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      • Update: Following the leak earlier today, Bandai Namco has officially announced Tekken 7 and confirmed that the game will be powered by Unreal Engine 4. Tekken series director Katsuhiro Harada and the Tekken development team are working closely with the Epic Games engine group in Japan on the game.
      www.gamespot.com/articles/tekken-7-announced-will-use-unreal-engine-4-update/1100-6421088/
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  2. Just barely stylized. But over all, they were using textures that resembled the fidelity of metahumans (Free with Unreal btw) which is probably what they based the texture algorithm on. Gameplay after TGA: The textures are not as nearly realistic.

    • An interview with longtime Tekken producer Michael Murray.
    • Tekken 8 Fight Lounge Screenshots
    • Tekken 8 screens
    • Tekken 8 - Exclusive Screens
    • IGN Recommends

    By Will Borger

    Updated: Oct 13, 2023 4:10 pm

    Posted: Oct 13, 2023 4:00 pm

    It’s cold at the recording studio at Bandai Namco’s offices in Irvine, California. Tekken 8 producer Michael Murray and I are mic'd up, waiting for the go-ahead from the production team. We’re talking about the weather in the different places we’ve lived, the two American fighting game majors we’re representing (I’m wearing an EVO shirt; Michael is wearing a Combo Breaker hoodie), and Tekken. Lots and lots and lots of Tekken. We spent most of the prior day playing and talking about Tekken 8, but it’s always a little different doing it in front of a camera, and we wanted to be prepared.

    Michael Murray is uniquely qualified to talk Tekken; he joined Namco in 2001 because he loved the series. He started out in localization, which wasn’t really a thing at Namco at the time, and he’s been at the company ever since, working on Tekken the entire time. He started out on Tekken 4, but he also worked on several other games, including Ridge Racer, MotoGP, SoulCalibur II, and Ace Combat 4, among others. After spending several years doing localization, he started going to EVO and other fighting game events, where you might have seen him translate for long-time Tekken executive producer Katsuhiro Harada.

    Michael has worn a lot of hats: he started working on Tekken in a design capacity during Tekken 6, and transitioned to it full-time by Tekken Tag Tournament 2, where he had his own mode to design. Michael did some marketing work after the merger with Bandai (while, I might add, still working on the games themselves), and started working as a producer in Tekken 7, a role he still occupies for Tekken 8. He also worked on Tekken: Bloodline, an anime adaptation of Tekken 3 that you might have seen on Netflix. That’s 22 years of Tekken, for anyone keeping track. While we were talking, he joked that he spends so much time with Harada that he often knows how he’ll answer questions before he actually answers them. Like I said, I couldn’t have picked anyone better to talk Tekken 8 with.

    And like you said, Tekken is a long-running series. So we learned many things, you know, such as people like villainous characters for guest characters, and things like that.

    But also, towards the end, I think one of your favorite characters, Lidia, was added. We noticed that back in the day, maybe around Tekken 3 or so, a lot of people mentioned that they really love that we have real martial arts. So one of the themes was trying to bring that back in with Wing Chun and the Okinawan karate, etc.

    But another key theme was that they picked up Tekken because fighting games were kind of a benchmark for what particular hardware could do at the time. Tekken especially was known for its graphics at the time, and SoulCalibur, and some of our other fighting games. So we really wanted to make sure that we had the graphic elements covered for this time.

    Being on a new generation of hardware, it's the first time we were on PlayStation 5, and Xbox Series X and S. So we want to make sure that everything really popped. And so it's not just about having pretty 4K graphics, but the environments, the characters, the detail, the depth, all of that visually, that whole experience.

    To achieve that, we actually threw out all the character models that we had from Tekken 7; we started from scratch. So all the characters, all 32 in a roster, were built from zero, which was quite entertaining because we're doing the sculpting and everything from scratch. And so it was interesting to see kind of weird-looking Jin Kazama, at first, for example, it's like, “It doesn't look quite right!” Even though most of us had been doing this for twenty-something years, right?

    And so it took a little bit of trial and error until, you know, the models were perfect. But then, once we showed off Kazuya, I think it was at EVO that year, We were like, “Wow, okay, we're ready.”

    And the fans just exploded with excitement over the level of detail and quality we had in the game models. And then I think now that people have had a chance to play the CAT and the CNT as well, and gotten their hands on the game, they say they see that, not only in the character models but the environments themselves. We were playing earlier, I believe you saw the New York stage that we had. Just the level of detail, not just how pretty it is, But, you know, the puddles on the ground and the reflections, all the different billboards and the detail there. I think all of that - the graphical level that we were able to attain for Tekken 8 - was one of the early goals we had, and I'm pretty happy with the benchmark we hit so far. I mean, obviously, Harada-san says, “We're not done. You know, we can do more.” But I think what we have so far is pretty great.

