Production of Pokémon animation: Difference between revisions
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Tiddlywinks (talk | contribs) (This is an English site, we should use accurate English terms, not lazy Japanese terms. I'm honestly not sure if Japanese storyboard production is radically different from English and should really be highlighted like that (en wikipedia doesn't mention it), but I'll try to look at the jp wikipedia more closely later. Also, some image repository's tagged images aren't "references") |
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This is a page that describes various terminology surrounding the production of the Pokémon series. | This is a page that describes various terminology surrounding the production of the Pokémon series. | ||
== | ==Bank system== | ||
The bank system (Japanese: '''バンクシステム''') is a specific Japanese technique of {{wp|limited animation}}, wherein animation is re-used in part or in whole in a 2D animated production,<ref>[https://ja.wikipedia.org/wiki/%E3%83%90%E3%83%B3%E3%82%AF%E3%82%B7%E3%82%B9%E3%83%86%E3%83%A0 バンクシステム - Wikipedia], the Japanese Wikipedia page about the bank system</ref><ref>[https://www.researchgate.net/publication/342551066_The_Ritualization_of_the_Bank_System_in_Japanese_TV_Animation_with_Hero_or_Heroine (PDF) The Ritualization of the "Bank System" in Japanese TV Animation with Hero or Heroine]</ref> whether that be direct re-use of the original animation, or by tracing existing animation to be used again.<ref name=SakugaBooruTags>[https://sakugabooru.com/wiki/show?title=tag_guidelines Reference to the tags of SakugaBooru, which is the home for highly praised animation within the Japanese industry. Each tag is used to define something specific within an upload to the site, with all having an explanation on this page.]</ref> For instance, [[Z-Moves#In the anime|Z-Moves]] that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, banked animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters, and scenes than the original animation was used for. | |||
{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | {| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | ||
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Very rarely, whole content may majorly comprised of | Very rarely, whole content may majorly comprised of banked animation, such as "recap episodes" (often produced to save time and put the project further ahead of schedule) or [[M14]] (due to the choice to split one movie into two similar ones). | ||
{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | {| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | ||
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|} | |} | ||
== | ==Key frame== | ||
''' | A '''{{wp|key frame}}''' (Japanese: '''原画''' lit. ''"original pictures"'') is a term used to describe the drawings used in 2D animation<ref name=ANNCreditsFeature>[https://www.animenewsnetwork.com/feature/2016-03-16/your-ultimate-guide-to-anime-ending-credits-part-i/.99852 Your Ultimate Guide to Anime Ending Credits: Part I -- by Kevin Cirugeda, ANN.]</ref> which take place after the layout phase<ref name=SakugaBlog></ref> and define the motion within a cut of animation drawn by the key animator. They are often corrected by those higher up on the production team, such as animation directors<ref name=HiroyukiKitakobo>[https://web.archive.org/web/20231213031949/https://twitter.com/LawofGreen/status/768781927100747777 Animator Hiroyuki Kitakobo referencing early use of the term Animation Director at Studio BONES.]</ref> (also referred to as animation supervisors),<ref name=ANNCreditsFeature></ref> chief animation directors, or character designers.<ref name=SakugaBooruTags></ref> They are then traced by '''in-between''' (Japanese: '''動画''' lit. ''moving pictures'')<ref name=ANNCreditsFeature></ref> artists, who also draw the missing frames following the notes left by the key animator for timing and frame-pacing. | ||
Occasionally, this production material is released officially,<ref name=GengaHZ31>[https://web.archive.org/web/20231213032543/https://twitter.com/anipoke_PR/status/1730104372208730289 The JP AniPoké Twitter uploading the Genga for E31 of Pokémon Horiozons.]</ref><ref name=GengaHZ32>[https://web.archive.org/web/20231213032621/https://twitter.com/anipoke_PR/status/1732641086424973703 The JP AniPoké Twitter uploading the Genga for E32 of Pokémon Horiozons.]</ref> and in some instances, by staff on the series after their work has been completed. | Occasionally, this production material is released officially,<ref name=GengaHZ31>[https://web.archive.org/web/20231213032543/https://twitter.com/anipoke_PR/status/1730104372208730289 The JP AniPoké Twitter uploading the Genga for E31 of Pokémon Horiozons.]</ref><ref name=GengaHZ32>[https://web.archive.org/web/20231213032621/https://twitter.com/anipoke_PR/status/1732641086424973703 The JP AniPoké Twitter uploading the Genga for E32 of Pokémon Horiozons.]</ref> and in some instances, by staff on the series after their work has been completed. | ||
