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MIRESI Art Director Explains the "Good Exposure" Behind the Game's Character Design

The interview makes the case that restraint in one part of a costume is what buys the team its freedom to expose another, which reads as a stated design method rather than a stated preference.

Reporting from 1 source: Denfaminicogamer.

MIRESI Art Director Explains the "Good Exposure" Behind the Game's Character Design

The art director behind the time-travel RPG MIRESI: Mienai Mirai has explained the design logic for the game's characters in an interview. With more skin, the costume has less room to state a character's personality, so the team hides the upper body to carry the information, letting the lower body expose. Characters like Itsuka and Tielia are built around this split.

The art director behind MIRESI: Mienai Mirai has described how the team splits a character's design so that exposure and character information do not compete for the same space. The reasoning is that a viewer's gaze moves from the top of a character downward, so if the upper body's costume has already conveyed the character's background and personality, a lower body with less fabric is easier to accept.

The team says the goal is not crude exposure but a fetish that reads as deliberate. The art director also notes that the low fabric on the lower body is partly a personal preference, though the character concepts are set by the developers and the illustrator interprets them.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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