I posted this on the reveal thread, but thought it could use a new thread since most people might ignore that one.
Disclaimer: English is my second language and both Alex and Wilson have heavy accents. So I may have gotten some of the names wrong. I would welcome any corrections on that.
Disclaimer: English is my second language and both Alex and Wilson have heavy accents. So I may have gotten some of the names wrong. I would welcome any corrections on that.
- Base team that worked on DMC5 from pre-production was made of 4 individuals:
- Wilson - Designed the entire art/design pipeline for DMC5
- Nagaki (?) - Character lead
- Koki Kinoshita (thank you Sesha ) - Art lead
- Itsuno - Director
- Wilson made all base models for monsters and bosses
- Then they outsourced high-poly 3D models
- When they got high-poly models back they did a test scene. Put all the high-poly models next to each other.
- Matt mentions Goliath being one of them (the big horn dude in the trailer).
- All of the bosses (and characters) were in that scene as well and Matt makes a remark about how bosses got bigger and bigger size wise. They say the scale is incredible.
- Alex works under Daigo Ikeno. He says it's great because Ikeno doesn't give him too much feedback on his work so he has a lot of freedom.
- One word Ikeno uses a lot apparently is "slick". Alex says early on Ikeno looked at his works and told him to make it more slick and Alex was wondering what the hell that means (lol). Tho he says he understands now.
- Alex worked on Nero's van for a whole year.
- They describe van as a character not a vehicle. As in it was made by people that made the character models cause the environment modelers said it was a character so the character designers had to work on it not them lol
- They stress that there are a lot of details in the van.
- Alex says the game was so visually impressive that he often asked Nagaki (Yumei Nagaki?) "are we gonna tone this down?" and he would say "no, that's in the game"
- They are very strict on designs looking realistic. If a design didn't seem realistic enough they would go back to it until it was realistic enough.
- Wilson's favorite Capcom game is Dragon's Dogma. He has never played a DMC game before.
- Alex has played DMC4 and Berial fight is his favorite moment in the game.
- Yuichiro Hiraki from DMC1 and DMC4 is back and works on DMC5 animations.
- Alex was talking about how impressive Berial was in DMC4 with the fires and destroying houses which is when Matt says how Alex and the team have made the Goliath such an impressive boss in the DMC5 and how Goliath (as we saw in the trailer) will destroy a giant cathedral.
- Matt also says Goliath should be considered an equivalent to Berial. Not from the point of when will you fight it in the story, but the actual design and the fight having great environment interactivity.
- Matt mentions how the different animal faces on Goliath look great and give it a unique design.
- They hyping up the next trailer. Saying it's gonna be amazing.
- Nero's accessories (like his bracelet) are hand designed and not scanned. Wilson was the person who designed those.
- The Devil May Cry blue neon sign is actually Alex' handwriting. He was surprised to see it in the trailer. Matt and Pete didn't even know it was his handwriting so they were surprised in the podcast lol
- The neon sign was at first pink but then for some reason they decided to make it blue. (even Alex wasn't sure why lol)
- Alex wrote 40 different versions of Devil May Cry and made 40 different versions of neon signs (he called them mini-trailers) for the trailer (holy shit!)
- Alex added a lot of details to the van such a bunch of references to Osaka.
- Also there stickers on the van like the name of famous racers on the windows. Those belong to Nico.
- Alex also designed Nico's tattoos.
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