GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

711K views · 11 years ago · talk · intermediate · evergreen

A GDC talk by Arc System Works on the art style of Guilty Gear Xrd, which uses 3D models and shading to look like hand-drawn 2D anime. It covers the lengths the team went to for a hand-drawn look in real-time 3D.

HN people cite it as the definitive account of simulating 2D animation in 3D, and as the place cel shading and outlining techniques end up after many refinements.

“this GDC talk about the way that Arc System Works uses 3d to simulate 2d animation”

7 comments from Hacker News

k
@ksec2025 · in “GuiltyGearXrd's Art Style: The X Factor Between 2D and 3D (2015) [video]”
Submitted the video to Hacker News.
RecommendsView on HN
x
@xoa2019 · in “GuiltyGearXrd's Art Style: The X Factor Between 2D and 3D”
Submitted the video to Hacker News.
RecommendsView on HN
T
@TheCoreh2016 · in “GuiltyGearXrd's Art Style: The X Factor Between 2D and 3D”
Submitted the video to Hacker News.
RecommendsView on HN
n
@nathan_compton2025 · in “Will Smith's concert crowds are real, but AI is blurring the lines”
This is an artistic choice with a variety of film precedents. Its not exactly the same thing, but if you watch this GDC talk about the way that Arc System Works uses 3d to simulate 2d animation, it gets some of the ideas across: ▶ this video Artists might want to produce a lower framerate just to make something look filmic (eg, 25 frames per second) or hand animated, but it can also be a deliberate stylistic choice for other reasons. Eg, the recentish Mad Max films used subtle undercranking to make action scenes feel more intense, and part of that effect is a more noticeable frames and I think there is a bit of that in the Spiderverse films too.
CitesView on HN
g
@grumbel2022 · in “AI and the Future of Pixel Art”
Only if you keep it really low resolution and low framerate. If you want something higher resolution, multiple camera angles or fluidly animated doing it in 2D quickly becomes impractical. Guilty Gears for example started out with 2D sprites and then went 3D with Guilty Gears Xrd[1][2], but with a lot of trickery to keep it looking 2D'ish, though that always was more anime-style than pixel art. [1] link [2] ▶ this video
CitesView on HN
f
@flobosg2020 · in “Designing 2D graphics in the Japanese industry”
Nice resource. While not strictly 2D, it brings to mind this GDC talk [1,2] from Arc System Works showing the lengths they went to achieve a high-res hand-drawn look while developing Guilty Gear Xrd. [1]: ▶ this video [2]: link
c
@corysama2019 · in “3D Game Shaders for Beginners”
A very simple implementation of cell shading is to run the result of traditional lighting through a lookup table in the form of a 1D texture. Having runs and steps of solid color posterizes the smooth lighting input so that it resembles painted cell artwork. A very simple implementation of outlining is to draw the object a second time solid black, with the vertex positions extruded out in the direction of the vertex normals, and with backface culling flipped so that you see only internal faces. Those black, internal faces peeking out around the edge of the regular mesh form the outlines. That's a good starting point. Many iterations and improvements from there gets you to this: ▶ this video
CitesView on HN