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Capcom talks about taking Phoenix Wright into 3D and its difficulties

Posted on July 31, 2013 by (@NE_Brian) in 3DS, News

Phoenix Wright: Ace Attorney – Dual Destinies is the series’ first entry to feature 3D graphics. The transition from 2D to 3D wasn’t so easy. Producer Motohide Eshiro and scenario director Takeshi Yamazaki spoke about the new direction while speaking with Game Watch. For an overview of what was shared, check out the summary below.

– Using 3D allows the team “to go backwards in the work process”
– Process of changing motions and angles are also easier
– Therefore, the director of the project can further focus on the camerawork
– Also opens up a wider range of creative possibilities with how you present a scene
– 3D brings more room, but “the ‘trouble of making it 3D’ was actually very problematic. Simply taking the original 2D screen’s perspectives and camera angles and tossing in 3D models ended up making it appear completely different.”
– Staffer in charge of modeling came up with different models based on different situations
– “When you used Phoenix Wright’s models for court in the adventure parts [of the game], the sense of inconsistency was too great. That resulted in camera angle changes leading to something that looked strange. For such occasions, we switched parts of the model. That way, the 3D models appeared natural in any scene.”
– Phoenix’s famous pose has been enhanced by 3D
– Devs wanted to upgrade the intensity of the pose
– This was made possible by adjusting the perspective of the pose, making the hand appear much larger when seen in 3D

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