As can be seen below, the color of each line or filled material | As can be seen below, the color of each line or filled material represents a different intent when the artwork is to be colored. It shares these colors and their definitions with can be found in the [[#Model sheet|model sheet section.]] | ||
{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | {| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | ||
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''A list of | ''A list of key frames uploaded to Bulbapedia can be found '''[[a:Category:Key frames|here]].''''' | ||
==Layouts== | ==Layouts== | ||
A '''layout''' is a term for the immediate next step of the animation process following a storyboard.<ref name= | A '''layout''' is a term for the immediate next step of the animation process following a storyboard.<ref name=SakugaBooruTags></ref><ref name=SakugaBlog></ref> Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step. | ||
Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''<ref name=Animatic>[https://web.archive.org/web/20231213032757/https://www.studiobinder.com/blog/what-is-an-animatic-definition/ What is an Animatic - How To Bring Your Storyboard to Life -- | Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term '''animatic.'''<ref name=Animatic>[https://web.archive.org/web/20231213032757/https://www.studiobinder.com/blog/what-is-an-animatic-definition/ What is an Animatic - How To Bring Your Storyboard to Life -- | ||
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==Sakuga== | ==Sakuga== | ||
'''Sakuga''' | '''Sakuga''' (Japanese: '''作画''' lit. ''"sakuga"'') <ref name=SakugaBlog>[https://blog.sakugabooru.com/glossary/ Reference to Sakugablog's glossary, which contains a variety of references from the most prominent JP animation community online]</ref> is often used to refer to high quality or otherwise exceptional cuts of animation among English fan communities.<ref name=SakugaBooruTags></ref> It originates as a Japanese term referring to key animation. | ||
== | ==Model sheet== | ||
''' | A '''{{wp|model sheet}}''' (Japanese: '''設定''' lit. ''"setting materials"'') is a term used to describe detailed reference material of designs, objects, and locations from a variety of angles. This material is given to artists in order to create consistent and accurate work. This is integral for both 2D and 3D artists alike.<ref name=SakugaBooruTags></ref> | ||
Often, the | Often, the model sheets officially released by [[The Pokémon Company]] in various art books are slightly different than the original model sheets, as can be seen below with [[Hapu]] from [[Pokémon Sun and Moon]]. | ||
{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | {| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | ||
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|} | |} | ||
In | In model sheets for animated productions, where flat colors are used, the color of each line or filled material represents a different intent when the artwork is to be colored, further providing the artist using the model sheet with additional context to aid their work. | ||
* '''Black | * '''Black lines''' are used for lines that are not meant to disappear when colored. | ||
* '''<span style="color:#f46b65">Red</span> | * '''<span style="color:#f46b65">Red</span> lines''' are often, though not always, used for specific particular color fills, such as highlights from exterior lighting within a scene whenever applicable. | ||
* '''<span style="color:#88a6fc">Blue</span> | * '''<span style="color:#88a6fc">Blue</span> lines''' best denote a division between a dark and light area, used for shadows. They're invisible when the figure has been fully painted or colored. | ||
* '''<span style="color:#000000; background:#70df90">Green</span>''' or '''<span style="color:#000000; background:#9aebec"> | * '''<span style="color:#000000; background:#70df90">Green</span>''' or '''<span style="color:#000000; background:#9aebec">blue</span> fills''' are used for shadowed areas. | ||
* '''<span style="color:#000000; background:#fffdbc">Yellow</span> | * '''<span style="color:#000000; background:#fffdbc">Yellow</span> fills''' denote areas that serve as highlights. | ||
{| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | {| style="margin:auto; text-align:center; {{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color}}; font-size:80%" | ||
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| style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Iono anime expression sheet.png|x300px]] | | style="{{roundy|2px}} border:2px solid #{{white color dark}}; background:#{{white color light}}" | [[File:Iono anime expression sheet.png|x300px]] | ||
|- | |- | ||
| A comparison of two poses from different | | A comparison of two poses from different model sheets of Arceus from {{color2|000|M12}}<br>to best illustrate the purpose of differently colored lines and filled areas | ||
| {{color2|000|Iono}}'s | | {{color2|000|Iono}}'s model sheet from ''{{color2|000|Pokémon Horizons: The Series}}'' | ||
