{"id":64712,"date":"2026-04-07T00:00:00","date_gmt":"2026-04-06T15:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=64712"},"modified":"2026-04-06T18:11:23","modified_gmt":"2026-04-06T09:11:23","slug":"this-is-what-it-means-to-be-good-at-art-capcom-veteran-akiman-on-why-elden-rings-environments-stand-out-even-among-higher-fidelity-aaas","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/this-is-what-it-means-to-be-good-at-art-capcom-veteran-akiman-on-why-elden-rings-environments-stand-out-even-among-higher-fidelity-aaas\/","title":{"rendered":"\u201cThis is what it means to be good at art.\u201d\u00a0Capcom veteran\u00a0Akiman\u00a0on why\u00a0Elden Ring\u2019s environments stand out\u00a0even\u00a0among\u00a0higher fidelity AAAs\u00a0"},"content":{"rendered":"\n<p>Former&nbsp;Capcom art&nbsp;director and character designer&nbsp;<strong>Akiman<\/strong>&nbsp;(Akira Yasuda), best known for his work in Street&nbsp;Fighter&nbsp;II,&nbsp;Red Dead Revolver,&nbsp;and the&nbsp;Mobile Suit&nbsp;Gundam series,&nbsp;recently took to his personal X account to&nbsp;talk about&nbsp;the&nbsp;strengths&nbsp;of&nbsp;Elden Ring\u2019s graphics.&nbsp;This came&nbsp;in response to a&nbsp;(now&nbsp;deleted) tweet from a user who, seeing a&nbsp;<a href=\"https:\/\/x.com\/VideoGameIX\/status\/2040278188488527960?s=20\" target=\"_blank\" rel=\"noreferrer noopener\">side-by-side video comparison<\/a>&nbsp;of environments&nbsp;in Elden Ring and Pearl Abyss\u2019s Crimson Dessert,&nbsp;pointed out that despite being technically \u201coutdated,\u201d&nbsp;FromSoftware\u2019s graphics still feel&nbsp;more impressive than many higher-fidelity games out there.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u666e\u901a\u3001\u5177\u8c61\u5316\u304c\u9032\u3081\u3070\u898b\u308b\u8005\u304c\u88dc\u5b8c\u3059\u308b\u4f59\u5730\u3092\u596a\u3063\u3066\u3044\u304f\u3082\u306e\u3060\u304c\u3001\u30a8\u30eb\u30c7\u30f3\u30ea\u30f3\u30b0\u306e\u30b0\u30e9\u30d5\u30a3\u30c3\u30af\u306f\u5177\u8c61\u5316\u3092\u305d\u306e\u90fd\u5ea6\u30b3\u30f3\u30c8\u30ed\u30fc\u30eb\u3057\u3066\u898b\u308b\u8005\u306e\u60f3\u50cf\u529b\u3092\u5e38\u306b\u6700\u5927\u9650\u306b\u304b\u304d\u7acb\u3066\u308b\u69d8\u306b\u4f5c\u3089\u308c\u3066\u3044\u308b<br><br>\u3054\u89a7\u306a\u3055\u3044\u3088\u3001\u9060\u666f\u304b\u3089\u898b\u305f\u80cc\u666f\u306e\u6d6e\u4e16\u7d75\u304b\u30a2\u30e9\u30f3\u30fb\u30ea\u30fc\u304b\u3068\u3044\u3046\u69d8\u306a\u7a7a\u6c17\u9060\u8fd1\u6cd5\u3092<br><br>\u3053\u308c\u3092\u7d75\u304c\u3046\u307e\u3044\u3068\u3044\u3046 <a href=\"https:\/\/t.co\/VstcOz5CQ1\">https:\/\/t.co\/VstcOz5CQ1<\/a><\/p>&mdash; \u3042\u304d\u307e\u3093PLAMAX\u300cGODZ ORDER\u300d\u795e\u7ffc\u9a0e\u58eb\u56e3 (@akiman7) <a href=\"https:\/\/twitter.com\/akiman7\/status\/2040629090412269621?ref_src=twsrc%5Etfw\">April 5, 2026<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>Offering an explanation,&nbsp;Akiman&nbsp;says:&nbsp;\u201cNormally, as the level of fidelity increases, the viewer is left with&nbsp;less&nbsp;and less&nbsp;room to supplement what&nbsp;they\u2019re&nbsp;seeing&nbsp;[using their imagination]. However, the graphics in Elden Ring are designed with careful control over the level&nbsp;of fidelity&nbsp;at each turn,&nbsp;in a way that ensures the viewer\u2019s imagination is constantly stimulated to the fullest.\u201d&nbsp;Akiman&nbsp;singles out&nbsp;FromSoftware\u2019s use of&nbsp;atmospheric&nbsp;perspective (creating the illusion of&nbsp;spatial&nbsp;depth&nbsp;by making&nbsp;objects less detailed&nbsp;and vibrant&nbsp;the further&nbsp;they recede into the distance)&nbsp;as&nbsp;a&nbsp;key&nbsp;contributor&nbsp;behind this.&nbsp;He likens the approach to that of&nbsp;ukiyo-e, a genre of Japanese woodblock prints and paintings&nbsp;(think Hokusai and Hiroshige), as well as the&nbsp;illustrations of&nbsp;Alan Lee.