本帖最后由 weipilihang 于 2011-8-6 15:28 编辑
Q&A"Art Direction From Dust™" with Creative Director Eric Chahi and ArtDirector Bruno Gentile 创意总监埃里·克恰希和艺术总监布鲁·诺詹蒂莱关于“灰烬的艺术设计的方向”访谈录
What were the influences in creating theart of From Dust™ as it relates to video games, movies, painters andphotographers? 作为一款涉及到电视游戏,电影,油画,照片的作品,对于灰烬创作之初有什么影响?
Bruno Gentile, art director: Nature has been the keyvisual inspiration in "From Dust". Documentaries such as Planet Earthfrom the BBC or aerial photographies from Yann Arthus Bertrand have been ourguide in this journey to design the environments. Bruno Gentile(简BG),艺术总监:灰烬的视觉灵感关键来源于大自然。我们设计游戏环境时以真实的纪录片作为依托,比如来自BBC的行星地球或者晏阿蒂斯伯特的飞机俯拍的纪录片。
Some places of inspiration include the the Yemen island of Socotra with endemicplants, the contemplative aesthetic of central Sahara and the lagoonarchipelagos from Polynesia as well as Eric's Chahi awesome pictures ofvolcanoes. 有些地方的灵感包括也门索科岛特有植物、
中央撒哈拉的死寂美学与波利尼西亚的环礁湖群岛以及酷毙了的Eric Chahi(简EC)式的火山图。
Is the rich colors palette of theartworks something we could expect to see in game? 玩家可以期待从游戏中欣赏到更有色彩度的艺术设计吗? Bruno: Like nature itself, « From Dust » is not a darkand monochromatic game at all! A rich color palette is very important as itallows us to express the beauty of nature, its diversity and emphasize thepower of nature. It was also important to provide strong color contrasts, sucha s the clear turquoise blue of our ocean and the burning colors of a mineraland volcanic world. In the middle of this balance stands a rich and swarminglife full of weird shapes and colors populating the world of Dust. BG:正如大自然一样,灰烬根本不是一色彩单调的游戏!丰富的颜色使我们能更好地展现大自然的魅力、变化以及强调大自然的力量。提供强烈的色彩反差同样举足轻重,比如湛蓝的湖水和喷发的火山。在灰烬这款游戏中充数着大量奇怪的形状或颜色,它们在富有生气的世界恰如其分。
The tribes in From Dust are all wearinga mask, why & what are the inspirations behind this idea? 在尘埃这部游戏里每个部落的人都带着面具,这个创意背后的灵感来自什么?为什么? Bruno: Weirdly, this simple and yet efficient idea tocreate a mystery has been a long process of trial and error on our side Afterexperimenting on direct tribal references coming mainly from African and NewGuinea tribes, we've started mixing different influences. It was very closefrom an easy to catch reference to our real world. BG:诡异,希望这个简单而高效的创意来制造出神秘感可不容易,这是一个长期的尝试和失败的过程。最终将主要来自非洲和新几内亚部落作为参考,并混合成型。它是从容易赶上我们现实世界的引用很密切。所以,很容易就能从中在我们的真实世界里找到出处。
One day, our concept artists, Sebastien, came back with the idea of a big maskbuilt out of mother-of-pearl and we were sold immediately. The odd placement ofthe eyes and mouth opening was conveying something childish and yet intriguingwhile being iconic. From this idea, we've conceived a new breed of human being,very unique and yet credible. The people of Dust were born!
一天,我们的概念艺术设计工程师Sebastien带回来一个由贝壳制作一副大面具的想法,听了之后我们一拍即合。作为圣像有着古怪的眼睛位置、嘴巴大张,虽然孩子气但是也会引起玩家极大的好奇心。从这个创意中我们成功塑造了一个独一无二的人类,灰烬之子诞生了!
