclusion as me: Tekken Tag Tournament 2 is terrific! (Artbook scans after the jump)...

September 13, 2012

Street Fighter X Tekken Artbook - Nina-centric artwork and commentary




Kazuma Teshigawara Street Fighter Tekken
UDON Entertainment just recently released the English version of the Japanese artbook Street Fighter X Tekken Artworks. I've been waiting for this ever since I flipped through the Japanese one, realizing that there is commentary by the creators on almost every single picture. I'd feel really bad asking a Japanese friend to translate a whole book for me, so I was extremely relieved to hear that the wonderful people at UDON were working on an official translation. It took some time for it to come out, but what we got in the end was absolutely worth the long wait. It's 191 pages packed with character and production artwork, rough sketches, costume designs and creator commentary. There are interviews with Polygon Pictures, Akiman, Dimps and Namco Bandai's own Yoshinari Mizushima (Tekken's Visual Design Supervisor) and  Kenji Kimura (Art Director of Tekken X Street Fighter!!!). The artworks are gorgeous, as is the book; top-quality paper, detail-rich print, subtly embossed high-grade cover, effective easy-on-the-eyes layouts; it's everything an artbook should be.
Lots of pictures after the jump...

July 07, 2012

The Making of Tekken - Yutaka Kounoe in a Retro Gamer feature











Sorrel Tilley sat down with developer Yutaka Kounoe for Retro Gamer's latest issue to look back at The Making of Tekken and its "wiki-style" development process.

MAking Of Tekken CGI

"The creation of the Tekken series was completely different to the common development process" 
"The result was [...] an inter-developer battle [...], a method whereby anyone can freely implement an idea they think is good, and if it's unpopular, other staff members can just overwrite the data with something else! This led to a lot of clashing of egos [...]."

Tekken Rare Design Render

"With Tekken, designers were becoming obsessed with their own ideas, and continued implementing them at random. Trying to differentiate these ideas after they'd been added was a process you could hardly call normal. I felt like I was solving a giant puzzle at the same time as making a game. [...] The members were all workaholics; we lived at the office, We used to line up chairs to sleep on because the floor was cold. We were constantly suffering from sleep deprivation [...]."

Tekken Concept Production Art
Tekken Behind The Scenes
Tekken Wireframe CG Image

"Almost everything that was added was also decided by individuals working alone. Nina's throw combo was added by someone working on motion."

"At that point, motion capture was just a developing industry, so we used a magnetic system to capture a portion of the movements we required. This was a method where everything had to be recorded with cables attached, and it wasn't suited to intense action, so we could only use it for reference."
"Essentially, we hardly used motion capture at all for Tekken 1 and 2"

Tekken Motion Capture MoCap
Tekken Making Of Picture

"[...] the first two games were created as an experiment; even the developers couldn't predict how it would turn out. [...] The third game which I was in charge of, was a more calculated production."

Tekken Model Artwork Nina

"[...] problems carried over into Tekken 3 - I wanted to incorporate more strategic play into air combos by introducing safe-falling techniques [...] stances, damage animations, pinning techniques - all these elements got canned because people vetoed them based on their personal preferences."

Tekken Magazine Scan EGM
(Screenshots of an early Tekken 3 arcade build from a Tekken 3 Special Feature in Electronic Gaming Monthly's February 1997 issue. It featured a different version of the character select screen (below) and character specific taunts (above/note Nina's very Anna-like taunt animation), activated by pressing the start button. The blue jeans type pants Nina is sporting would later be replaced with black leather pants.)
Tekken Magazine Scan
Tekken CG Opening Movie
Tekken CGI FMV Movie
Nina Tekken CG Model
Nina Tekken CGI Render

"The Tekken that emerged after I left has fallen below my expectations."