|} | |} | ||
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[[File:Evolutions E07 Storyboard.jpg|thumb|left|200px|A part of [[PE07]]'s storyboard drawn by [[Tetsuya Wakano]], depicting a [[Kimono Girl]] and her {{p|Espeon}}]] | [[File:Evolutions E07 Storyboard.jpg|thumb|left|200px|A part of [[PE07]]'s storyboard drawn by [[Tetsuya Wakano]], depicting a [[Kimono Girl]] and her {{p|Espeon}}]] | ||
[[File:SME89 Ekonte.jpg|thumb|right|250px|A part of [[SM089]]'s E-konte drawn by [[Masaaki Iwane]]<ref name=SM89Ekonte>[https://web.archive.org/web/20231213034153/https://twitter.com/you_director/status/1091922667941163008?t=87IbncVfI7kxhRKpakknPQ E-Konte, drawn by Masaaki Iwane, posted by Yuji Asada]</ref>]] | [[File:SME89 Ekonte.jpg|thumb|right|250px|A part of [[SM089]]'s E-konte drawn by [[Masaaki Iwane]]<ref name=SM89Ekonte>[https://web.archive.org/web/20231213034153/https://twitter.com/you_director/status/1091922667941163008?t=87IbncVfI7kxhRKpakknPQ E-Konte, drawn by Masaaki Iwane, posted by Yuji Asada]</ref>]] | ||
'''Storyboards''' are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators or a compositing team.<ref name= | '''Storyboards''' (Japanese: '''絵コンテ''' lit. ''"drawing continuity"'') are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators, or a compositing team.<ref name=SakugaBooruTags></ref><ref name=SakugaBlog></ref> They often, though not always, come after model sheets in the production line. With productions that involve 2D animation, they precede the layout phase.<ref name=KianaMaiPTTPBoards>[https://web.archive.org/web/20231213033103/https://twitter.com/kianamaiart/status/1692241395258646910 Kiana Khansmith's Path to the Peak storyboards.]</ref> In Japanese productions, this part of production involves a sequenced series of storyboards that include specific details to assist with the process further down the production line, including planned dialogue and acting instructions. | ||
Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term '''animatic.'''<ref name=Animatic></ref> | Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term '''animatic.'''<ref name=Animatic></ref> | ||
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A variety of terminology is used to describe various states of unreleased, or preliminary material. | A variety of terminology is used to describe various states of unreleased, or preliminary material. | ||
The term '''prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release, {{wp|Video Game Development|particularly in the pre-production period.}} This can include, but is not limited to; completely unreleased games, such as {{OBP|Pokémon Picross|Game Boy Color}}, publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased | The term '''prototype''' is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release, {{wp|Video Game Development|particularly in the pre-production period.}} This can include, but is not limited to; completely unreleased games, such as {{OBP|Pokémon Picross|Game Boy Color}}, publicly playable demos prior to the release of the final game, such as the [[Pokémon Gold and Silver Spaceworld '97 demo]], physical production material that later goes unused (concept art, unreleased model sheets, etc.), or private source code, even including entire development repositories. | ||
'''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase, though is still largely unfinished.<ref name=MicrosoftBeta>[https://web.archive.org/web/20231213034547/https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/understanding-betas-demos-and-trials#:~:text=What%20is%20a%20beta%20(or,to%20help%20test%20their%20game. Microsoft giving their definition of a Beta or Alpha on their Xbox site.]</ref><ref name=EABeta>[https://web.archive.org/web/20231213034716/https://help.ea.com/en-gb/help/faq/what-is-a-closed-beta/#:~:text=In%20the%20beta%20stage%20of,mission%2C%20and%20some%20online%20multiplayer. Microsoft giving their definition of a Beta their site.]</ref> It is not used to refer to unreleased game material from every instance of development prior to the release of the final game. | '''Beta''' is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase, though is still largely unfinished.<ref name=MicrosoftBeta>[https://web.archive.org/web/20231213034547/https://support.xbox.com/en-US/help/games-apps/game-setup-and-play/understanding-betas-demos-and-trials#:~:text=What%20is%20a%20beta%20(or,to%20help%20test%20their%20game. Microsoft giving their definition of a Beta or Alpha on their Xbox site.]</ref><ref name=EABeta>[https://web.archive.org/web/20231213034716/https://help.ea.com/en-gb/help/faq/what-is-a-closed-beta/#:~:text=In%20the%20beta%20stage%20of,mission%2C%20and%20some%20online%20multiplayer. Microsoft giving their definition of a Beta their site.]</ref> It is not used to refer to unreleased game material from every instance of development prior to the release of the final game. |
Revision as of 14:46, 13 December 2023
This is a page that describes various terminology surrounding the production of the Pokémon series.
