I found this the first week right after I moved to London. It's a roughly 70 cm tall decal from the Tekken 3 Arcade machine. It provides a good look at Nina's Tekken 3 arcade character model, which has quite a few advantages when compared to the one found in the PlayStation console release of Tekken 3, like higher resolution textures and a higher poly mesh (e.g. the hands, which boast individually modelled fingers on the arcade model whereas the console counterpart only had a solid block with a finger texture applied to it).
Showing posts with label scan. Show all posts
Showing posts with label scan. Show all posts
March 09, 2015
August 09, 2014
August 10, 2013
Nina Williams in Shunya Yamashita Art Book Beautiful Noise
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...
January 24, 2013
magazine scan - PPS - PlayStation retrospective featuring Nina Williams
play THE PLAYSTATION (GER) December 2005 / Vol 9, No. 13 / Holiday Issue For the 10th anniversary of the PlayStation brand, German magazine play THE PLAYSTATION ran a 7 page spread titled "Happy Birthday PlayStation!" to congratulate the PlayStation on 10 years of exceptional success and to look back at the console's origin, its development and its launch, and also things like special edition models, the PocketStation, the creation of the PS logo and of course the original PlayStation's successor, The PS2. The last part of the retrospective is titled "BEAUTY COMES WITH AGE" and briefly looks at the graphical evolution of polygon characters on the PlayStation systems throughout the 10 years covered in the article. It always makes me happy to see when magazines try to not go with the most obvious choice for such categories, namely Lara Croft. Nina's regular outings on Sony's consoles and the continuous improvement of her in-game character model really make her a shining example to prove that beauty does indeed come with age (..if you're a non-aging video game character in a virtual world, that is).
"Over the years PlayStation saw a number of video game characters emerge, growing with the console. Names like Lara Croft or Nina Williams come to mind. Using the attractive Tekken amazon as an example, we depict a coarsely-pixelated PlayStation heroine evolve into a smart PS2 beauty. And there's no end in sight for Nina's remarkable career. Tekken Tag Tournament 2 is currently rumoured for PS3."
...Rumours of a PlayStation3 TTT2 in 2005? Well, it took an awfully long 7 years, but those rumours turned out to be true after all. (!) I will have to research if this magazine, at one point, also happened to be predicting a Death by Degrees 2...
January 21, 2013
magazine scan - PSM - Nina Williams headlines PlayStation 2 2005 Preview
I've been going through a whole bunch of old video game magazines lately. At one point a few years ago I was buying stacks and stacks of gaming mags on eBay, looking for things to add to my collection - be it reviews, previews, cover stories or just some random article mentioning Nina or featuring her picture. So, I've been trying to sort out the collection, listing all the magazines I own and - above all - the magazines I still need to track down and buy. With this list in my hands it looks like I still have quite a few hours days months of eBay grinding ahead of me. At the same time, I've dug up some - more or less - interesting/funny/informative/completely random stuff from the gaming magazines of yesteryear that I will scan peu à peu and post here. Don't expect anything groundbreaking, I'll basically post anything that is more than just 2 words and a picture, thus 3 words and a picture will do just fine, so expect triviality...
October 29, 2012
1996 Tekken 2 ad campaign starring Nina Williams
"Meet Nina. Blonde, beautiful - the girl next door. That is, if you live next door to a 22-year old paid assassin. This Irish Akido [!] expert will take out anyone - from a helpless lackey to a head-of-state. It's a matter of money. It's a matter of pride. That's why she's joined 23 of the world's greatest fighters vying for the title in Tekken 2. With three new fighting modes. 23 new stages. Brand new 3D animations, and more moves and combos than any game on Earth. Nina Williams wants to prove to the world she can break hearts and bones. Guess blondes really do have more fun."
Tekken 2 Ad campaign, EGM2 Issue #29 November 1996
September 19, 2012
TTT2 'We Are Tekken Edition' artbook scans

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
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...
Labels:
artbook,
artwork,
CG,
Nina Williams,
production art,
scan,
SFxTK
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.
"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 [...]."
"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 [...]."
"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"
"Essentially, we hardly used motion capture at all for Tekken 1 and 2"
"[...] 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."
"[...] 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."
(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.)
"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.
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 26, 2012
Retro Tekken 2 Nina Williams character CG render
Nina Williams CG render for Tekken 2 (1996)
This is a rare one, never released or posted on the net. AFAIK it was used only once officially, in the Japanese TEKKEN 2 EXPERT guide book (PlayStation Books, MEDIA FACTORY), where I scanned this from.
June 21, 2012
Tekken Blood Vengeance CG movie production art
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.
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.
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.
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