ARMS devs on the bright colors, working with new hardware, art inspiration, more
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 0 comments
The latest ARMS developer interview comes from Nintendo itself. At E3, Nintendo Australia chatted with producer Kosuke Yabuki and art director Masaaki Ishikawa. Between the two, they commented on why the game features bright colors, what it was like working with Switch during its early days, the inspiration for the art, and more.
We’ve picked out the noteworthy responses from the interview below. If you’d like to read the full interview, you can do so here.
More: interivew, interview, Kosuke Yabuki, masaaki Ishikawa
ARMS devs on the game’s prototype days, designing characters, plenty of lore coming, more
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 2 Comments
Glixel had a chance to speak with ARMS producer Kosuke Yabuki and art director Masaaki Ishikawa. They had plenty to say about the new Switch game, including how characters’ arms didn’t originally extended, approach to designs, plans for lore, and other topics.
We’ve gone through the interview and picked out excerpts below. Read the full discussion here.
More: Arms, interview, Kosuke Yabuki, masaaki Ishikawa, top
ARMS art director on Min-Min’s design, approach to female characters, designing legs
Posted on 7 years ago by Brian(@NE_Brian) in News, Switch | 16 Comments
Kotaku recently spoke with Masaaki Ishikawa, the art director for ARMS. Ishikawa weighed in on Min-Min’s design, the fighter’s female characters, and the thought process behind designing legs.
Read up on what Ishikawa said below. You can check out Kotaku’s original piece here.
More: Arms, interview, masaaki Ishikawa, top
ARMS producer: ARMS and Breath of the Wild made on the same floor in Nintendo, would like to see ARMS become an eSport
Posted on 7 years ago by Zack in Switch | 5 Comments
In a recent interview with Time, ARMS producer Kosuke Yabuki and art director Masaaki Ishikawa spoke at length about the game. A wide range of topics were covered, including how much of ARMS is luck versus skill, which control method the development team prefers, and how tools from the development of The Legend of Zelda: Breath of the Wild were used in the development of ARMS.
On whether or not ARMS was designed with data from data aggregation tools that were used by the Breath of the Wild development team, Yabuki said this:
Arms and Breath of the Wild are made on the same floor at Nintendo, and we are able to use things that the Breath of the Wild team found useful. But it’s important for us to choose the right tools for the game. In development of this game, we looked a lot at the results of the battles, the overall picture of what character matches well with what character and what arms go up well against what arms. That information comes from humans fighting other humans. But we also use the artificial intelligence in the game to match A.I. against itself and look at that data. And of course the players who participated in the Arms test this last weekend, we looked at that to check and see if there are any balance issues.