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Your new fav Twitter account ✌️
Animator & #IndieGameDev
I post long informative threads on Art & Animation
@ZechaTactics @_LostandFoundCo BitEggInc.com
art-eater.com

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RIP Reiko Kodama (小玉 理恵子), one of the great game creators. She was art lead (chara design, art direction, pixel art) on many of Sega's early classics & went on to direct Phantasy Star IV and Magic Knight Rayearth and lead the production of the Skies of Arcadia series & more. https://t.co/UmfG2XUtOw

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These cartoons are amazing. Up there with the best autobiographical war comics. Just overflowing with humanity. You can read the full thing here (already translated into English and other languages!)
https://t.co/yQQRxqSB0t https://t.co/j9AwxFkg65

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is written by Ryukishi07, a luminary of mystery/horror doujin visual novels. I suspect this scarecrow wearing a Japanese school uniform (制服) and brandishing a scary looking blade is an homage to his earlier works like Higurashi When They Cry (ひぐらしのなく頃に)

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I think a huge part of why Capcom's 90s fighting game art was so appealing, innovative and influential is that instead of modelling the characters off of body builders, they modelled them off of FIGHTERS. They exaggerated the go muscles instead of the show muscles!

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Look at this Bengus illustration of Zangief, the iconic big boi of Street Fighter. His arms are MASSIVE. If his chest was also as massive, it would actually ruin the vibe of the piece. It would feel comedic!

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By NOT exaggerating the pectorals, the character's arms feel even more impressive. But since their chests and overall torsos read as more "normal" sized, they don't come off as unnaturally huge body builders. It was such a smart decision!

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When people think of "Capcom fighting games" they think of characters who are super swole everywhere. But actually, those characters tended to have proportionally small chests!

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Now lets compare this recent official statue of Akuma with some of the earliest art of Akuma, from the actual games. Look at how Akuma's chest is actually much smaller relatively speaking, yet he feels MUCH MORE MASSIVE overall! It's incredible!

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One major difference between Bolo and Bengus/90s Capcom art was that while Bolo had MASSIVE chest muscles, Capcom actually intentionally downplayed the pectorals on their fighting game characters.

Incoming art analysis thread! ...

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Capcom's 2d animators were MASTERS at conveying shifting weight and momentum. This one frame of animation communicates SO MUCH. This is especially important for a fighting game where every frame counts and should serve both the aesthetics and gameplay.

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