AKIBA'S BEAT has a team structure of three people. The division consists of Live2D general work, Live2D data, and image creation. Since it was our first Live2D recruitment project, all CG including 3D, with a focus on new technologies and the accumulation of know-how for future use (in-house) It is a team that has been assigned a deeply knowledgeable staff.
At first, I asked an in-house designer to produce a “character illustration with a pose”, and then I tried to produce a “ Live2D illustration” that turned to the front. It was hard to resemble a "character illustration with a pose" that was not supposed to be moved. As a result of thinking in various ways, I thought about character character as the top priority and aimed to move the "character illustration with pose" as it is. However, if facial expression production is advanced with illustrations in advance, the default parameters cannot be used, so it has become more irregular than normal Live2D data, such as registering over 10 unique facial expression key forms. Thanks to the hard work, the expression created by the designer was reproduced in Live2D.
From the beginning of the project, there was an intention to “make an effort to the scenario event!” However, while the budget and period are limited, there is a problem “How can I create an attractive and emotional scenario event?”, And as a result of exploring various things, Live2D gives the movement as it is the image of the original picture Will be adopted.
I have touched various tools so far, but Live2D has the impression that it is an easy-to-touch tool for artists. Even if you can import while inheriting the PSD layer structure, samples and tutorials are enriched, “I can draw illustrations but I am not good at tools…” I think that it can be operated intuitively. In AKIBA'S BEAT, more than 40 characters were created with Live2D, but I think that the division of labor and division of labor was possible because of the advantage of not selecting people with the tool.