Fighting Game · Guides & deep dives

V2 Content Production Model — Roster, Mocap, VO, Art Math

Derivation of unique authored animation per roster fighter:

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Status: planning baseline, adopted 2026-06-12. Fills the "no content production plan (mocap hours, VO throughput for ≥ 60 fighters × ≥ 8 locales)" gap identified by V1_V7_PLAN_SET_AUDIT_2026-06-12.md §6.2.

Inputs: per-fighter content floor (V2/V2_features.md:1023-1025 — ≥ 4 specials, ≥ 2 supers, ≥ 2 finishers, ≥ 4 alt costumes, ≥ 3 taunts), signature library (:1049-1066), VO quote floors (:1003-1006), asset budgets (:2538-2541 — anim package ≤ 80 MB/fighter, audio bank ≤ 50 MB/locale, ≤ 80k tris LOD0), locale plan (:2445, :2454-2455 — 18 locales, full VO in ≥ 8), roster (V2LaunchRosterData.cpp:563-626).

Every number below is a planning assumption adopted 2026-06-12 unless it cites a spec line; each assumption shows its derivation. Owner-roles: PD Production Director (model owner), AD Art Director, AnD Animation Director, AuD Audio Director, LOC Localization Manager, MS Mocap Stage Supervisor.


1. Per-fighter animation seconds#

Derivation of unique authored animation per roster fighter:

Block Derivation Seconds
Normals / command normals / throws ~60 attack animations (per-ruleset normals share a base set; V2 fighters fight in multiple rulesets so the base set is larger than a single-lineage fighter's) × 1.2 s avg 72
Special moves spec floor ≥ 4, plan 6 typical × 2.5 s (startup + active + recovery + move-specific hit react) 15
Supers ≥ 2 × 8 s cinematic avg 16
Finishers ≥ 2 × 12 s, authored as paired two-character animations 24
Movement & defense set idle-to-locomotion, walk F/B, dash F/B, jumps ×3, crouch transitions, blocks ×3, ~20 hit reactions (L/M/H × head/body, crumple, launch, juggle, knockdown ×2, wake-up ×2, air-recover), throw + escape — ~50 anims × 1.0 s avg 50
Signature library (V2/V2_features.md:1053-1056) unique idle loop 10 s + 3 taunts × 2.5 s + intro pose 5 s + 3 victory poses × 4 s + defeat/KO 3 s + knockdown/wake-up variation 4 s + slip/dodge/sidestep 3 s + pursue/air-recover/dust 4 s 48.5
Intro / victory / defeat montages (:1023-1024) 10 + 10 + 5 25
Total per fighter ~230 individual animation assets ≈ 250 s

Alt costumes (≥ 4) share the skeleton and animation set — they cost art (§3) and cloth simulation setup, not animation seconds. Sanity check against the asset budget: 250 s of compressed skeletal animation + curves fits the ≤ 80 MB anim package (V2/V2_features.md:2540) with ~3× headroom.

2. Mocap stage-day math#

Planning assumptions (derived from standard fighting-game capture practice: combat capture needs stunt performers, fight choreography rehearsal, and high take counts for crisp silhouettes):

  • 40 takes/day, of which 25 usable selects/day after review.
  • 3 s of retained animation per usable select (combat moves are short; much of a take is reset/approach).
  • 75 retained seconds per stage-day.
  • 70% of the 250 s/fighter is mocap-sourced (175 s); the rest (supers, juggle-physics reactions, finisher VFX beats) is hand-keyed.

Per fighter:

  • Combat capture: 175 s ÷ 75 s/day ≈ 2.3 stage-days
  • Personality capture (idle, taunts, intros, victories — usually with the character's movement actor): 0.5 stage-day
  • Paired finisher capture (two performers, rigging, slower): 0.7 stage-day
  • ≈ 3.5 stage-days per fighter
Roster Fighter capture Shared sets (universal normals, generic reactions, crowd) Total stage-days
24 fighters 24 × 3.5 = 84 10 94
60 fighters 60 × 3.5 = 210 10 220

Stage availability: a dedicated stage runs 4 capture days/week × 46 weeks = 184 stage-days/year (the 5th day is rigging/turnaround). So the 60-fighter roster is ~14 months of one dedicated stage, or ~7 months with two stages/ crews; 24 fighters is ~6 months of one stage. Owner: MS, with AnD on selects.

