https://twitter.com/akiman7/status/300011090652315649
https://twitter.com/akiman7/status/300014637825523712
https://twitter.com/akiman7
>The rest of the graphics team and I were the ones who did the promotional art for World Warrior. Kinu started doing the promotional art from Champion Edition onward. The character designs themselves were made by everyone on the graphics team.
>The graphics team members would live at the studio for years at a time pouring their hearts into those characters. But because of art books and such people go "Oh, it has to have so-and-so artist or it'll suck." Character design and illustration are two entirely different skillsets.
>We had sprite artists at Capcom and they were the ones who made the characters. These people had the skills of both an embroider and an animator and would draw sprites pixel by pixel using a keyboard. They were the ones who developed the characters' ideas, and it took months to years of work. But people cared more about promotional art that was drawn in a couple of days.
>>381451776
It's called building a successful franchise by employing smart business practices.
>>381452456
Putting more importance on promotional art than the games themselves is a smart business practice?
>>381453160
Unless you let people play the game for free all they have to base their decision to buy the game or not on is the game's facade.
>>381453431
We're talking about 90s arcade games here. They only cost a quarter to play, and they had gameplay demos running constantly when they weren't being played.
Promotional art back then looks better than today's current 3D models.