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1521\" height=\"849\" sizes=\"auto, (max-width: 1521px) 100vw, 1521px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-002-1.jpg\" alt=\"\" class=\"wp-image-64722\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-002-1.jpg 1521w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-002-1-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-002-1-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p>&#8220;This is what it means to be good at art,\u201d&nbsp;Akiman&nbsp;concludes.&nbsp;Coincidentally, FromSoftware\u2019s artists themselves have talked at&nbsp;length&nbsp;about their efforts to produce&nbsp;visually impactful graphics in Elden Ring despite the&nbsp;technical and financial&nbsp;constraints they faced.&nbsp;In a&nbsp;<a href=\"https:\/\/gamemakers.jp\/article\/2025_09_02_116013\/\" target=\"_blank\" rel=\"noreferrer noopener\">CEDEC lecture held in&nbsp;2025<\/a>, Elden Ring: Shadow of the&nbsp;Erdtree&nbsp;environment&nbsp;art&nbsp;director Hidenori Sato&nbsp;and&nbsp;lighting\/environment artist&nbsp;Reiji&nbsp;Katahira&nbsp;explained that&nbsp;they put a great emphasis on&nbsp;following&nbsp;fundamental compositional rules&nbsp;to create impressive visuals \u201clogically,\u201d without relying too heavily on intuition.&nbsp;<\/p>\n\n\n\n<p>The developers analyzed&nbsp;the layout of&nbsp;Elden Ring\u2019s&nbsp;environmental elements (like&nbsp;landscape, architecture, shadows,&nbsp;and fog) for each scene&nbsp;in the game&nbsp;by&nbsp;capturing&nbsp;still images.&nbsp;This allowed&nbsp;them to spot and&nbsp;eliminate&nbsp;compositional errors like monotonous areas, repetition of the&nbsp;same elements,&nbsp;symmetry&nbsp;or poor visual flow (the player\u2019s line of sight being&nbsp;unstable or&nbsp;led&nbsp;to the wrong places), resulting in environments&nbsp;that feel&nbsp;instinctively&nbsp;appealing to the player.&nbsp;&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"975\" height=\"275\" sizes=\"auto, (max-width: 975px) 100vw, 975px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-003.jpg\" alt=\"\" class=\"wp-image-64723\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-003.jpg 975w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-003-380x107.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64712-003-768x217.jpg 768w\" \/><figcaption class=\"wp-element-caption\">Bad composition vs good composition (Image via <a href=\"https:\/\/gamemakers.jp\/article\/2025_09_02_116013\/\" target=\"_blank\" rel=\"noreferrer noopener\">GameMakers<\/a>, FromSoftware)<\/figcaption><\/figure>\n\n\n\n<p>To\u00a0battle constraints, Elden Ring\u2019s developers also defined\u00a0what they refer to internally as \u201cviewpoints\u201d\u00a0\u2013\u00a0locations that need to be produced\u00a0in higher quality compared to others\u00a0(one example in Shadow of the Erdtree being\u00a0the Cerulean Coast). These are\u00a0usually areas that come right after a change in surroundings, when the player is most likely to focus on what the environment looks like.\u00a0The meticulous process\u00a0Sato and\u00a0Katahira\u00a0described, along with the sheer volume of design iterations\u00a0and corrections they presented\u00a0from Elden Ring\u2019s development process,\u00a0definitely seem\u00a0to go in line with the \u201ccareful control\u201d\u00a0over\u00a0every scene\u00a0Akiman\u00a0talks about.\u00a0<\/p>\n\n\n\n<p><strong>Related: <a href=\"https:\/\/automaton-media.com\/en\/news\/elden-ring-nightreigns-devs-thought-it-looked-funny-to-revive-teammates-by-attacking-them\/\" target=\"_blank\" rel=\"noreferrer noopener\">Elden Ring Nightreign\u2019s devs thought it looked funny to revive teammates by attacking them\u00a0<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Former Capcom art director and character designer Akiman (Akira Yasuda) talks about the strengths of FromSoftware&#8217;s &#8220;controlled&#8221; environment design.<\/p>\n","protected":false},"author":55,"featured_media":64720,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[56,17],"class_list":["post-64712","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-elden-ring","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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