{"id":35502,"date":"2024-08-16T11:57:50","date_gmt":"2024-08-16T02:57:50","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=35502"},"modified":"2024-08-22T21:31:17","modified_gmt":"2024-08-22T12:31:17","slug":"capcom-devs-explain-how-they-used-analogue-special-effects-in-kunitsu-gami-path-of-the-goddess","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/capcom-devs-explain-how-they-used-analogue-special-effects-in-kunitsu-gami-path-of-the-goddess\/","title":{"rendered":"Capcom devs explain how they used analogue special effects in Kunitsu-Gami: Path of the Goddess\u00a0"},"content":{"rendered":"\n<p>Capcom recently released the first <a href=\"https:\/\/www.youtube.com\/watch?v=PI3g1ShrTIQ\" target=\"_blank\" rel=\"noreferrer noopener\">making-of video<\/a> for <strong>Kunitsu-Gami: Path of the Goddess<\/strong> on YouTube. The Japanese language documentary reveals how and why the development team behind Capcom\u2019s new IP chose to combine real-life models and effects with CGI to create the game\u2019s unique, mystical version of historical Japan. It surprisingly involves coffee grounds and mini fireworks.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"506\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-002-2.jpg\" alt=\"Kunitsu-Gami Path of the Goddess scenery \" class=\"wp-image-35516\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-002-2.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-002-2-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-002-2-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>Like Capcom\u2019s cult classic Okami, Kunitsu-Gami&#8217;s story heavily centers on Japan\u2019s Shinto religion and mythological monsters (<em>yokai<\/em>). The game\u2019s atmosphere and environments are a key part of this. The documentary, with commentary from director Shuichi Kawata, miniature designer Naoki Ishii and physical effects creator Hiroyuki Wada, shows the detailed physical models of buildings and settings that were created for the game, as well as the practical special effects (<a href=\"https:\/\/automaton-media.com\/en\/news\/capcom-is-3d-scanning-traditional-japanese-sweets-to-make-kunitsu-gami-path-of-the-goddess-as-authentic-as-possible\/\" target=\"_blank\" rel=\"noreferrer noopener\">not to mention the traditional Japanese sweets<\/a>). But why did the team go to so much trouble to create these aspects for a digital video game?&nbsp;&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading has-palette-color-10-color has-text-color has-link-color wp-elements-66ec6a6e13e2048e60e0409569890429\" style=\"font-size:2px\">.<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/www.youtube.com\/watch?v=PI3g1ShrTIQ\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"468\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-006.jpg\" alt=\"Kunitsu-Gami Path of the Goddess making of\" class=\"wp-image-35512\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-006.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-006-380x198.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-006-768x399.jpg 768w\" \/><\/a><figcaption class=\"wp-element-caption\">Kunitsu-Gami: Path of the Goddess&#8217;s Miniature Designer Naoki Ishii and the game&#8217;s Director Shuichi Kawata discuss the game&#8217;s environments (image credit: <a href=\"https:\/\/www.youtube.com\/watch?v=PI3g1ShrTIQ\" target=\"_blank\" rel=\"noreferrer noopener\">Capcom Channel<\/a>).<\/figcaption><\/figure>\n\n\n\n<p>First of all, Kawata reveals that the decision to make detailed models of Japanese village buildings and then 3D scan them into the game is simply because \u201cWe want people to feel like they are playing the game while looking into a diorama.\u201d This led them to focus on the game\u2019s art design and resulted in the team using real miniatures to immerse the player in a unique world.&nbsp;&nbsp;<\/p>\n\n\n\n<p>Those who have picked up Kunitsu-Gami will soon notice that instead of having a typical third-person camera angle that is directly behind the player\u2019s character, the game opts for a more distant perspective, with the camera pulled out. This gives a detailed overview of the game\u2019s lush environments and rustic houses. \u201cWith this kind of camera angle, the best or coolest set-up is to frame it like a TV screen, with the game characters moving around within a diorama.\u201d Kawata explains. Another reason for Kunitsu-Gami&#8217;s choice of camera angle had to do with the game\u2019s topic. \u201cAs it\u2019s a story about a god, I designed it in a way that gives a bit of a god\u2019s perspective.