CASE STUDY
TEKKEN 7 - DLC METADATA CHARACTER SETWe worked on TEKKEN 7 DLC 3-9, 11-15 Metadata Sets with Bandai Namco's Brand, Creative Services and Digital teams. This title has absolutely beautiful key art. However, with all this beauty comes the most complex layer organization of any key art imaginable. Metadata requires this key art be adapted into a very wide range of aspect ratios and sizes. While also maintaining a level of parity across an entire set of characters.
Here's a step-by-step of our process for the PS4 Metadata DLC 14 set. Keep in mind these DLC sets were created over the course of a couple of years and the PS4 metadata specs changed a few times. Different banners were requested, but cohesiveness was always the goal. We wanted to show the DLC 14 set because it is a more current application with the more up-to-date PS4 Metadata specs. Specifically the unique challenges that come with the new Hero banner, which does not permit adjustment layers, blending modes and requires three separate flat elements (logo, hero/character and background). |
Client: BANDAI NAMCO Entertainment
Category: Metadata, DLC Set Tools: Photoshop Platforms: Playstation 4 Designer: Evan Woolery |
The following is a breakdown of the design process we went through from start to finish:
STEP 1: Directions
Project Objectives and Overview - CB
These are the banners needed for PS4:
- Hero
- P2
- P42
- P47
- W2
Reference: TK7_METADATA_DLC12_PS4_ENG.psb
Please match logo placement and size. If possible, match character/background placement accordingly.
Additional Direction/Restrictions:
- Do not change the layout or ratio of the character in the key art.
- Do not edit the color of the logo, character, or background.
- Do not add any elements or edit the character on the key art.
- Character should not appear to be cropped.
- Please remove any visual guides or template UI on the banners for approval or final version (hidden layer on PSD is fine).
- Please generate a layered PSD for the PS4 Hero Art (Character/s, Background, and Logo on separate layers).
- Elements typically considered to be pertinent content that should not fall outside of the safe zone are: logos, text, and face.
STEP 2: Assets for All DLC Sets
As soon as we open the file, we check to see if there is a single layer at the very top with the key art flattened. There was not, so we immediately created one and labeled it "KEY ART - flat" for reference. We also export a high-quality JPG. This reference created in the first steps are paramount to the rest of our design process. All of the metadata banners we created needed to match this same standard as noted in the directions.
Next we study the way the work file is structured and make notes. TEKKEN 7 key art usually comes from Japan and needs to be translated to English. To avoid any confusion, we clean-up the file and delete any unused/invisible layers or layer FXs. The key art is also cropped as wide as possible to maximize every available pixel, which we needed for the wide range of aspect ratios required for PS4 metadata.
Next we study the way the work file is structured and make notes. TEKKEN 7 key art usually comes from Japan and needs to be translated to English. To avoid any confusion, we clean-up the file and delete any unused/invisible layers or layer FXs. The key art is also cropped as wide as possible to maximize every available pixel, which we needed for the wide range of aspect ratios required for PS4 metadata.
STEP 3: Simplify
At this stage we needed to simplify the key art into a more manageable format. TEKKEN 7 key art utilizes a wide range of layer blend modes and FXs, which made this step the most difficult part of the process. We wanted to stay true to the integrity of the design, but needed to reformat and restructure the key art to be scaled down with greater ease. We decided that the following structure was the best way to move forward and could be replicated on future TEKKEN 7 key art:
- TEKKEN 7 Logo
- Adjustments Layers
- DLC Character + Background (PSD Smart Object - Embedded)
STEP 4: Metadata Banners
The PS4 Metadata Banners were created through the following major steps:
STEP 5: Parity is King
As a rule of thumb, the best way to create parity for a set of character is to match the head scale and placement as closely as possible. Not just from set to set, but to the original standard that was set on the first character set (DLC 3).
Keep in mind, that sometimes the character's pose will require the placement to stray a bit from that standard. Still it is best to match the standard first and present the first draft with a much parity as possible. Then get approval from the brand managers and digital team to alter the placement as necessary for specific banners.
Keep in mind, that sometimes the character's pose will require the placement to stray a bit from that standard. Still it is best to match the standard first and present the first draft with a much parity as possible. Then get approval from the brand managers and digital team to alter the placement as necessary for specific banners.
Older PS4 Metadata Specs, but still the same design process without the complexities of the new Hero Banner.
While DLC 13 & 15 deviated from the single character parity, but it was still important to maintain parity with the logo and adjustment layers.