Bank system
The bank system (Japanese: バンクシステム) is a specific Japanese technique of limited animation, wherein animation is re-used in part or in whole in a 2D animated production,[1][2] whether that be direct re-use of the original animation, or by tracing existing animation to be used again.[3] For instance, Z-Moves that are used in the anime will often look identical upon being used again, due to the complexity of the motion and camerawork involved. Occasionally, banked animation is made a little less obvious, as it can also be used to describe the re-use of animation between different Pokémon, characters, and scenes than the original animation was used for.
AG103 | BANK in AG121 |
Very rarely, whole content may majorly comprised of banked animation, such as "recap episodes" (often produced to save time and put the project further ahead of schedule) or M14 (due to the choice to split one movie into two similar ones).
M14's opening (Black) |
M14's opening (White) |
Key frame
A key frame (Japanese: 原画 lit. "original pictures") is a term used to describe the drawings used in 2D animation[4] which take place after the layout phase[5] and define the motion within a cut of animation drawn by the key animator. They are often corrected by those higher up on the production team, such as animation directors[6] (also referred to as animation supervisors),[4] chief animation directors, or character designers.[3] They are then traced by in-between (Japanese: 動画 lit. moving pictures)[4] artists, who also draw the missing frames following the notes left by the key animator for timing and frame-pacing.
Occasionally, this production material is released officially,[7][8] and in some instances, by staff on the series after their work has been completed.
As can be seen below, the color of each line or filled material represents a different intent when the artwork is to be colored. It shares these colors and their definitions with can be found in the model sheet section.
Genga from HZ015 by Masaaki Iwane[9] |
The final outcome in HZ015 |
A list of key frames uploaded to Bulbapedia can be found here.
Layouts
A layout is a term for the immediate next step of the animation process following a storyboard.[3][5] Now that a cut or scene has been planned out, it is up to the job of an animator to create a layout that acts as the skeleton of the scene, for artists to follow when further down in the production line. These often feature more intense detail, depth and perspective than the initial storyboard. When compiled, layouts are often animated with rudimentary motion of specific parts in order to aid animators in the next immediate step.
Additionally, the context of what defines a layout may change depending on where the production is held. For instance, western artists may refer to layouts and storyboards interchangeably, including use of the term animatic.[10]
Layout from PE06 |
Sakuga
Sakuga (Japanese: 作画 lit. "sakuga") [5] is often used to refer to high quality or otherwise exceptional cuts of animation among English fan communities.[3] It originates as a Japanese term referring to key animation.
Model sheet
A model sheet (Japanese: 設定 lit. "setting materials") is a term used to describe detailed reference material of designs, objects, and locations from a variety of angles. This material is given to artists in order to create consistent and accurate work. This is integral for both 2D and 3D artists alike.[3]
Often, the model sheets officially released by The Pokémon Company in various art books are slightly different than the original model sheets, as can be seen below with Hapu from Pokémon Sun and Moon.
Sun and Moon Artbook | Ultra Sun and Ultra Moon Artbook |
In model sheets for animated productions, where flat colors are used, the color of each line or filled material represents a different intent when the artwork is to be colored, further providing the artist using the model sheet with additional context to aid their work.
- Black lines are used for lines that are not meant to disappear when colored.
- Red lines are often, though not always, used for specific particular color fills, such as highlights from exterior lighting within a scene whenever applicable.
- Blue lines best denote a division between a dark and light area, used for shadows. They're invisible when the figure has been fully painted or colored.
- Green or blue fills are used for shadowed areas.
- Yellow fills denote areas that serve as highlights.
