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    |   | Thursday,
      June 2nd, 2016 |  
    | Early SFV
      Prototype Screenshot, Concept Art, & Interview With Producer Koichi Sugiyama
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    |  |    
 
  
    |  Some
      interesting early concept images from the official Japanese SFV
      artbook have surfaced online. Included are early character concept art,
      plus a prototype screenshot of what SFV might've looked like under
      a different art direction. In fact, Capcom's Koichi Sugiyama recently told
      Game Spark that an early build of SFV featured
      "photo-realistic graphics". Sugiyama further explained the
      design process behind SFV's  visuals... scroll down for the full
      interview! 
  Big thanks to @Itsumobasho
      for posting these images on Twitter. If we come across higher quality
      versions of these artworks, we'll update this article (and update
      respective TFG character profiles, of course).
  
 And below is the interview with SFV producer, Koichi Sugiyama.
      Thanks to Eventhubs for the English translation from Japanese.
 
 
        
          
            | 
                Game
                Spark: To
                kick things off, please briefly introduce yourself.
 Koichi Sugiyama:
                 Hi, my name is Koichi
                Sugiyama, and I'm the Producer for Street Fighter 5 at Capcom.
                What that actually means is that, for the most part I'm in
                charge of promotions and operations for the title, and that
                includes taking care of the project's financials.
 
 Although the actual Street Fighter 5 creative work is overseen
                mostly by the game's director, as I do need to know everything
                about the game for promotional and operational purposes, I'm
                nonetheless quite well-versed on the subject.
 
 Game Spark:
                 When were you first involved with
                the Street Fighter series?
 
 Koichi Sugiyama:
                 Previously I was also Producer
                on Ultra Street Fighter 4 [and that's about it]. This is fairly
                rare, I think, but prior to being involved with Ultra Street
                Fighter 4's production, I was actually someone on the management
                side of the company, handling administrative and enterprise
                projects.
 
 Game Spark:
                 When did Street Fighter 5's
                development first begin?
 
 Koichi Sugiyama:
                 The actual development work
                first began in the summer of 2013. But the idea for Street
                Fighter 5 itself, however, was something we've been kicking
                around since 2011. At the time we thought that we should work on
                an Ultra Street Fighter 4 first, as it would allow us to foster
                a much stronger Street Fighter community that would lead into
                SF5.
 
 Game Spark:
                 Since there was an 8-year gap
                between the development of Street Fighter 4 and 5, were there
                any difficulties you faced in making the sequel?
 
 Koichi Sugiyama:
                 Well, we really had to work
                very hard on the game's visuals.
 
 Up until SF3, the series had been rendered in dot-matrix pixel
                sprites. But for SF4, the graphics were all done with 3D models,
                and so we had to go through many phases of trial and error in
                order to nail the same sort of visual impact that the series is
                known for.
 
 For SF5, as this time around we were working with Unreal Engine
                4, which is known for being particularly good at rendering
                photorealistic visuals, we had to work really hard to try and
                recreate that same anime-esque look for the game -- so once
                again we did a lot of experiments, before finally settling on
                adding "oil painting-esque touches".
 
 In fact, in the very early stages of development, we actually
                put together a build of SF5 that was rendered in photorealistic
                graphics. But when we did, we realized that it just wouldn't be
                Street Fighter without the bold, anime-esque look and feel to
                the game, so we decided to shelve the whole photorealism idea
                altogether.
 
 Game Spark:
                 Street Fighter 5 with
                photorealistic visuals? I'd love to see that.
 
 Koichi Sugiyama:
                 Actually, you can. In the
                booklet that comes with Street Fighter 5 if you ordered from the
                e-Capcom store, you can see a single screenshot of that
                photorealistic build we were running at the time. At this point
                in time, Ryu had just gotten back from training in seclusion in
                the mountains, so he's grown a beard and is covered with all
                these cuts and bruises. The idea to make a "Hot Ryu"
                battle costume came from this photo-realistic build of SF5.
 
                Game
                Spark:  Another unique visual aspect in SF5 is the
                "fluid trails" visual effects (that appears during the
                V-Trigger activation animation). What was the process that led
                to the visual effect's inclusion?
 Koichi Sugiyama:
                 In Street Fighter X Tekken, we
                had this "water" effects motif. In Street Fighter 4,
                it was "ink". So when we began making Street Fighter
                5, we thought about what sort of motif we could replace this
                with.
 
 We tried various different effects, such as "powder"
                or "light". But everything we tried either made things
                too difficult to see, or too plain, so we couldn't really find
                something apt. At this point, we began examining why we even
                wanted to implement these visual effects in the first place.
 
 And the result was that, we realized that we wanted to, for
                instance, have these rainbow effects appear in Rainbow Mika's
                case.
 We realized
                that we wanted to bring out the characters' individual image
                colors and use it as a representation of each fighter's unique
                aura. That led us to settle on the "fluid trails"
                visual effect. By the way, since the effects are a
                representation of the characters' aura, even if you pick a
                different costume color, the fluid trails do not change colors.
 Game Spark:
                 Was it decided from the very
                beginning that Street Fighter 5 would be developed using the
                Unreal Engine 4?
 
 Koichi Sugiyama:   No, we were considering a
                number of different engines at the time. As the Unreal Engine 4
                was also still under development at the time, and their team was
                looking for help on extending the engine's possibilities, we
                ended up forming a tag-team with Epic Games to help one another
                out.
 
 (Thanks to Eventhubs
                for the translation)
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          | Sources:  CFN
            Portal,  Eventhubs, 
            Translations by MajinTenshinhan |  
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