    IGN: As someone who lives in New York, the New York stage made me very happy because it looks like you could walk through the city and see some of that stuff. So obviously, there are huge advantages to leaving behind the last-gen consoles and focusing entirely on the new generation. Another big thing that people are excited about is that Tekken 8 uses Unreal Engine 5. What has UE5 allowed you to do that you couldn’t do before, and how hard has it been adapting that engine to make a fighting game?

    Michael Murray: Well, there are various things. Some of them are user-facing. Some of them are more just development-wise. So, Tekken 7 was the first time we used an external engine. Up until then, it was always just our programmers you know, coding the game.

    So when we made the switch to UE4 for Tekken 7, many people probably don't know this, but [Unreal Engine] mainly just handles drawing the graphics. The actual mechanics of the game and all of that underlying stuff is done in our own proprietary code and scripting. And that's also the case this time as well for UE5.

    So all the enhancements that you see the graphics, the lighting, and the character models, and all that stuff making the game look pretty is handled by UE. But all the underlying game mechanics and things like that are still our technology.

    That said, you know, in development, it does make it a lot easier, because before, when we were making past Tekken titles, it was mainly on PlayStation hardware, but if we wanted to port it, it was much more difficult than if you have an engine and makes it a lot easier to port to the different platforms you need to. So, it makes development a lot easier in certain aspects and the game a lot prettier, I guess you could say. But maybe not as drastic a change as a lot of people would think.

    In the past, it would have been difficult to try to get them up to speed on our current game code and how we were creating the game. But now you can just say, “Okay, this person has experience with UE5,” and also for creating tools or something for the game. It's much easier to take those tools over to other games because they're imported into UE5. So, yeah, several development aspects make [Unreal Engine 5] more convenient.

    IGN: We've talked about the visuals, but that's something that people can see. What are some of the things next-gen consoles and Unreal Engine 5 allow you to do that players might not notice that adds to the game, and what is your favorite visual or technical touch in Tekken 8?

    Michael Murray: I think it's visible, right, but maybe what a lot of people don't notice is the fine details in the graphics. So, you can do 4K. That's a resolution, right? It's more about the design of the stages, the atmosphere, and the character models, and Harada actually did a lot more direction in that area this time. He just was like, “There has to be a lot more detail. You have to fit it into a small space. It has to look spot on.”

    So like, when I was talking about the reflections or just the atmosphere. I think when you played the New York stage, there were two variations. One of them's the evening, and it transitions to night.

    And so you go from this gorgeous sunset to the snowflakes falling at night, and the police car, the lights, and all of that stuff that’s going on. So just that kind of ambiance, I guess you could say; the atmosphere that's created because of these small, minute details. And we're bumping into the hotdog cart, which causes all this stuff to fall out of it. All of these little things alone aren't something that stands out. But when they all come together to kind of create that atmosphere in the battle arena that you've chosen, I think it's a lot more important than just the resolution of the graphics, per se.

    IGN: It felt like every time I was playing a stage, I was noticing something new, especially with the New York stage. I was admiring the sunset, or I'm looking at the cars, I'm looking at the way the characters interact with the environment when they get hit. I think in some of the matches earlier today, you were playing, Nina, and we were both like, “Oh, her dress is dirty now.

  3. We sat down for an in-depth interview with longtime Tekken producer Michael Murray to discuss how the development team rebuilt the game in Unreal Engine 5, T...

    • 24 min
    • 63.9K
    • IGN
  4. Sep 16, 2022 · This means that character models and environmental details, all of the visual stuff, has been built from the ground up using Unreal Engine 5.

    • Get2sammyb
    • Assistant Editor
  5. Oct 14, 2023 · Rebuilding Tekken in Unreal Engine 5. One of the key topics of discussion in the interview is the rebuilding of Tekken using Unreal Engine 5. Murray talks about the decision to...

  6. Sep 16, 2022 · Tekken 8 was recently confirmed to be in development, and now the developer reveals that the upcoming fighting game is being made in Unreal Engine 5.

  7. Feb 6, 2017 · Powered by the Unreal Engine 4, the storied fighting franchise returns for another round in TEKKEN 7. With the faithful 3D battle system and gameplay intact, TEKKEN 7 takes the franchise to the next level with photo-realistic graphics and new and innovative features and fighting mechanics.