Saturday, October 19th, 2019 

SNK's Nobuyuki Kuroki Interviewed by Unreal Engine on Samurai Shodown's Jump from 2D to 3D Graphics

  

In a new interview with the guys over at Unreal Engine, SNK Art & Game Director Nobuyuki Kuroki discusses the shift from 2D to 3D and the strategy behind bringing Samurai Shodown into the modern era. Kuroki joined SNK in 1993, contributing artwork to iconic series such as Fatal Fury and Art of Fighting. After a hiatus, Kuroki returned to SNK in 2014, leading the art direction of The King of Fighters XIV and Samurai Shodown (2019). In the interview, Kuroki reflects on the series 20 year history, elaborates on the development and artistic direction of the new title, and explains how the UE4 engine was used to create the game's graphics engine, character models, and stages. Below are some interesting tidbits from the full interview via UnrealEngine.com.
 

With 13 returning characters and three new ones, how did you approach character design and balance?

Kuroki:
Truthfully, the designs for the original 13 characters weren’t changed around too much as they are fully established in the setting and lore. However, we tried to make sure that we didn’t lose that nostalgic look in between the transition from 20-year-old sprites to 4K 3D models. So, some things were arranged, but their overall look has been kept intact.

But for the new characters, we took a look at modern sensibilities and what younger members in the [fighting game community] would find interesting and designed them along those lines.

When it came to balance, we tried to make them standout, but also made them feel like they belonged in a Samurai Shodown game. They can still take out over 30 percent of your HP with a single hit, so some things will never change.


Samurai Shodown has been heavily praised for being accessible to newcomers while offering a lot of depth. How did you strike that balance?

Kuroki:
I feel that Samurai Shodown is easy for new players to get into because there is little need to go through the process of learning long combos before you even fight an opponent.

However, you can’t just remove combos and consider the game finished. We made sure there are elements in there like dodging and weapon deflecting that allow fighting game pros and new players alike to show off their skills. Our hope is that everyone can have a fun time playing together.
 


Most Samurai Shodown games feature 2D graphics. How was the transition to 3D character models using UE4?

Kuroki:
The 2D sprites used in the past Samurai Shodown titles are truly charming, but the focus in the gaming world has changed and the push for 3D professional artists is more [in demand] than ever.

We set out not to make a half-hearted attempt at recreating past styles, but rather to challenge our skills by making the best 3D graphics. And, truthfully, UE4 has made the development of this game a lot easier. We hardly had any troubles when creating assets, so that allowed us to better focus on art and textures. You could probably say that it’s thanks to UE4 that our models look fluid and polished. 


Samurai Shodown features some amazing attack animations, particularly in regards to the super moves. How did you deliver the stunning visual effects in the game?


Kuroki:
We’ve come to understand that Samurai Shodown is different from KOF (The King of Fighters) in that it’s actually quite difficult for special moves to land. That’s why we decided that it’s okay for the animations to be a bit longer since they’re not something that gets triggered often, and therefore wouldn’t become tiresome to look at.

Just by extending the length of the attack by even a bit, we were able to make them really slick and interesting to look at. Of course, we understand that if they go on for too long, it’ll become boring, so we made sure to alter them accordingly. Also, we wanted to really give them impact so that you actually felt it when you get hit, and dishing it out feels equally satisfying. Additionally, another reason why they look so good is because we have a fantastic animation team!


Was it true that SNK at one point considered taking the visuals down a more realistic route? How did the studio end up deciding and developing the finalized anime-style graphics?  

Kuroki:
Samurai Shodown is not just a Japanese product, but is something for the world to enjoy. And with that, it makes sense that we would consider making it more realistic looking. However, after comparing screenshots of our game in development with other games already on the market, it was clear that our game was starting to blend in with others. We worried that the “samurai style” the series is so often praised for would become forgotten, so we decided that there needed to be something that made the game stand out on its own.


What made UE4 a good fit for the game?

Kuroki:
Of course, it’s a lot easier to make graphics and textures, but what really helped us out is how seamless it is to create versions for different devices from the same source. Not too long ago, you had to carefully alter the colors and assets depending on the device, but with UE4, all that has practically gone away.

You can check out the full interview over at UnrealEngine.com.

   
     Stay right here on FightersGeneration.com for SNK / Samurai Shodown news.
 

Sources:  UnrealEngine.comNobuyuki Kuroki (Twitter)
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