Video Game Designer

Chapter 229 A lot of details piled up

The art style of a game is actually diverse, and Yang Changhua is talking about the art style of the game, but in fact it only provides a style display of the area in the game.

I didn’t say it clearly, but you are not new, of course you can understand the meaning, just like when you call someone a jerk, you usually don’t scold others for being a jerk, but smile in a friendly tone Said: "You are really a brother."

Including each scene in the game, as well as the plot, the final art style is determined to be different.

The animation demonstration presented in front of Chuhe is definitely the top-level picture in the current game industry, but the final picture may not be like the demonstration.

The performance of the host, the optimization of the game, and other common problems in game production will all be the culprits that cause the screen to shrink.

If you put all these aside and just polish the picture to the level of a monster, in fact, don't talk about the top foreign technical team, let alone the domestic game production team, or even an ordinary technician with a slightly better technology, as long as you are willing to Spending time without thinking about so many other complicated things can also create a picture that is fake and real.

It's just that it's meaningless to do that, because the so-called monster-level picture created in that way is not practical at all.

"Is there any question?" Yang Changhua looked at Chuhe shaking his head and asked.

In fact, in his folder, there are still many original paintings that have been preliminarily designed, which are used to determine the relevant art style.

The overall game style tends to be dark and bright, which requires a concept, just like a horror game, in most cases, its background is biased towards dark themes, you rarely see a horror game without The theme of darkness.

"It's not a matter of style, but the details shown in the demonstration." Chu He shook his head, looked at Yang Changhua and said.

"A black smoke drifted out from the approaching train, but the plants beside the train road were still calm and did not move at all. At the same time, the horseshoes were walking on the dusty land, but there were no horseshoe marks on the ground. .” Chuhe simply pointed out two of them.

"A game that looks like the real world, with a lot of details piled up, and the AI ​​​​program of the NPC with a very high IQ, makes players feel that the game world they play is a real world." Chuhe turned towards the game seriously. Gabre, Yang Changhua, and Klose, who had been listening beside him, said.

"Each dialogue will be dubbed by corresponding actors, real-time weather system and timing system, some thieves will appear in the small town in the west after dark, and the NPCs in the town will also return to their homes to rest If the player is found to have done bad things, he will be wanted. NPCs will be afraid of the player and will secretly call the police. When it rains, the NPCs on the street will also take shelter from the rain, instead of continuing to do their own things in the rain stupidly. "It didn't go into depth, Chuhe just said some simple details.

Perhaps there are some details that players may not notice when they are playing, but this does not mean that they can not do it.

Even if it is not for technical constraints, Chuhe would like to create a more realistic game world, for example, if you do not complete a task line, there will even be an NPC to complete it, and then derive the rest of the task line.

It is not the kind of multi-line selection that has already formulated multiple directions and can appear when the triggering conditions are met, but a truly autonomous and randomly generated task line.

But this is almost impossible to do, unless there is a truly intelligent AI program one day.

But even so, Gabriel and the others were shocked by the request Chuhe described.

Only now did Gabre have an idea of ​​why Chuhe said that he would invest 100 million US dollars in the project of Red Dead Redemption.

Because, this is too exaggerated.

The games produced in this way may be considered 'art'.

"It takes a lot of time to perfect the details in the game." Klose said next to him.

A lot of details are piled up, which requires a lot of time, not only the time of production, but also the time needed to find and fix bugs in the follow-up.

Everyone has already read the preliminary plan for Red Dead Redemption. The huge map design already takes a lot of time to construct. This kind of structure is not based on imagination. They need to conduct field investigations and consult relevant documents. Video data for design and construction.

And a lot of details are poured in, and there will be many inexplicable BUGs, these are the difficulties in game production.

"If one year is not enough, then two years, if two years is not enough, then three years." Chu He said looking at the crowd.

There has never been a lack of products that have been sharpened for several years in the history of games. Of course, not all of these products can be successful.

For example, "Duke Nukem Forever" has been tossed and turned several times. It took 13 years and even the owner behind it has undergone several rotations, and finally came out. , reduced to a generalized product.

Of course, this is just a statement. In fact, the development time of Red Dead Redemption will certainly not be as long as 13 years. According to the current manpower and capital investment, Chuhe thinks that the entire game project should be completed in about 2 years.

After talking with the three people in charge, Chuhe and the others went to the big conference room of the black light studio.

This is a big project. There is no doubt that there are already more than 15 people in the entire high-level department, including program design, art setting, game screenwriter, game design, and game director.

As for the programming of the game, there is a team of more than 350 people, and there are even more in terms of art.

Regarding the preliminary outline of the game, after this month, combined with the game plan provided by Chuhe, basically everyone has a preliminary consensus.

At the same time, in terms of FPS design in the game, in addition to the traditional FPS setting, a new setting is adopted. In Red Dead Redemption, there is a sharpshooter aiming mechanism similar to "bullet time".

Slow down the flow of time, so that players can slowly aim at the enemy before firing; or slow down the time while automatically marking the target, and then shoot quickly when the time returns to normal.

Of course, these things are just preliminary planning drafts. In the later development process, it is foreseeable that many places will be overturned and redone.

After staying in Black Light Studio for about a week, after fully understanding the development progress of Red Dead Redemption, Chu He left Black Light Studio and went to EA's headquarters.

Next, in addition to contacting EA to discuss the follow-up cooperation plan, the publicity and media conference about Red Dead Redemption will also be put on the agenda.

Plot and free exploration are actually two directions of sandbox games, such as Ubisoft-style sandbox and Rockstar-style sandbox, as long as you have played it, it is easy to distinguish between the two; in fact, I want to play a domestic game The martial arts sandbox game, but I think it should be a lifetime series; in addition, some time ago, He Luo was actually a He Luo fan, and he highly praised He Luo Studio and Xu Changlong, but I have to say that He Luo is really a semi-finished product , I have played for 60+ hours myself, and cleared the level twice, and I still feel qualified to talk about it. Regardless of external reasons such as funds and technology, the evaluation is only based on the quality of the game. The numerous bugs, copywriting of the play, and rough modeling are all shortcomings that cannot be washed away.

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