-----Based on our Japanese blog-----
Hi, Shizu Mecha here!
We got a lot of ground to cover so let me jump straight to the point:
Booya! We're going to the Koyobukiya head office in Tachikawa!
Allow me to introduce the power team:
Souhei Yunoki: Planning and development (Left)
Katsuhiko Hori: Sculptor (Middle)
Nobuo: Sales (Right)
The three were kind enough to stop producing amazing mecha for long enough to talk to us about their Armored Core V.I. line of plastic kits. The series has been running for nine years strong and the latest entry puts all their accumulated knowledge to good use:
V.I. Series - Armored Core V KT-104/PERUN Hanged Man Saisen Ver. 1/72 Plastic Model
---The KT-104/PERUN Hanged Man Saisen Ver. is a hotly-anticipated plastic model kit. Kotobukiya is putting a lot of energy into promoting it, even going to far as to display a sample sculpt in stores.
(Production sample display courtesy of Kotobuki! Puramo Labo)
NOBUO: We wanted to promote it from a different angle. Displaying Hanged Man in stores for a limited time allows the customer to experience the magic of the kit first hand.
Hori: I thought it would be easier for the customer to get a feel for the model if we displayed it assembled. We're working with stores throughout the country to find the best way to display it.
--- We're happy to help spread the Hanged Man fever online!
Not everyone has a chance to see it in person so I hope the photos of the painted prototype from this interview will let our readers see what makes it so cool.
From GAEA to Hanged Man: Looking back on nine years of V.I. history
---Yunoki-san is the planner while Hori-san is the sculptor. Can you give me a better idea of what goes into producing a model?
Yunoki: I'm the product planner and producer for the current V.I series.
To explain what Hori-san does, let me first talk about how model kits are produced. You know the plastic parts that come connected to a runner? These materials are cast in a metal mold. But to make the mold first somebody needs to sculpt the individual parts. The in-house specialist who creates these parts is the sculptor--or in this case, Hori.
Development, in a nutshell, involves converting the parts the sculptor created into 3D data and managing the workflow as we use that data to cast the mold.
*The methodology and terms used differ by maker and specialty.
--- The V.I. series has continued for nine long years beginning in 2005 with the Mirage C01-GAEA. What has been the core concept?
Hori: The main draw of the Armored Core games is that you can create your own custom mecha with personalized parts and paint job. We stay focused on this when creating a kit.
Recently the games have introduced more "hero" mechs so the lineup reflects this. The more models you collect the more customization options you have--just like in the game! We've tried to stay true to this vision from the beginning of the series.
Nobuo: Kotobukiya has released a number of kits with exchangeable parts, but it all started nine years ago with the GAEA.
Hori: Each sequel brings sweeping changes to the game world, but Armored Core V (Hereinafter "ACV") threw us for a loop by changing the height of the Armored Cores.
--- The Armored Cores had been 10 meters up to that point. It was quite a shock to have a mecha series shrink their namesake down to seven meters.
Hori: FromSoftware gave us a heads-up and told us that the mechs would be more compact in the next title. Our main concern was the size of the kits themselves.
Would we stick to the 1/72 scale of the V.I. Series, or do something different to accommodate the smaller Armored Cores in ACV?
Nobuo: Oh, we had plenty of internal meetings about the scale issue.
The kits were around 15cm at that point and making them smaller might have reduced their visual punch. It made us unsure about the product. We looked into the possibility of scaling them up.
On the other hand we wanted the ACV kits to fit into the V.I. Series, so we decided to keep the scale consistent. Once you suit up the ACV kits with all their gear the Armored Cores look as bulky as their big brothers with an amazing amount of detail to match. We're no longer worried about them not looking as cool.
--- The evolution of the game series has a major impact on the model kits. What was different about sculpting the first ACV kit, the UCR-10/L AGNI?
Hori: My initial concern was the size of the joint blocks. A smaller mecha means smaller joints. A kit needs a strong enough grip to hold a weapon, or it needs to be designed in a way to maintain structural integrity. There's a lot to think about.
ACV introduced a greater amount of design elements which meant more details to deal with, but when you consider it the natural extension of what I've been working on, there wasn't anything that tricky.
Hori: Kotobukiya started the V.I. line before we knew how to plan for a series. Basically we would produce a kit and try to shoehorn the next one work with the previous one. ACV rewrote the spec sheet so it was an opportunity for us to stop and plan how the series should develop.
To give you an idea of the workflow, FromSoftware provided the mecha data that we used to plan the parts framework. How can we stay flexible to accommodate future kits? How can we design the joints to hold poses? These are the sorts of questions I asked myself before sculpting.
--- Instead of producing each kit individually, you had a wide perspective that took future products into consideration.
Hori: The backbone of the V.I. line is cross-kit compatibility, so we always have to keep the entire series in mind. Figuring out where we can make generic parts and joints is huge. You have to approach it like an industrial production line.
Which is more important: Poseability, or looking good on a shelf?
--- How did you decide which of the Armored Cores from ACV to make into kits?
Hori: We figured out the release order based on the data provided by FromSoftware. The trick is keeping the releases exciting to the end. We have to take the entire line into consideration the same way we plan the parts framework.
Yunoki: When we first spoke with FromSoftware the game hadn't been released yet so we tossed around the idea of releasing parts--torsos, heads--instead of a complete Armored Core.
--- Being involved before the release must have been a great morale boost even if you didn't know the full scope of the project.