\u201d Kawata previously revealed in an interview with <a href=\"https:\/\/www.famitsu.com\/article\/202406\/7814?fbclid=IwY2xjawEpTI1leHRuA2FlbQIxMQABHVtg1E5o9nGy4o0mgOUlGaHYm9NqwMUQloRm9-YOTzBYuRBDQe3tu_m5lA_aem_G4UrFaqnJh6D1ukqOSEwXQ\" target=\"_blank\" rel=\"noreferrer noopener\">Famitsu.<\/a>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"506\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-001.jpg\" alt=\"Kunitsu-Gami in-game scenery snow and shrine\" class=\"wp-image-35515\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-001.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-001-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading has-palette-color-10-color has-text-color has-link-color wp-elements-681a2f71bb51c647c66bfe95b1730435\" style=\"font-size:2px\">.<\/h2>\n\n\n\n<p>When it came to 3D scanning the dioramas into the game, Kawata made use of the team\u2019s knowledge of what materials would scan easily, using CGI to make up for any missing details and smooth out any rough patches. The designer of the game\u2019s miniatures, Naoki Ishii, comments that \u201cKawata also makes analogue 3D models himself, so it was very easy for us to share our views on the technical aspects,\u201d with them often discussing what aspects of the dioramas would and wouldn\u2019t work on screen. The hybrid approach allowed them to combine the best of both worlds- the fine detail of the real-life miniatures and CGI\u2019s corrective ability.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"406\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-011.jpg\" alt=\"Kunitsu-Gami miniature close-up\" class=\"wp-image-35509\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-011.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-011-380x171.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-011-768x346.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Close-up of some of the analogue miniature models (image credit: <a href=\"https:\/\/www.youtube.com\/watch?v=PI3g1ShrTIQ\" target=\"_blank\" rel=\"noreferrer noopener\">Capcom Channel<\/a>).<\/figcaption><\/figure>\n\n\n\n<p>Wada reveals that the most difficult building to create was the shrine. With Kunitsu-Gami&#8217;s story being centered on the shrine maiden Yoshiro, her guardian Soh and their journey to purify a mountain, it is essential to the tale. \u201cA regular shrine wouldn\u2019t do, so I combined various elements inspired by shrines from all over Japan\u201d Ishii explains. Including this research, it took around 3 months to create the full model of the shrine. He reveals that the textured roof was actually created using dried-out coffee grounds that were then glued together.&nbsp;&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"405\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-010.jpg\" alt=\"Kunitsu-Gami Path of the Goddess shrine building miniature model\" class=\"wp-image-35510\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-010.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-010-380x171.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-010-768x346.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em><strong>Above: <\/strong>Analogue miniature model of the shrine&#8217;s main building.<br><strong>Below: <\/strong>The scanned digital model of the shrine&#8217;s main building. <\/em><br><em>(image credit: Capcom Channel) <\/em><\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"415\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-008.jpg\" alt=\"Kunitsu-Gami Path of the Goddess Shrine building in game model\" class=\"wp-image-35511\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-008.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-008-380x175.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-008-768x354.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading has-palette-color-10-color has-text-color has-link-color wp-elements-a9ed2fad99ee5ac2aea4a7aecd6b0643\" style=\"font-size:2px\">.<\/h2>\n\n\n\n<h2 class=\"wp-block-heading has-palette-color-10-color has-text-color has-link-color wp-elements-f2e1d39698a360a24ec82bd31b4b21c3\" style=\"font-size:2px\">.<\/h2>\n\n\n\n<p>The creators conducted wide-ranging research throughout Japan because they wanted Kunitsu-Gami&#8217;s world to invoke a sense of typical landscapes familiar to anyone who has been to the Japanese countryside. However, they did not want it to feel like a particular real-life location.&nbsp;<\/p>\n\n\n\n<p>For the special effects, Kawata mentions that the team really wanted to put strong emphasis on fireworks and sparks. The fireworks when you purify a shrine in the game, Soh\u2019s flaming sword, and the sparkler traps you can lay for the game\u2019s Seethe monsters were all created using practical special effects. Instead of simply filming regular fireworks, Kawata explained that \u201cI asked the team to focus on calculating the design and movement etc. of the fireworks before trying to create them.