Kazza
Member
I'm going to post some of the earlier designs here, but it's well worth reading through the whole blog, where the character designer, Ben Fiquet, goes through his design process for Blaze and Adam, as there is a lot more information and drawings in there:
blog.us.playstation.com
On designing Blaze
On designing Adam
With this amount of time, effort and talent going into the art design of the game, how can anyone seriously say "it looks like a cheap flash game?"

How Lizardcube Redesigned the Characters of Streets of Rage 4, Out April 30
The future of retro: redesigning the iconic characters from the original Streets of Rage.

On designing Blaze
I decided to start from what fans remember most, which is the original sprites. One of her “calling cards” is the color scheme: red, underlined by her miniskirt and tight top. It was important to keep these attributes, as they express not just the character herself but also the fond memories of many players around the globe.
So, I tried different things in my attempt to “get” the character. My point of view is that she’s a strong, independent woman — a cop and a professional dancer who’s not afraid to clean up the streets in a tight skirt. I liked her jacket in the first episode, which gives her a more urban look, so I wanted to keep it — but in a more modern way.


On designing Adam
I followed the same mindset when designing Adam. However, because he only appeared in the first episode, there was way less to work with. I tried keeping his shoulder pads, but to no avail — they felt too anchored to the 80s. So I explored other directions… The glasses make him look more mysterious, and sort of remind me of the look of the old sprite, where his eyes are barely noticeable.



Due to the technical limitations of the time, the original games didn’t have many frames. To bring the game forward to the present, I wanted as much fluidity and impact as possible. This proved very hard on the production, since each playable Streets of Rage 4 character has approximately 1,000 frames. Plus you have assorted enemies between 300/400 frames each. And everything is hand-drawn frame by frame in Photoshop.
With this amount of time, effort and talent going into the art design of the game, how can anyone seriously say "it looks like a cheap flash game?"
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