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Monster Hunter Stories 3 Character Design Behind-the-Scenes Story RevealedDiscover the fascinating origins of the charming characters in Monster Hunter Stories 3, as the development team reveals intriguing behind-the-scenes stories. Hear directly from the producer, director, and art director about the hidden tales behind character design.
Monster Hunter Stories 3 Character Design Behind-the-Scenes Story Revealed
1. 🎮 Introducing the Monster Hunter Stories 3 Development Team & Launch Thanks
· Producer Ryozo Tsujimoto, Director Kenji Oguro, and Art Director Kaname Fujioka from Monster Hunter Stories 3 introduce themselves.
· They express their gratitude for the game's warm reception from players since its release.
00:05 - 00:24
1. 🎮 Introducing the Monster Hunter Stories 3 Development Team & Launch Thanks
· Producer Ryozo Tsujimoto, Director Kenji Oguro, and Art Director Kaname Fujioka from Monster Hunter Stories 3 introduce themselves.
· They express their gratitude for the game's warm reception from players since its release.
00:29 - 01:34
2. 🎮 The Evolution of the Protagonist's Character Design
· This video will focus on character design and delve into development secrets.
· We showcase the protagonist's design evolution, from early concepts to their current appearance, reflecting a growth that seems to mature with age.
· A notable feature is the significant change in the protagonist's appearance across different installments, which is quite rare.
· The base face, which allows for character customization, was designed to be universally appealing and likable.
01:35 - 04:39
3. 🎮 Tio's Character Design: From Inexperience to Charm
· Tio's character was designed with the concept of a novice Rider's inexperience and youth.
· Initially, the gender was undecided, and various concepts (energetic, cool, etc.) were explored.
· After deciding on a female character, the design evolved based on modern fashion.
· Variations considering different personalities were explored, such as someone who loves monsters and is lively, or someone with a genius-like, cool demeanor.
· Ultimately, the design was finalized to be appealing without strongly emphasizing gender.
· Tio shares a similar background to the protagonist and was designed to align with her story of growth as a Rider.
· Emphasis was placed on her genius-like intellect and deep understanding of monsters, with elements related to the Felyne being a nod to Monster Hunter 1.
04:41 - 07:34
4. 🎮 Kito's Character Design: From 'Middle-Aged Man' to 'Assassin'
· Kito's character underwent one of the most significant design changes.
· The initial design was a rough, rugged 'middle-aged man' fitting the concept of a 'stone' expert.
· Each Rider had a specialization, and Kito was the stone expert.
· Due to feedback that there were too many 'middle-aged man' characters, the design was changed to a female character, but she retained a strong physique.
· This design was noted as fitting for Capcom's fighting game 'Final Fight'.
· To make the character clearer and more appealing, it evolved into an 'assassin'-like concept with chic, tight-fitting attire.
· The final design features a cowboy-style outfit that inspires trust, shows a hint of playfulness, and pairs well with riding monsters.
· Wearing goggles, for example, is based on the series' lore.
07:35 - 09:10
5. 🎮 Opa's Character Design: From Funky 'Old Man' to Researcher
· Opa's character started with a confirmed 'old man' concept from the beginning.
· He was designed as a funky, cheerful elder who 'knows how to have fun'.
· Characterized by blonde hair and bright clothing, he also appears as a scholar researching monsters, minerals, or fossils.
· Some early designs resembled the Dragonkin, but the final version emphasizes a more unique and powerful feel.
· His attire and personality were considered to match riding monsters, revealing a slightly playful side.
09:11 - 10:58
6. 🎮 Simon's Character Design: The Birth of the Series' 'Most Handsome' Character
· Simon was acclaimed as the most handsome character in the series upon his first appearance.
· His initial name was 'Marlo', and he had an appearance similar to the protagonist.
· His hairstyle and slightly dark aura were designed to add depth to the story.
· The overly dark image was adjusted to avoid making players suspicious, leading to the current design.
· As the protagonist's best friend, he was designed to have a calm and composed image.
· This design was finalized to be approachable and easily accepted by players.
· The character's name was chosen with careful consideration for its phonetic feel.
11:16 - 11:29
7. 🎮 The Moment of Decision for Character Design & Encouragement to Play
· Specific lines of dialogue or images sometimes served as crucial turning points in deciding character designs.
· Designs with a 'wandering hunter' feel were also considered.
· The development team urges players to clear the game, stating that all characters are charming.
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