\u201d Kawata explains.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"900\" height=\"407\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" src=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-012.jpg\" alt=\"Kunitsu-Gami special effects fireworks\" class=\"wp-image-35508\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-012.jpg 900w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-012-380x172.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-012-768x347.jpg 768w\" \/><\/figure>\n\n\n\n<h6 class=\"wp-block-heading has-palette-color-10-color has-text-color has-link-color wp-elements-26254f564d66ee266d90374dd0f9a37a\" style=\"font-size:2px\">.<\/h6>\n\n\n\n<p>Used to creating flashy special effects for TV and film, physical effects director Wada explains that it was hard to create the more subtle effects to match the spirit of Kunitsu-Gami&#8217;s world, adding that it was extremely difficult to capture footage of small-scale fireworks within the confines of the studio. However, he adds that \u201cit was really fun\u201d working with the team to find ways to create the desired effects. Kawata explains that Wada was incredibly flexible in coming up with solutions to the team\u2019s precise demands, stating that \u201cwe were impressed by the amount of extensive knowledge that he has in this field.\u201d&nbsp;&nbsp;<\/p>\n\n\n\n<p>Towards the end of the video, Ishii expresses hope that players will enjoy the unique new world that has been created in Kunitsu-Gami by combining the completely opposite elements of real-life special effects and miniatures with computer graphics. Kawata adds that \u201cWe live in a world where so many things are created using computers, so we wanted to bring a sense of reality, real sensations and excitement to this game.\u201d&nbsp;&nbsp;<\/p>\n\n\n\n<p>As an aside, Kunitsu-Gami is not the only recent game to utilize practical special effects. The directors of 2023\u2019s Alan Wake 2 <a href=\"https:\/\/automaton-media.com\/en\/news\/alan-wake-2-directors-reveal-how-and-why-real-life-special-effects-were-used-in-the-game\/\" target=\"_blank\" rel=\"noreferrer noopener\">recently revealed why they opted to use such conventional methods<\/a>.&nbsp;&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/www.kunitsu-gami.com\/en-us\/\" target=\"_blank\" rel=\"noreferrer noopener\">Kunitsu-Gami: Path of the Goddess<\/a>&nbsp;is available now on PC (Steam\/Windows), PS4\/PS5, Xbox One\/Xbox Series X|S (including Xbox Game Pass).&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Coffee grounds and mini fireworks: Kunitsu-Gami: Path of the Goddess&#8217;s devs reveal how they combined real-life miniatures and practical effects with CGI to create a unique world.<\/p>\n","protected":false},"author":61,"featured_media":35506,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-35502","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Capcom devs explain how they used analogue special effects in Kunitsu-Gami: Path of the Goddess\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Coffee grounds and mini fireworks: Kunitsu-Gami Path of the Goddess&#039;s devs reveal how they combined miniatures and practical effects with CGI\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/news\/capcom-devs-explain-how-they-used-analogue-special-effects-in-kunitsu-gami-path-of-the-goddess\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Capcom devs explain how they used analogue special effects in Kunitsu-Gami: Path of the Goddess\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Coffee grounds and mini fireworks: Kunitsu-Gami Path of the Goddess&#039;s devs reveal how they combined miniatures and practical effects with CGI\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/news\/capcom-devs-explain-how-they-used-analogue-special-effects-in-kunitsu-gami-path-of-the-goddess\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2024-08-16T02:57:50+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2024-08-22T12:31:17+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/08\/20240816-35502-header.jpeg\" \/>\n\t<meta property=\"og:image:width\" content=\"900\" \/>\n\t<meta property=\"og:image:height\" content=\"506\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Verity Townsend\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Verity Townsend\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Capcom devs explain how they used analogue special effects in Kunitsu-Gami: Path of the Goddess\u00a0 - 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