GSKeed

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GSKeed

GSKeed

@keednein

A Splatoon fan that shows his love of the series by making other Splatoon fans cry.

Art purgatory Katılım Mart 2016
884 Takip Edilen112 Takipçiler
GSKeed
GSKeed@keednein·
@brintcart So how hyped are you that Wart and the 8-Bits are back for the Mario Galaxy Movie?
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GSKeed
GSKeed@keednein·
@ariga_megamix Hello, sorry to revive this thread, but I wanted to thank you for taking the time to answer my questions. I think I got sick and forgot to properly close the conversation back in October. As a final closer in light of recent news, are you joining the contest or just observing?
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ありがひとし🌇🦖
ありがひとし🌇🦖@ariga_megamix·
Many manga artists were drawing Rockman at the time. During a Kodansha year-end party back in the Comic BomBom days, I once greeted a senior manga artist who asked me, “So, what are you working on?” When I answered, “Rockman,” he laughed and said, “Oh, there are so many people drawing Rockman—I’m not sure which one’s yours, sorry.” That’s how common Rockman manga were back then — besides the main series, there were several 4-panel and short gag versions running simultaneously. As a newcomer among those artists, I thought hard about what it meant for me to draw Rockman. I realized that my experience creating the Rockman Encyclopedia and my perspective as a player could become a unique strength that others didn’t have. I never imagined that those works would later be translated and published worldwide, or become one of my most talked-about titles even decades later. At the time, game-related work was a major part of my freelance work. Even now, I continue to balance my manga career with occasional game projects. As for Archie’s Mega Man comics, I’ve heard about them many times, but since they’re difficult to obtain here in Japan, I haven’t had the chance to read them properly—so I prefer not to comment on their contents. These days, my focus is on the projects I’m currently working on. I still consider the Rockman Megamix series one of my signature works from my younger years— though that doesn’t mean I think any less of it now.
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GSKeed@keednein

@ariga_megamix @iwamoto_yoshi (1/3) This is incredibly illuminating information. I had never considered you were essentially part of an entire ecosystem of artists dedicated to adapting Rockman. I suppose that explains why in Volume 1 of Megamix, the plot of Rockman 3, the game with the most plot, …

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GSKeed
GSKeed@keednein·
@VinnyVinesauce For a precious few seconds, you convinced everyone something actually interesting was announced at TGA
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GSKeed
GSKeed@keednein·
@ariga_megamix @iwamoto_yoshi (3/3) Thank you very much for your time. I hope an opportunity comes along for your takes on 10 and 11 while you’re still alive and well, to “complete the set,” but I understand your reservations. Final thought: I wonder if you were aware of the Archie adaptation from the U.S.
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ありがひとし🌇🦖
ありがひとし🌇🦖@ariga_megamix·
I drew Rockman Megamix and other related manga for the extra issues of Comic BomBom, a magazine published by Kodansha. At that time, the main magazine featured Shigeto Ikehara’s Rockman series and Yoshihiro Iwamoto’s (@iwamoto_yoshi) Rockman X, while many other artists were also contributing one-shots and 4-panel comics. I was one of those participating creators. Although I was still a young artist back then, I was also working as a freelance game developer, contributing to various companies’ projects in addition to my manga work. Because of that background, I was in a position to communicate easily with Capcom’s Rockman development team, and I think this led to my opportunity to draw a manga about the development of Rockman 1 & 2 for the main magazine. Later, I was asked to create a Rockman one-shot for the extra issue, and that became Rockman Destruction Order (Rockman Remix), which would later evolve into Rockman Megamix. The story mixed elements from Rockman 1 and 2, featuring the Light Numbers coming to Rock’s aid in a battle against the Wily Numbers. At that time, the idea that the bosses from Rockman 1 were Rock’s “brother robots” was not yet widely known, so explaining and getting that concept approved was quite a challenge. Since there were very few official materials or reference sheets available, I created my own design documents — back views, weapon mechanisms, even the shape of the thrusters under their feet — and sent them to Capcom for confirmation. After completing the story, I brought my storyboard to Capcom with the approval of my editor, as the manga directly involved the Rockman universe. I still remember receiving valuable feedback on dialogue and presentation from the staff there. When they told me, “This is great — we’d love to read a story that can’t be shown in the games,” I was truly happy. Meanwhile, because the numbered Rockman titles were serialized in the main magazine, I wanted the extra issues to feel like “special editions,” similar to a movie or OVA version — something separate and unique from the ongoing serials. Perhaps because of that approach, the one-shot received very positive reader feedback. After that, I continued to draw Rockman one-shots irregularly, which were later compiled and published as Rockman Megamix. Looking back now, I realize Megamix may have been a rather unique project from the very beginning.
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GSKeed@keednein

@ariga_megamix Wow, I didn’t know you had that much reverence. If I could ask one more follow-up question, while I have you, how did the arrangements go in the first place? Who approached who first to adapt Mega Man, you or Capcom? And were your circumstances the norm for adaptations?