File:M12 Arceus Settei Comparison.png | |
A comparison of two poses from different model sheets of Arceus from M12 to best illustrate the purpose of differently colored lines and filled areas |
Iono's model sheet from Pokémon Horizons: The Series |
Sprites
A sprite is a two-dimensional bitmap texture in a game, as an image that is part of an otherwise larger scene. Regarding Pokémon, the term sprite was often equated with pixel-art until the release of Pokémon X and Y, where the series made a transition to full 3D. Nevertheless, sprites persist in the games to this day, usually in the form of UI objects or other two-dimensional game assets, such as textures.[11] An asset is still considered a sprite even if it is a 2D interpretation of a 3D model, so long as the asset itself is two-dimensional.[12]
Spiritomb's sprite from Black and White |
Spiritomb's menu sprite from Brilliant Diamond and Shining Pearl[11] |
Spiritomb's Pokédex sprite from Legends: Arceus[12] |
Spiritomb's model from Brilliant Diamond and Shining Pearl[13] |
Spiritomb's artwork from Diamond and Pearl |
A screenshot of Spiritomb in Sun and Moon |
✔ | ✔ | ✔ | ✔ | ✘ | ✘ |
Storyboards
Storyboards (Japanese: 絵コンテ lit. "drawing continuity") are the one of the earliest types of minimal production material used for various media to allow artists to better visualize scenes that are going to be developed further, typically by background artists, modelers, animators, or a compositing team.[3][5] They often, though not always, come after model sheets in the production line. With productions that involve 2D animation, they precede the layout phase.[15] In Japanese productions, this part of production involves a sequenced series of storyboards that include specific details to assist with the process further down the production line, including planned dialogue and acting instructions.
Additionally, the context of what defines a storyboard may change depending on where the production is held. For instance, western artists may refer to storyboards and layouts interchangeably, including use of the term animatic.[10]
Storyboard from HZ012 by Yoshikazu Miyao compared to PTP02 by Kiana Khansmith |
Unreleased game material
A variety of terminology is used to describe various states of unreleased, or preliminary material.
The term prototype is the most general term used to refer to material of this nature, and covers any and all content prior to a game's release, particularly in the pre-production period. This can include, but is not limited to; completely unreleased games, such as Pokémon Picross, publicly playable demos prior to the release of the final game, such as the Pokémon Gold and Silver Spaceworld '97 demo, physical production material that later goes unused (concept art, unreleased model sheets, etc.), or private source code, even including entire development repositories.
Beta is a term used to describe a significant period during a game's development in which a game's overall functionality is included, (and to a lesser extent, optimized) prior to the final debugging phase, though is still largely unfinished.[16][17] It is not used to refer to unreleased game material from every instance of development prior to the release of the final game.
References
- ↑ バンクシステム - Wikipedia, the Japanese Wikipedia page about the bank system
- ↑ (PDF) The Ritualization of the "Bank System" in Japanese TV Animation with Hero or Heroine
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Reference to the tags of SakugaBooru, which is the home for highly praised animation within the Japanese industry. Each tag is used to define something specific within an upload to the site, with all having an explanation on this page.
- ↑ 4.0 4.1 4.2 Your Ultimate Guide to Anime Ending Credits: Part I -- by Kevin Cirugeda, ANN.
- ↑ 5.0 5.1 5.2 5.3 Reference to Sakugablog's glossary, which contains a variety of references from the most prominent JP animation community online
- ↑ Animator Hiroyuki Kitakobo referencing early use of the term Animation Director at Studio BONES.
- ↑ The JP AniPoké Twitter uploading the Genga for E31 of Pokémon Horiozons.
- ↑ The JP AniPoké Twitter uploading the Genga for E32 of Pokémon Horiozons.
- ↑ Interview with Satoshi Nakano explaining that Iwane is still a solo-animator.
- ↑ 10.0 10.1 [https://web.archive.org/web/20231213032757/https://www.studiobinder.com/blog/what-is-an-animatic-definition/ What is an Animatic - How To Bring Your Storyboard to Life -- by Brent Dunham, studiobinder.]
- ↑ 11.0 11.1 Opening the Unity assetbundle from a romfs dump of Pokémon Brilliant Diamond defines pm0442_00_00_00 as a Sprite, as located in the texturemass file found at \romfs\data\StreamingAssets\AssetAssistant\UIs\textures_mass, done using AssetStudio.
- ↑ 12.0 12.1 Opening pokeicon_l_0442_000_000_n_00000000_fn_n.btnx from a romfs dump of Pokémon Legend Arceus defines it as a Texture, file found at \romfs\bin\appli\res_pokemon\icon_pokemon_l, done using Switch Toolbox.
- ↑ Opening the Unity assetbundle from a romfs dump of Pokémon Brilliant Diamond defines pm0442_00_00_BodyAomoteSkin as a model Mesh, as located in the pm0442_00' assetbundle found at \romfs\data\StreamingAssets\AssetAssistant\Pokemon Database\pokemons\common, done using AssetStudio.
- ↑ E-Konte, drawn by Masaaki Iwane, posted by Yuji Asada
- ↑ Kiana Khansmith's Path to the Peak storyboards.
- ↑ Microsoft giving their definition of a Beta or Alpha on their Xbox site.
- ↑ Microsoft giving their definition of a Beta their site.