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>> No.5850228 [View]
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>> No.4813550 [View]
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>>4812121
Those were never going to be the final designs, though.

You'd never guess that these were the designs of Dmitri and Talbain, because they refine that shit.

>> No.4493391 [View]
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>>4493387

>> No.4436048 [View]
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Akiman says that the character design stage for Darkstalkers 1 was very long and in-depth, the artists were churning out design after design for three months. This was right after the time Capcom had hit it big with SF2, and combined with the mandate from management that the next game would use a cel-shaded style completely different from the usual gradiated style of the time, he knew that Capcom was going to need a lot of skilled designers and artists in the coming years. So he supervised and trained the team during this process, and the skills they learned would not only make Darkstalkers a great looking game but also carry on to Marvel Street Fighter Alpha, and Street Fighter 3.

>> No.4080815 [View]
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>>4080814

>> No.3577706 [View]
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>> No.2714070 [View]
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>> No.2304083 [View]
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>>2304078
That sort of thing happens when you spend 3 months just constantly churning out designs. Some of them are shit. Some are okay. Some turn out good. That's how brainstorming works. Throw stuff at the wall and see what sticks.

>> No.1817351 [View]
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