Cinematic capture is separate and larger (§4): at a planning rate of 1 stage-day per 2 finished cinematic minutes (performance capture with face

  • audio), the uncut P1 cinematic load of ~930 min ≈ 465 stage-days — more than double the roster capture. This forces either a performance-capture vendor contract in addition to the in-house stage, or the cinematic de-scope in minimum-lovable-launch.md §2 (MLL-2a).

3. Character-art pipeline#

Per-fighter derivation (to the ≤ 80k tris LOD0 / ≤ 64 MB texture budget, V2/V2_features.md:2538-2539, with LOD chain to LOD3/impostor):

Stage Artist-weeks
Concept (explorations → turnaround sheet, incl. legal-distinctiveness review per rights-strategy.md §5.3) 4
High-poly sculpt → retopo → bake → texture (LOD0-LOD3) 10
Rig + skinning + facial rig (V2/V2_TODOS.md §4.6) 5
Cloth / hair / soft-body setup (§4.5) 3
3 alt costumes × 40% of the 14 costume-relevant weeks (concept/model/texture/cloth) ≈ 5.6 wk each 17
Total ≈ 39 artist-weeks ≈ 9 artist-months

Elapsed pipeline duration per fighter (concept lock → in-game with alts, stages overlapped across 2-3 artists): ~5-6 calendar months. Outsourcing expectation: 60-70% of sculpt/texture/alt-costume weeks to external vendors (industry-normal for this volume), with internal AD-owned review gates.

4. Cinematics load (the hidden giant)#

Item Spec Finished minutes (60 fighters)
Arcade endings 60 s cinematic each (V2/V2_features.md:1070) 60
Story mode branching cinematic story (§20); planning assumption 150 min
Per-fighter Side Stories "1-2-hour standalone cinematic + 3-5 fight chapters" each (:1072-1074); planning assumption 12 cinematic min per side story 720
Total uncut P1 ≈ 930 min

At a planning rate of 1 person-month per finished in-engine cinematic minute (≈ 21 person-days covering previz, capture share, layout, animation polish, lighting, FX, audio mix — mid-AAA in-engine quality), uncut P1 cinematics cost ≈ 930 person-months (~78 person-years) — comparable to the entire 60-fighter roster. This is the single largest content line in P1 and the designated first internal cut (MLL-2a ships side stories for 16 fighters: 150 + 60 + 192 = 402 min ≈ 402 pm). Tracked as risk R-06 in program-risk-register.md.

5. Per-fighter total and roster envelopes#

Per-fighter all-in (planning assumption adopted 2026-06-12, sum of §1-§3 plus implementation):

Discipline Person-months
Character art (§3) 9.0
Animation polish: 250 s ÷ 3 s/animator-day (high-fidelity combat polish rate) ≈ 83 days 4.0
Combat design + GAS implementation + frame data + balance 2.5
Per-fighter audio (impact stings ≥ 8, theme + 3 variants, foley — V2/V2_features.md:1057-1059) 1.0
Per-fighter QA (signature checklist cert pass, :1064-1066) 1.5
Total 18 pm/fighter
Roster Effort At steady staffing Velocity
24 fighters 432 pm = 36 person-years 24 FTE over 18 months 1.3 fighters/mo
36 fighters 648 pm = 54 person-years 36 FTE over 18 months 2.0 fighters/mo
60 fighters 1,080 pm = 90 person-years 45 FTE over 24 months 2.5 fighters/mo

Pipeline depth check: at 2.5 fighters/month completing, with ~9 calendar months elapsed per fighter, ~23 fighters are in flight simultaneously at 60-scale — the staffing must support that WIP width (concept, sculpt, rig, capture, polish, implementation, QA lanes all occupied). The 2.5/mo figure is the velocity constant used by the MLL gates (minimum-lovable-launch.md §4 G2).

