All information on this site is through my own findings and is believed to be correct. Any corrections, errors or admissions that need to be made, or artists that would like to be involved in BOX=ART, please feel free to contact me.
BOX=ART copyright ©2013 Adam Gidney. All rights reserved. Hosted by Dathorn.
BOX=ART quick menus
BOX=ART is a site dedicated to the history of video game box art/ cover art and the artists responsible for them.
Box arts are profiled from a variety of angles using high quality scans and with the intention of acknowledging the men and women who have played such a major role in shaping our gaming experiences.
Not only for video game enthusiasts, BOX=ART is for all who enjoy quality artwork.
Two box art observations are clear: firstly, due to how poorly Sega dealt with Dreamcast’s predecessor the Saturn, in America and Europe, western support was weak, and so the majority the quality cover arts ended up of Japanese design. And secondly, Sega and Capcom’s box art efforts are among their respective bests.
Launch title Sonic Adventure (1998) would not only reimagine the blue hedgehog but also be a sign of the times in its release. The original box art by artist Yuji Uekawa would be used worldwide with no changes made, a first for the Sonic series, and would see a new found confidence in Sega of Japan’s universally appealing characterisation. Sega would follow with a slew of arcade ports that on the whole would ship worldwide with their original arcade façade artworks intact (see House of the Dead II, Crazy Taxi and Ikaruga). With the arcades gradual post-millennium decline, the Dreamcast generation (Xbox, PS2, Gamecube) would be the final one to heavily support arcade promotional art.
Capcom’s strong Dreamcast support would see its in-house art-team on fire. The companies usual chaotic montages found on box arts such as Marvel vs Street Fighter 2 and Star Gladiator 2 would be a little overwrought for American tastes, which on the whole prefered a more stylistically direct approach to game art. This meant that even though original Japanese character art was used it would generally be redesigned to include fewer, more prominent characters and less clutter. Europe’s respective box arts could, as has often been the case, be a mixture of either American or Japanese originals.
When box arts were completely redesigned for the American market the results were usually weak and favoured the art style of the day, computer rendering, that much like the previous PlayStation generation has dated rather poorly. This could also be generally applied to American and European made Dreamcast game box arts, and was made all the more glaring by Japans promoant use of traditional media, illustrated by box arts such as Street Fighter III: W Impact and Virtual On.
Related BOX=ART pages.
Notable and influential Dreamcast box arts, 1998 - 2002.
Please note. Box arts were exclusively for the Dreamcast on original release.
>Click on images below to enlarge.
Sega’s final console, the ill-fated Dreamcast, would for its time burn brightly, but its flame would ultimately succumb to Sony’s monolithic PlayStation 2.
Posted - 5/07/15, by Adam Gidney
El Dorado Gate vol. 1
Street Fighter III: W Impact
By Yasushi Suzuki
By Yuji Uekawa
By Hajime Katoki
Ecco the Dolphin: Defender of the Future
By Kentarou Miura
By Hidetsugu Watanabe
Space Channel 5
Spawn: Demon’s Hand
Marvel vs Capcom 2
Phantasy Star Online ver 2
By Akikazu Mizuno
Marvel vs Capcom
Jet Set Radio
By Ryuta Ueda
By Kinu Nishimura