This page details pre-release information and/or media for Persona 5.
Later Development2015-2016
Concept ArtJoker lookin a bit different.
Scrapped Female Protagonist#
There were plans for to be a female protagonist according to some pieces of concept art depicted with the male protagonist. Interestingly, an unused model of her can be found in the final game used as a height reference. Additionally, a color sketch and a pre-rendered image of a textured model can be found in the December 2015 build.
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Concept Art. |
Clearer Concept Art of her and the early protagonist design, show at G-Star 2025.4 |
Unused model for comparison. |
Early cut-in. |
Early menu graphic. |
CGWORLD Magazine Vol .218#
A CGWORLD magazine released on Sep 10, 2016 containing information about development and graphic tools used for Persona 5.5
Shortly after Cathrine released, Atlus decided to make a inhouse engine for Persona 5, instead of using Gamebryo. Which was later announced by Hashino in August of 2011 that the internal engine was completed.6 This engine included multiple things:
- A toon shader to achieve Soejima’s style. Which was said to, "allow for lighting and posture shapes to be created, with elements such as rim lighting and edge shaders to be freely used in order to convey that specific 2D style".7
- An event creator, which lead to mass production on events.
In creating this engine, there were some challenges to overcome, such as devoloping the image's quality to the PS4. And to expand tools from the previous games to, "maintain the series’ charm on a new generation of consoles."8
First Image#
Second Image#
Third Image#
Forth Image#
Fifth Image#
On the top left shows how the pause menu was put together. Image A shows how it looks in-game, image B shows the 3D model, image C shows the animation on the model, and image D shows the 2D graphic that the model transitions into. Image E shows a debug menu for moving the model's position, rotation, and playing or reloading the model's GAP animation. This debug menu is shown functional in all the debug builds.
On the top right shows battles. Image B shows a debug menu to edit the command battle UI, which oddly isn't in the other debug builds, however it is seen functional only in the June 13, 2014 eboot.
On the bottom shows a debug menu shown in Iwai's shop.
(Translations: Persona Central - Persona 5 Developer Interview About Graphics, Modeling, Visual Design)
Resources#
- Concept Art
- Persona5 Official Design Works scans here.
References#
- https://www.ign.com/articles/2013/09/26/atlus-teaser-site-hints-at-persona-announcement-in-november↩︎
- https://www.ign.com/articles/2016/04/22/persona-5-countdown-hints-at-upcoming-announcement↩︎
- https://personacentral.com/development-persona-5-ended-may-2016/↩︎
- https://personacentral.com/atlus-hashino-soejima-gstar2025/↩︎
- https://personacentral.com/persona-5-developer-interview-graphics-modeling/↩︎
- https://personacentral.com/persona-5-timeline/↩︎
- https://personacentral.com/persona-5-developer-interview-graphics-modeling/↩︎
- https://personacentral.com/persona-5-developer-interview-graphics-modeling/↩︎
