EDGE

PAUL-EMILE BOUCHER

ART DIRECTOR

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Why did you decide on a painterly art style for Sifu?

Actually, at the very beginning – the very, very early stages – I remember we even had a discussion about should the art style be more realist. But we ended up choosing to build on our expertise from Absolver, continuing with the stylised approach. Stylisatio­n means that you are controllin­g the level of detail of your image. And by choosing not to put too much detail, you can – and we at least try to – put the emphasis on what matters most. Which, in Absolver, was the idea of the fight as a dance.

And having worked on that game as a lead artist, what did you carry over to this project?

We built a lot on Absolver’s art style, but we didn’t want to repeat ourselves. Absolver was heavily influenced by the low-poly aesthetic, and for Sifu we are more based on the 2D speedpaint style. So basically, where in Absolver our smallest scale of detail was a large polygon, here in Sifu our smallest detail is a small brushstrok­e.

Did the fact that the main character gets older introduce any challenges for the art team?

It had a large impact on how we approach the character [design], because you’re not creating a character, you’re creating a spectrum. It was especially a challenge in terms of concept art, because we had to individual­ly design each age for our male and female characters.

Were there any concepts you couldn’t make work?

At the very beginning, when everything is possible, we even thought about how [ageing] could impact the environmen­t. But we decided to restrict it to the character, because that’s what made most sense with this idea of mastery through practice.

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 ?? ?? Paul-Emile Boucher, art director
Paul-Emile Boucher, art director

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