How was the sphere you're using in gameas a key element to convey your power was created? Will it evolve visuallydepending on your powers / the matter you swallow? 在游戏中,玩家作为关键因素是如何通过这个魔法球释放自己的力量来影响世界?游戏里的进化是基于你的能力或者破坏程度吗? Eric Chahi, creative director: At a developmentmilestone, we've decided that the player should be able to directly influencethe universe while playing. Our key question then was how much could he changethis world?
EC:这是游戏发展的一个里程碑,我们决定玩家能在游玩过程中直接影响游戏世界,我们的关键点在于控制玩家在游戏中的改变力。
From a traditional hud measuring the remaining change possible, we switched tosomething more abstract like the sphere which is the best way to measure avolume, in this case a volume of change possible in the world you're in. Andthen, it became something even stronger in our creative vision fully integratedin the storyline. 传统中改变游戏里的环境的方法都是用鼠标点击以线性的方式完成,而我们将之转换为抽象的方式处理,就比如用球体是最好测量体积的一个方法,在这种情况下当你在这个世界改变了一个球状体积,它会蝴蝶效应式地以另外一种更强烈由我们创造出来的方式充分地影响整个故事线。
So yes, the sphere will change according to the material you're using: it willbecome water if you're using water. Your sphere will even pulse according tothe powers you will choose to use and the music your tribe will use but … Ican't say anything further on this. 那么是的,这个魔法球会根据你使用的材料而发生改变,当你用水的时候,它会变为水。这个魔法球甚至会因为你选择的力量不同或者部落音乐不同而有节奏地震动,但是。。。关于这个我不能透露太多了。
Were the game volcanoes or tsunamisanchored in real Earth events or more fantasy-style natural disasters? 游戏中的火山喷发和海啸是基于世界的真实事件还是更多地来自幻想风格的天灾? Eric: After seeing volcano activity and walking nextto the lava, it was hard not to create a realistic volcano right? The beautyand power of the real life is stronger than most of the creative or artisticvisions we're usually seeing in movies and games.
EC:在观察了火山运动和熔岩喷发,觉得创造出真实的火山喷发很容易?实际上真实世界的力与美比大多数创作出来的游戏很电影的视觉感官都要强。
We've worked hard to translate a vision of the power of the Earth moving andexploding in the game. Some real places such as the Etna on the explosive side,Hawai or the Peak of the Furnace of the Reunion Island for the rivers of lava.For the tsunamis, we've been more going for something over the top and visuallyimpressive. 我们很努力地将大自然运动和爆炸效果更有感官刺激地展现在游戏中。一些真实的地方如埃特纳爆炸效果,夏威夷岛屿或留尼汪岛河溪的熔岩炉峰。对于海啸来说,我们更倾向于制造顶级的视觉效果。
What were the challenges while designingthese elements in terms of look? 在设计这些元素的外观方面的挑战是什么? Eric: The game is based on a simulation. Thekeydifficulty was to have sound and visual adapting in real time toa player'simpact on the landscape. We had to create dynamic textures adapting themselvesto the fluids such as lava and water. Our artists and technicians have workedhard on specific shades, andtextures to mimic the water transparency or thestickiness of the moving lava. A lot of special effects have been designed forthe volcanoes explosions and ashes. EC:这个游戏是基于模拟,最困难的部分是当一个玩家在对环境做出改变时,视觉和听觉特效上的实时伴随。我们不得不制造出动态纹理来和适应熔岩、海水等液体。我们的艺术工程师和技术人员针对细致的阴影做了重点处理,同时物体纹理特性加入模仿水的透明度和熔岩的粘稠性。火山爆发和灰烬设计了大量的特效在其中。
Will the tribe evolve and change duringyour game experience? 随着游戏经验的提升,部落会进货和改变吗? Eric: The tribe will not evolve as far astechnological progress, but it will evolve via culture as they discover theirworld and their past. Indeed the tribe will leave a print of their culture inthe environment. EC:部落并不会随着科技的进程而进化,但是随着探索世界和过去之后,他们会以文化传承的方式进化,实际上部落会在游戏环境里留下深深的文化烙印。
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