Hori: For sure. FromSoftware were thorough with their design documents and even gave us work-in-progress game footage. This let us start planning the shape, movable parts, and overall direction of the line.
Yunoki: They filled us in on the setting and concept as well. I remember thinking at the time, "I've never seen an AC title with this many hero mechs." The game was developed to make each player into the main character so I knew we had a hardcore title on our hands.
Hori: That's part of the reason we chose AGNI to be our first ACV kit. It's not tied to any character. Instead of focusing on a certain character, the game features an ensemble cast thrown into a war zone. The Japanese tagline is “The battleground of nameless mercenaries” so we wanted to stick to that concept. The V.I. series had already released many hero mechs in the past, such as White Glint, so it was time to take it back to its roots.
Yunoki: Going back to modeling, previous kits have stayed true to the original design while adding details or making tweaks, but the mechs in ACV are more detailed to start with so that's not the case anymore. Now the focus is on faithfully recreating the specs from the game.
The proof is in the packaging--the boxes for AGNI and Vengeance are just as big, if not bigger than the previous series! (Laughs)
--- Even though the kits are smaller they didn't lose any parts. Rather, they're more detailed and closer to the original.
Hori: The in-game models in ACV are more detailed than previous installments so the kits have to pack in more as well. This influences the direction we take the sculpts, such as deciding the joint framework.
There's a few directions you can take a sculpt. For example, you can make it smaller and tweak it to still be fully poseable, but the loss of detail simplifies the part framework so you'll need to compensate by making the parts stronger.
On the other hand, you can also keep mobility to a minimum and focus on sculpting the details to look exactly like the game to make the kit feel more like a weapon. We went with the latter for the ACV series.
---The in-game models are more detailed in ACV than in previous installments. Did this change your approach to sculpting?
Hori: Up until AC4 many of the mecha had long, thin arms and legs which looked cool in fight scenes and when posed, but in ACV the mecha are more like humanoid weapons. I needed to change my sculpts to match the new game world.
Why a good sculpt doesn't guarantee a good kit
--- As a sculptor, what areas did you focus on to bring the extra details of the in-game models to life?
Hori: When creating a sculpt you need to take the mold into consideration and work within those limitations while maintaining the original design. This is especially important for the Armored Core series.
Hori: Hanged Man has curved surfaces with part lines carved into the panels. I was able to maintain a high level of detail by breaking each of these lines into a separate part.
The in-game model focuses detail on the areas shown on screen and cuts corners in others. For example, the original might not have the same level of detail around back as on the front. As a sculptor it's my job to keep things consistent all the way around. This means tweaking things so that the mecha feels real in 3D-space.
--- Upon closer inspection of the surface I can see that the parts are separated into plates by lines. There's also additional detail under the rear skirt flap.
Being able to ad-lib is a design skill that is difficult to quantify. How does one acquire a sense for design improv?
Hori: The first model I worked on was the Mirage C04-ATLAS Fox Eye version. During the review process I worked with the mecha designer and the more we communicated the more I was able to find my focus and a tease out patterns. When I brought the prototype to FromSoftware for their check I was able to speak with the mechanical designers and I noticed that they had a preference for certain designs or repeating motifs. Once I discovered the patterns in the original I could include them in my sculpt when I had to make up for missing details.
--- Each designer has their own personality and quirks. These are the things that fans want to see implemented into a kit.
Yunoki: In the beginning the mold technology couldn't always keep up with the sculpt, so even if we had an amazing sculpt the end product would have to be simplified.
It's a bummer for the sculptor when their vision can't be implemented. So we have the sculptors work with the development side to figure out what shapes work for production.
Yunoki: As a result, when FromSoftware gives us retakes asking for more detail, rather then a simple "Yes" or "No," we give them options. We can do this sort of detail. It's too hard to carve a groove here, so let's make this part stepped instead. That kind of thing.
The director usually just tells us to "Make it look cool." (Laughs)
Hori: As a sculptor I want to recreate as much detail as possible but I'm aware of the limitations of the mold. I go back and forth with the development team to push it to the limit.
Up until AC4 I kept my internal logic to myself, but starting with ACV I knew that if I didn't share my thought process then the job would blow up in my face. I spend a lot of time with the developers. We've earned FromSoftware's trust over the course of the V.I. series and now they leave us a certain degree of freedom in our models. The director usually just tells us to "Make it look cool." (Laughs)
Hori: In general the sculptor will create a prototype and then the client will ask for specific details, but for Armored Core I often fill in the details myself before presenting it for check. Sometimes my sculpt is approved right away, so I know I'm doing the right thing. We have a good relationship with FromSoftware.
--- They trust you to ad-lib and you can deliver on that promise because of your strong internal communication.
Hori: Working closely with the development side has opened the door for new modeling possibilities. It's not just Armored Core--feedback we get on other titles is shared within the team and we learn new tricks from each other.
Yunoki: In terms of our production line, the molds we have now are much more precise than when we started. The difference is obvious when you assemble the kit and see the clean edges and chiseled lines. By working together we've managed to close the gap between the sculpt and mold. Hori's sculpts look nearly identical to the finished product.
(To be continued in Part 2)
(C)1997-2013 FromSoftware, Inc. All rights reserved.
(C)2012 BANDAI NAMCO Games Inc.(C)1997-2012 FromSoftware, Inc. All rights reserved.
*Photographs are of a painted kit. This product is an unassembled, unpainted kit.