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GSKeed
GSKeed@keednein·
@ariga_megamix @iwamoto_yoshi (2/3) …got weirdly rushed and glossed over. Forgive my ignorance, I am from America and only know of the compilations. I also didn’t know you were also directly involved in game development, but it also makes sense.
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GSKeed
GSKeed@keednein·
@ariga_megamix @iwamoto_yoshi (1/3) This is incredibly illuminating information. I had never considered you were essentially part of an entire ecosystem of artists dedicated to adapting Rockman. I suppose that explains why in Volume 1 of Megamix, the plot of Rockman 3, the game with the most plot, …
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GSKeed
GSKeed@keednein·
@ariga_megamix Wow, I didn’t know you had that much reverence. If I could ask one more follow-up question, while I have you, how did the arrangements go in the first place? Who approached who first to adapt Mega Man, you or Capcom? And were your circumstances the norm for adaptations?
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ありがひとし🌇🦖
ありがひとし🌇🦖@ariga_megamix·
Thank you for your understanding. I’ve been working as a freelance artist for over 33 years now. Of course, I want to take good care of the work I do, but when it comes to Mega Man, I’ve always believed that the manga exists because the original games come first. For that reason, I make a conscious effort to show respect and appreciation toward Capcom, the original creators. It’s true that, compared to most modern comic adaptations, I’ve been given a fair amount of creative freedom. That’s largely because I started drawing Mega Man at a time when there were very few official materials available—just the game screens and some promotional artwork. So I had to build up each robot’s detailed settings and personality by interpreting what I felt from the gameplay itself. Today, many of those manga-original interpretations have become well-established—some characters even have personalities that are now distinct to the manga version. Because of that, it wouldn’t be realistic to rewrite them to match the current official canon. Capcom understands and respects that creative continuity, which I’m truly grateful for.
GSKeed@keednein

@ariga_megamix Well at least 10 went retro like 9. But I didn’t know you were so concerned about Capcom’s approval. Your work sticks to the broad strokes of the games, but also have a lot of original ideas. From an outsider’s perspective, it seems like Capcom gave you a lot of freedom.

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GSKeed
GSKeed@keednein·
@ariga_megamix Well at least 10 went retro like 9. But I didn’t know you were so concerned about Capcom’s approval. Your work sticks to the broad strokes of the games, but also have a lot of original ideas. From an outsider’s perspective, it seems like Capcom gave you a lot of freedom.
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ありがひとし🌇🦖
ありがひとし🌇🦖@ariga_megamix·
All of the Robot Masters I’ve drawn in Megamix were created under Capcom’s official supervision. Because of that, I tend to avoid drawing new ones privately on my own. My approach has always been to reinterpret the original Famicom sprites through my own “filter,” imagining how they might look if reconstructed in detail. However, by the time of Mega Man 7 and 8, the in-game visuals had evolved so much that the difference between the official artwork and the in-game robots had almost disappeared. With Mega Man 11, that gap became even smaller — practically gone altogether. That said, if the opportunity ever came up officially, I’d love to explore the worlds of 10 and 11 someday from a Megamix-style perspective.
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GSKeed@keednein

@ariga_megamix Have you ever done your own interpretations of the Robot Masters from 10 and 11? I think they’re the only ones you haven’t had a chance to adapt so far.

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GSKeed
GSKeed@keednein·
@ariga_megamix Have you ever done your own interpretations of the Robot Masters from 10 and 11? I think they’re the only ones you haven’t had a chance to adapt so far.
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GSKeed
GSKeed@keednein·
@LazyDollsArt @SuperWiiBros08 Ugh, as much as I want to act like there’s a grand conspiracy against Monkey Wrench succeeding, this is probably the real answer.
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lazydollsartdotbeeskaidotsocial
lazydollsartdotbeeskaidotsocial@LazyDollsArt·
@SuperWiiBros08 Zeurel splintered it off to a new channel instead of just putting it on his main for people to see through their subs to him, the title does a poor job conveying what it’s about, and it has an infrequent release schedule. The whole thing is algorithm-repellant.
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GSKeed
GSKeed@keednein·
@jnitronitro @brycecarringto5 Hmm. I’ve struggled in the past too, but I think I’ve figured it out. Could you provide visuals of you trying to work them out?
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Bryce
Bryce@brycecarringto5·
Misc stuff, reminding people my process for some sprites is drawing over them with a pixel brush then downscaling it (Big Boo/Boo Jackson sprite by @/Caliginous_arts)
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GSKeed
GSKeed@keednein·
@brycecarringto5 I like the look, and how you brought back his old facial appearance, but honestly I got less the impression of “businessman” from the trailer and more, “older man trying to clean themselves up for a date.” Like if 4D turned out to be a joke dating sim, they’d use the same look.
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Bryce
Bryce@brycecarringto5·
Stand on business Bubsy
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GSKeed
GSKeed@keednein·
@brycecarringto5 I know you’re handling the art, not the music, on What a Mario World, but did you see the funny SilvaGunner did?
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GSKeed
GSKeed@keednein·
@3DROD Also, in 2 there’s a clam fly in the cage of Cuttlefish Cabin. Is your headcanon it’s the same one that gets “caught” in your short that’s just stayed around as a family pet of sorts? Also also, what’re the Splatoon croquis sketchbooks?
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3DROD!
3DROD!@3DROD·
Finally, the credits screen. It's meant to replicate the look of Splatoon's credits roll! Sadly you can't paint this one haha Thank you all again for watching! (END) #Splatoon #Splatoon10thAnniversary #スプラトゥーン10周年
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3DROD!
3DROD!@3DROD·
I'd like to explain some of the references found throughout "Hope That Didn't Bug You Too Much!" (cont.) #Splatoon #Splatoon10thAnniversary #スプラトゥーン10周年
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GSKeed
GSKeed@keednein·
@brooskeeb Are you saying the music is making you super-pumped or like you’re having anxiety about other things and the music isn’t helping?
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Brooke!
Brooke!@brooskeeb·
Does anyone else know this feeling or is there something wrong with me
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GSKeed
GSKeed@keednein·
@brycecarringto5 @jnitronitro You know, the new Mario movie came out pretty alright visually, but I also would kill to get a feature-length movie in this style.
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Bryce
Bryce@brycecarringto5·
@jnitronitro some of the concept art for the movie is what i use as reference
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