Pragmata's Diana: The Hair That Almost Wasn't Bobbed
Games

Pragmata's Diana: The Hair That Almost Wasn't Bobbed

authorBy Shigeru Miyamoto
DateJul 30, 2026
Read Time2 min

The action-packed title Pragmata from Capcom has been a focal point of discussion since its debut this year. While some conversations revolved around its genre classification, a significant portion centered on the contentious design of Diana, the robotic companion who presents as a young girl. Regardless of individual perspectives on Diana's current aesthetic, it's widely agreed that a 'bob' hairstyle would have significantly detracted from her character. Intriguingly, this was a distinct possibility during the development phase.

During the 2026 Computer Entertainment Developers Conference (CEDEC), Pragmata developers Kenji Irie and Serina Ohara shared insights into the game's hair and facial animation techniques. A particularly compelling aspect of their presentation focused on Diana's hair and the immense effort invested in its animation. Unlike many games that utilize 'hair cards'—flat polygons with hair textures—Pragmata employed individual hair strands for Diana. This method, while yielding far more realistic results, demands exponentially greater computational resources. Animating Diana's hair with traditional cards would have required merely 22 joints, whereas the intricate strand-based approach involved approximately 430,000 animation points.

Despite the increased workload and financial investment, Capcom deemed Diana's flowing hair crucial to the game's artistic vision. The developers explained that her dynamic strands were intended to "convey a sense of life on the moon," allowing players to observe its graceful movement in a low-gravity setting. Nevertheless, throughout various stages of development, the team repeatedly entertained the idea of simplifying Diana's hairstyle to mitigate costs. This option was first explored during the 2D art conceptualization, with early mock-ups illustrating how such a change would appear. These initial designs were not well-received. The discussion resurfaced during the mid-development phase, prompting the creation of a test model to evaluate the potential cost benefits of a bob cut.

Ultimately, Diana retained her distinctive long hair, as Capcom successfully identified alternative methods to optimize the rendering costs associated with her elaborate coiffure. The finalized model for Diana utilizes an average of fewer than 20,000 individual strands. However, the concept of a bob cut did find its way into Pragmata, albeit for a different character. Diana's sister, Eight, sports a somewhat unkempt bob, a detail intended to subtly indicate her antagonistic nature through its less refined appearance.

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