Game Entertainment Empire

Chapter 293 CG Animation

The development progress of the game is very good. At present, several studios in Nebula Games are basically very mature after several projects.

In terms of art, Yang Chen did not enforce that it must be exactly the same as the one in the memory of the dream. He gave similar style requirements to allow the artists to play freely. This is Yang Chen's consistent practice.

And the feedback received by the facts has always had good results.

The most important thing is the problem of numerical balance in the game. "Warcraft" does not have a big problem here. The main thing is the numerical settings of races, arms and various heroes.

Including the skills of the units in the game, as well as the role of buildings, Yang Chen, who has dream memories, is fully capable of doing it. If there is no reference, it will definitely require a lot of experiments and later tests to get a balance The data.

But with the existence of dream memory, Yang Chen doesn't have to worry about it, because the data in it is mature.

On the contrary, "Assassin's Creed" has encountered a lot of problems. The open sandbox game design is not like the design of "The Elder Scrolls: Skyrim" in terms of missions, but it also includes There are elements of RPG.

And the elements involved are very strict resource allocation issues. There are similar resource allocations in "The Elder Scrolls: Skyrim", but in fact, such resources are not very important in "The Elder Scrolls: Skyrim" .

For example, after a robber is killed, he may have a book of magic skills, a diary, and scattered gold coins on him.

And after you reload the file and kill the bandit again, he may only have gold coins on him, but no magic skill book.

These contents are only used as embellishments in the world of "The Elder Scrolls: Skyrim", but in fact these resources may not be used by you at all.

Exploration and the unknown, this is the feeling that "The Elder Scrolls: Skyrim" brings to players.

In "Assassin's Creed", when it comes to RPG resources, this is a more difficult process.

In favor of the resource allocation in "Metal Gear Solid: The Phantom Pain", there needs to be a balance between resource output and consumption control.

The simplest example is that you can get 100 gold coins for doing a task, but you need 1000 gold coins for researching something.

How many similar daily bounty tasks to do,

To be able to obtain so many resources, and then carry out research upgrades, these all require numerical planning and proper resource allocation.

If it is a task structure instead of falling from ordinary monsters, it also needs to involve the level structure design.

A quest reward that is too rare and cumbersome will make players feel uncomfortable, even irritable.

There are too many and simple rewards for a task, which will completely destroy the resource demand, and lose the idea of ​​continuing the game and exploring.

It can be said that players are always a very tangled group. If there is no clear goal, then the players will find the game boring; if they set rules for the players and teach them how to play, it will make them feel irritable.

"Wow, this plot..." In the office, looking at the outline of the plot written by Yang Chen, Wang Yaliang beside him couldn't help expressing a burst of emotion.

Regarding the plot of "Warcraft", like the previous "The Elder Scrolls: Skyrim", Yang Chen will only give a simple summary of the story, and the real detailed completion depends on the screenwriter team and their follow-up creation.

After all, even if there is a dream memory in this thing, if he is responsible for all of it, then there is no need to worry about other things.

What Wang Yaliang was holding in his hand was a plot description that Yang Chen had just completed.

In the royal city of Lordaeron, Alsace returned triumphantly, the world was full of flowers, and the people cheered for him, but he stabbed his hand to his father's chest.

"This is really a filial son." Wang Yaliang couldn't help expressing emotion: "When the time comes, the players must be confused when they play. I have witnessed with my own eyes that a paladin with a bright heart degenerates into a death knight."

"It's okay, there are still people who want to trick you." Yang Chen said to Wang Yaliang with a smile.

Listening to Yang Chen's words, Wang Yaliang pretended to give him a fierce look, and then said with some distress: "But the CG cutscene time is two to three minutes, it is very difficult to fully express the plot."

Although the game circle is very loud, some people even think that "Metal Gear Solid: The Phantom Pain" and the subsequent DLC "Snake Eater" have shown extremely brilliant directorial skills.

Even the overseas "Metal Gear Solid" represented by UEgame doesn't know whether it is a promotional commercial bragging, or it is true, and there are even scenes of well-known Hollywood directors supporting it.

But I know how many brushes I have. The shots of "Metal Gear Solid" are good enough, and it's more because this is not just a movie shot.

Many elements in many places can be adjusted and modified technically, which is much simpler than pure film shooting.

Although the CG cutscenes filmed in "Warcraft" can also be modified and adjusted through various subsequent technologies, the most critical thing is the time limit.

How to express the story you want to tell within two or three minutes is the most difficult point.

To put it bluntly, it is the editing work after filming. The master tape of a complete film may have several times the release time. How to edit it to the market standard of a normal film is also very difficult.

It may even be possible for a good movie to become a spicy chicken through this kind of editing; it is also possible to suddenly become better through editing, these are all possible things.

Discussing with Yang Chen and Wang Yaliang how to make the game; how to present the plot of this part in the follow-up CG cutscenes.

On the other hand, they obtained the brief GDD of "Assassin's Creed" from Yang Chen in advance, and Lin Jiayi's team, who had discussed the core style of "Assassin's Creed" with Yang Chen, moved much faster than Yang Chen and the others.

The concept CG of the latest "Assassin's Creed" has already been produced by them. Of course, this cannot be the performance in the game. Let alone other things in such a short time, I am afraid that even the modeling has not been done well.

This is a simple CG animation, just like when most manufacturers make a game, they will throw out a promotional CG to tell players how awesome our game is.

There are even some thick-skinned manufacturers who will subtly make players mistakenly think that this CG is actually the screen of the actual game.

But actually?

The game is still a small seed, just planted and fertilized.

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