yoshiaki-yamaguchi

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  • Gravity Rush's love affair with the 'bande dessinee' art style

    by 
    Jessica Conditt
    Jessica Conditt
    05.02.2012

    Gravity Rush's art draws heavily from the Franco-Belgian comic book style bande dessinee, which is marked by exaggerating elements that the reader should pay the most attention to. For Gravity Rush, this means creating a large, lush world with multiple, vertical layers and buildings, done with a line drawing method that makes structures more easily recognized, art director Yoshiaki Yamaguchi writes on the PS Blog."The direction we chose to use for the game's graphics conveys the necessary information with exaggeration that matches the player's sensation," Yamaguchi says. "Taking that into consideration, we also wanted to use line drawings, the characteristic of BD and the simulation of beautiful air effects. I think the broader the game art expression becomes, the more interactive a game becomes."The hue of the sky and concept of a living background, as Yamaguchi has previously gushed about, look to bring Gravity Rush's art full circle, even in its initial stages in the 2008 concept video above.

  • Art in service of gameplay: Gravity Rush

    by 
    Ben Gilbert
    Ben Gilbert
    03.09.2012

    Sony's next big internally developed PlayStation Vita game, Gravity Rush, is still a few months from launch in North America. In Japan, however, the game has been out since early February, freeing up art director Yoshiaki Yamaguchi to present his work on the already completed game to a room of GDC 2012 attendees this morning. Yamaguchi spoke of how cel shading and creating a living world helped to service the project's open world gameplay. "The color of the sky provides information about location or acts as sort of like a symbol for that place. However, just simply applying a layer of color would be too direct or too strong, and may even feel out of place," he said. "So we crafted this atmospheric sort of simulation to give it a more natural feel and appeal." The result, as shown off during the presentation, is a vibrant, painterly world that can be fully interacted with by the player. Yamaguchi said the team at Sony's Japan Studio pushed for an open world from the beginning of the project, as seen in the first concept video above (revealed for the first time during his GDC panel). The game's main character saw more of an evolution than the game world, in fact. Seen after the break, Kat saw several iterations before the team settled on a definitive look that would represent a "strong female" as well as a "strong ninja."