It's started! CEDED 2022 Hosted by Keiichi Maezawa of GAME FREAK. Full English translation of the presentation will come later.
Mostly just setting the story for how Pokemon assets were developed throughout the series, up until Legends Arceus.
Confirmation that Pokemon Legends Arceus began development in Fall of 2018, with Scarlet and Violet starting around the time Generation 8 was finishing up.
Means both games had three years of development.
Lots of specifications regarding the way Pokemon models are designed.
This User Interface is identical to the ones found in the leaked Let's Go Pikachu & Eevee prototypes.
Maezawa is going over how Pokemon models are stored for a consistent use, and are then tailored to each new game, with these examples being from Legends Arceus.
effects pipeline talk
from what I can gather, this is effectively talking about how effects such as ShaderFX, lighting etc. are applied far more efficiently with this new pipeline
rare footage of Yuzu running Legends Arceus on launch (joke)
more talk on the various model improvements and effects, such as how Spiritomb is opaque only from behind (?)
really glad he brought up Gastly here, the effect for it in Legends looks great
NEW CONCEPT ART for Jubilife Village, right image on picture 1 is a before-after of the effects being applied
Talking about the various improvements to the effects in Legends Arceus, such as bushy-looking hair, gel-like effects, "glowing" particles, Terastal variations
heard the words "Ruby, Sapphire & Emerald" in there, really can't wait to get this translated
Talking about the efficiency of being able to re-use animations between Pokemon with similar body-types.
Different "moulds(?)" such as a snake-like, a dragon-like, a dog or cat-like, etc to copy the motion from one to another
More animated slides about smaller and/or different bone structures being resizable between body types for efficiency.
Another example of sharing animations between Rayquaza and Barboach, as well as the recent implementation of motion capture to mainline Pokemon games.
hysterical looking in motion for pic 3 btw
Introduction of a "PokeRig" where they can essentially create building blocks that make up a Pokemon's model to allow for a more efficient pipeline.
Lots of spline showcases used here, toggles that allow for smoother movement (i'm really simplifying this for the sake of Twitter)
A goal to create various games with unique or differing artstyles using a shared set of models as a base.
GIF of it in action, someone should send this to ILCA
We're done! I'll try to get this uploaded ASAP, with full translations (hopefully) coming over the following days/weeks.
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