Comparables for honesty: SF6 launched with 18 fighters, MK1 with ~23, Tekken 8 with 32. 60 at launch is 2-3× anything the genre has shipped this generation — which is exactly why the MLL ladder exists.

6. VO math: lines × locales × throughput#

Per-fighter line count per locale (derivation from spec floors):

Category Derivation Lines
Win / loss / draw quotes ≥ 30 + ≥ 15 + ≥ 5 (V2/V2_features.md:1003-1005) 50
Per-matchup win quotes 1 × 59 opponents (:1006) 59
Mid-fight barks 8 trigger categories (:1001-1002) × 4 variants 32
Battle efforts (attacks, hits, jumps, throws, KO screams) ~60 60
Intros (generic, mirror, rival, final-round, comeback — :999-1000) ~20 20
Codec / between-round bites (:1013) ~10 10
Arcade ending narration 30 s (:1070) ~6 6
Side Story dialogue (1-2 h experience, :1072) ~150 150
Story mode share (average across cast) ~50 50
Total ≈ 437 → plan 450

Volume:

  • 60 fighters × 450 = 27,000 lines per locale (roster only).
  • Announcer + commentary teams + World Tour/hub NPCs + system VO: +40% overhead → ≈ 38,000 lines per locale full program.
  • Full VO in ≥ 8 locales (:2454) → ≈ 300,000 recorded lines; the remaining 10 of the 18 launch locales are subtitle-only (:2454-2455).

Throughput (planning assumption: a 4-hour session yields 60-80 finished performance lines or 150+ efforts; two sessions/studio-day; blended 120 finished lines/studio-day):

  • Roster-only: 27,000 ÷ 120 = 225 studio-days per locale.
  • Full program: 38,000 ÷ 120 = ≈ 317 studio-days per locale; with 2 parallel rooms per locale (≈ 42 studio-days/month) → ~7.5 months per locale, locales run concurrently through regional vendors.
  • 8 locales total: ≈ 2,500 studio-days booked across vendors.

Casting: ~50 principal actors per locale (some doubling) × 8 locales ≈ 400 actor contracts, plus announcer/commentary casts. Contract terms must include the AI-voice consent and strike-contingency clauses flagged in program-risk-register.md R-08. Audio-bank budget check: 450 lines + efforts compresses comfortably inside the ≤ 50 MB/locale bank (V2/V2_features.md:2540-2541). Owner: AuD + LOC.

7. Stages#

Per-stage planning assumption: 7.5 artist-months average (range 5-12) to the ≤ 4M tris / ≤ 256 MB / GPU ≤ 4 ms budget (V2/V2_features.md:2542-2543), including interactables, destruction lifecycle, day/night variants, crowd systems (:1085-1103). 30 stages = 225 pm ≈ 19 person-years; 12 stages (MLL-0) = 90 pm. At a 9-10 person environment team: 30 stages ≈ 24 months.

8. Team-size / calendar envelope summary#

Scope Roster Stages Cinematics Content total Average content FTE (24-mo window)
MLL-0 (24 ftr, 12 stg, endings only) 432 pm 90 pm 24 pm ≈ 546 pm (46 py) ~23 over 18 mo (incl. mocap+VO crews)
MLL-1 (36 ftr, 18 stg, Act 1 + 12 side stories) 648 pm 135 pm 225 pm ≈ 1,008 pm (84 py) ~42
MLL-2a (60 ftr, 30 stg, 16 side stories) 1,080 pm 225 pm 402 pm ≈ 1,707 pm (142 py) ~71
MLL-2 uncut (60 ftr, 30 stg, all side stories) 1,080 pm 225 pm 930 pm ≈ 2,235 pm (186 py) ~93

These are content-production figures only — systems engineering (GAS, rollback, 7 rulesets, creator suite, online services, open-world modes), shared art (UI, VFX libraries), and overhead are additive and largely tier-invariant; the program-level totals are assembled in market-rationale.md §5. Velocity, stage-day, and studio-day actuals from the first 8 production fighters recalibrate every constant in this document (PD owns the recalibration; cadence quarterly).