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Ace attorney dual destinies
Ace attorney dual destinies












For such occasions, we switched parts of the model. “That resulted in camera angle changes leading to something that looked strange. “When you used Phoenix Wright’s models for court in the adventure parts, the sense of inconsistency was too great,” Eshiro explains. “That’s where the person in charge of the modeling devised various models according to different situations.”Ĭourt scene (left) and adventure scene (right) models. Simply taking the original 2D screen’s perspectives and camera angles and tossing in 3D models ended up making it appear completely different.” “Since going 3D, we have more room however, the ‘trouble of making it 3D’ was actually very problematic. “I believe the creative side has widened with questions such as, ‘How can we effectively show the directed ideas and patterns?’” replies producer Motohide Eshiro. This allows the director of the project to further focus on the camerawork and opens up a wider range of creative possibilities with how you present a scene. “Yes, in addition to being able to go backwards in the work process, it’s also easier to change motions and angles now,” scenario director Takeshi Yamazaki replies.

ace attorney dual destinies

They ask the developers to share a little insight in that area. Game Watch states their belief that one of the biggest perks of shifting to 3D graphics is the ease of modifying character models, whereas hand-drawn 2D sprites require a lot more work whenever any modifications are needed. In another interview with Game Watch, the two discuss transitioning from 2D models to 3D, and how it wasn’t as simple as they had expected.

Ace attorney dual destinies series#

A day before Ace Attorney: Dual Destinies’ Japanese release date, Siliconera caught up with series producer Motohide Eshiro and scenario director Takeshi Yamazaki, who talked about how they thinks of the game’s plot twists first, followed by the rest.












Ace attorney dual destinies