Honing the manga influence on indie hit video game Slave Zero X

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Ian Dean is Editor, Digital Arts & 3D at Creative Bloq, and the former editor of many leading magazines. These titles included ImagineFX, 3D World and video game titles Play and Official PlayStation Magazine. Ian launched Xbox magazine X360 and edited PlayStation World.

grab headlines with a new controversial art style, many indie games are quietly pursuing new ideas and bold art styles. One of these is action game Slave Zero X that champion's a unique 'grotesque beauty' that taps into a 1990s retro aesthetic and has been influenced by the art of Yasushi Nirasawa.how influences such as Devil May Cry and shows such as Neon Genesis Evangelion and Ghost In The Shell helped define the visual direction of this unique game.

Finally Francine tells me building a name for yourself as some who can be trusted is important when starting out, saying:"I think building a reputation through freelance work for being someone capable of versatility, but who truly excels at 'X' or 'Y' is a great way to be reached out to. Being 'The biomecha gal' was how Slave Zero X happened for me."

It was about beginning a series of dialogues with the original that would eventually resolve in the finished art for Shou / X, which became kind of a flashpoint for defining the rest of Slave Zero X’s developmental arc.

It feels facile to say Nira’s greatest influence for me is just the drive to try and reach his heights, but he really does exemplify so much of what I want to accomplish with my own art. There’s so much love in his work - like all the best art in his field, it represents an intersection of creature design with fashion, hard surface, character, and every discipline together.

I think the two key moments that defined him as a character were the addition of the huge Justice mane and the solid red hue. There were a handful of variations on that concept, but once it came together and it started to lookEven after Shou was finalised, he continued to develop over the course of production - the earliest Shou art with the final design lacked the solid blue blade. Overall, it is much rounder and projects less in every direction.

When I approach a piece I think is going to challenge me, something outside my usual field, I often have the pleasure of surpassing my very low expectations for myself, even if the subject matter is difficult. When it’s something Ibe able to draw in my sleep, my expectations skyrocket - I wanted both of these to be peerless, and that meant endless debates with myself over what direction to take, whether I was being derivative, whether I could be going further, etc.

Source: Gaming Daily Report (gamingdailyreport.net)

 

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