For their latest issue Retro Gamer magazine sat down with developer Yutaka Kounoe to look back at the making of Tekken. What we got is a really interesting 4 page spread with plenty of firsthand behind-the-scenes information; Kounoe gives an honest insight into the making of this juggernaut franchise. My own little blend of (Nina-centric) production artwork and pictures is just to accompany the insightful read.
If the quotations here got you interested go grab a copy of Retro Gamer's current issue #104.
Retro Gamer is a British magazine, published worldwide, covering retro video games. In addition to all good newsagents Retro Gamer is also available in digital format on the iPhone newsstand app and can be downloaded from both iTunes and Zinio (for Windows, Android and iOS devices). You can order a physical copy of the current issue and/or back issues via https://www.imagineshop.co.uk/

After finishing work on Namco's first light-gun game Point Blank/Gun Bullet (1994) Yutaka Kounoe worked on the original arcade versions of Tekken (1994), Tekken 2 (1995) and Tekken 3 (1997), which he was in charge of. Other titles include popular '80s arcade game Dig Dug (1982), drive 'n shoot arcade title Lucky & Wild (1993), the multi-directional shooter Tank Force (1991) and the Xbox-exclusive first-person action game Breakdown (2004). He's the founder of indie game developer O-Games. Follow him on Twitter by clicking here

Sorrel Tilley is a writer, freelance journalist and Japanese translator. He regularly writes for Retro Gamer magazine (Imagine Publishing) and various websites. Follow him on Twitter by clicking here

Images were scanned from the Japanese Tekken - Gamest Mook Vol. 8 (Shinseisha), the Japanese Tekken 2 for PlayStation Player Guide (Sony Magazines), the Japanese Making of Game Graphics 1998-2001 by CG & Digital Video World (Works Corporation), the Japanese Tekken Chronicle artbook (Softbank Publishing), the Art of Tekken artbook (BradyGames Publishing) and Electronic Gaming Monthly magazine issue #91 February 1997 (Ziff-Davis Publishing).

June 21, 2012

Tekken Blood Vengeance CG movie production art




Tekken Digital Frontier CG







Tekken Blood Vengeance Art
Tekken Blood Vengeance Nina
Tekken Movie Production Art
Tekken Blood Vengeance Movie
Tekken BV CG Movie
Tekken CG Movie Artwork
Tekken BV CGI Movie
Tekken Movie Storyboard Nina
Tekken Blood Vengeance Movie
Tekken CG Movie Art
Tekken BV Movie Still
Tekken CG Storyboard Anna
Tekken Blood Vengeance CGI
Tekken CGI Movie Storyboard
Tekken Blood Vengeance CG
Tekken BV Screenshot Movie
Tekken Blood Vengeance Art
Tekken Movie Snapshot BV
Tekken Movie CG Image

Production Art and Storyboards from Tekken Blood Vengeance.

Tekken Blood Vengeance, a full-length 3D compatible feature film, created in full CG and set in the rich Tekken universe, was released in 2011. Taking place in the world and true to the characters and history of the Tekken franchise, Tekken Blood Vengeance was produced by Digital Frontier, who also produced the FMV sequences for Tekken 5, Tekken 6 and Tekken Tag Tournament 2.
Digital Frontier is a motion picture production company with a distinguished large scale CG production department. It's the only company in Japan that creates full CG film animation and is equipped with one of Asia’s largest motion capture studios in Tokyo.
While Digital Frontier handles a number of motion capture data recordings for games, it has also been placing emphasis on stereoscopic 3D CG movies and CG TV series' using real-time engines.
In it's 16 years of experience doing CG production and animation the studio has worked on video games such as Metal Gear Solid 4 Guns of the Patriots (2008 KONAMI), Resident Evil Zero (2002 CAPCOM), the Yakuza game series, Vanquish and Binary Domain (2006 - 2011 SEGA) Tekken 5, Tekken 6 and Tekken Tag Tournament 2 (2006 - 2012 NAMCO) and movies such as Resident Evil: Degeneration (2008 CAPCOM), Appleseed Ex Machina (2007 Masamune Shirow/Seishinsha, EX MACHINA Film Partners), Gantz (2011 「GANTZ」FILM PARTNERS) and Death Note (2006 「DEATH NOTE」 FILM PARTNERS / Tsugumi Ohba, Ken Obata / Shueisha)
http://www.dfx.co.jp 


Storyboard and Production Art images were scanned from the Japanese Tekken Blood Vengeance Artbook The King of Iron Fist Archives (V Jump Books).
Movie stills are screenshots from the Tekken Blood Vengeance Movie on Blu-ray.