
Stone materials: Ghibli uses many flat surfaces. The use of colors in Ghibli movies is consistent night and day frames often share the same color palette, and the range of colors changes depending on the emotion they are intended to incite. we might use urban planning of a medieval European city and mix it with the elements of Eastern architecture and artifacts. We also strive for similar diversity, which will aid us to explain the world, e.g. Ghibli movies are known to utilize elements both from Eastern and Western cultures and thus reach wide global audiences. Mutable environments the physical world is responsive to and transformed by our actions. The sky and backgrounds being of crucial importance in terms of creating the character and the atmosphere of the fictional world. Layers of vegetation, painted with a blur and scarce details (unless the element plays an important role in biom/frame/POI, etc.).
Careful selection of colors that inspire certain emotions and are determined by the frames from the film.
This means textures that are simplified in a painterly, but not cartoonish, way. We spent several weeks testing different textures, post-processing, researching movies and other stylized games, and after some deliberation we were certain that we want Ghibli style in our game. Naturally, we cannot share too many details about the crucial elements of our game yet, but let us explain our approach through the analysis of our interpretation of Ghibli’s art style. We are very well aware of the complexity of Ghibli’s art and thus needed to acknowledge the limitation of the framework we have at our disposal as game developers. Our priority was to evoke the general feeling and atmosphere akin to Studio Ghibli’s artworks.
This is why we decided to significantly simplify objects, textures, and materials, so that the image also includes elements that don’t need to be painted. One of the challenges that we encountered when working on this aspect of the game was transferring hand-painted backgrounds onto 3D environment. Animating paintbrush strokes on objects is not terribly difficult, unlike harmonizing their motion with the player’s viewpoint. Another challenge was their optimization. Why it’s so hard to recreate 2D in 3D world R/ghibli and r/unrealengine give us a lot of feedback as well In motion.Įach game project undergoes a pre-production stage in which we attempt to define a game scope and ascertain that we are able to develop game USPs. We will keep you updated on the progression of the game pre-production in dedicated posts. Now, let’s talk a bit more about the core inspiration for our game–Studio Ghibli’s artstyle.