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2018年12月28日 星期五

Creating a sense of magical realism through in-game lighting_透過遊戲打光,創造奇幻現實的場面

Creating a sense of magical realism through in-game lighting

透過遊戲打光,創造奇幻現實的場面


Creating a sense of magical realism through in-game lighting

June 8, 2018 | By Jack Yarwood

More: IndieArt



Lighting is an often underused and underappreciated tool in the game developer’s tool kit.

打燈在遊戲開發者工作包裡,通常是被未充分利用和被低估的工具。
In addition to its (very good) function of making your game visible and readable by the player, lighting can be manipulated to evoke a specific atmosphere or draw particular attention to a level’s design.

除了它可以讓你的遊戲看的見(非常好)和讓玩家可辨識,操控打光可以引起特殊的氛圍,或在關卡設計中吸引特別的注意。
For this reason Midnight Hub, the Malmo-based indie studio behind Lake Ridden, aimed to take full advantage of lighting while working on the puzzle-exploration game.

基於這個原因,Midnight Hub,以Malmo為基底的獨立工作室,Lake Ridden的幕後團隊。目標是以燈光展開全程冒險,在益智探索的遊戲中實現。
Rather than simply using lighting to illuminate a scene, the team wanted to evoke a sense of magical realism, purposefully lighting each scene to accentuate the length and shape of shadows as well as draw the player deeper into the story and its mysterious forest setting.

並非單純使用燈光照亮場景,團隊想要引發魔幻寫實的氛圍,每個場景中,有目的的打燈會加大範圍和陰影形狀也會更吸引玩家進入遊戲和它的神秘森林環境。
The premise of Lake Ridden is simple: you play as a girl named Marie who is looking for her younger sister. She’s gone missing while on a camping trip in the woods, and it's up to you to explore your surroundings for clues on how to find her.

Lake Ridden的前提是單純的 : 你扮演一位叫Marie的女孩,要去尋找她的妹妹,她在森林裡露營時失蹤,靠你去探索周遭的線索尋找她的下落。
Playing from a first-person perspective, you're tasked with solving puzzles found throughout the different areas to advance and illuminate light sources, which in turn keep track of where you’ve already been. But, as you explore deeper into the woods, you’ll soon realize that there is more to the environment than first appeared. Something supernatural is afoot.

從第一人稱視角,你的任務是解開不一樣區域的謎題,以此推進和點亮光源,反過來說,保存你已經走過的路徑。但當你探索森林深處時,你將很快發現場景內容比第一次接觸時更多,某些超自然正在進行。

"You never want to just place a light somewhere [randomly], you want to [say] 'What can we do to make this area interesting with this light?'"

Settling on an art direction 訂定美術方向

One of the biggest problems during the development of Lake Ridden was the amount of time and resources the team had to make the game. While coming up with the art direction, the team were conscious of how time-intensive a realistic aesthetic would be and therefore decided against it, choosing to go with a more stylized look inspired by games like Among the Sleep and Firewatch.

在開發 Lake Ridden時,所遇到的最大問題之一,就是團隊製作遊戲所需大量的時間與資源。面臨美術方向時,團隊意識到時間緊迫的現實美學會是一個方法,因此決定挑戰它,並且選擇更具風格化的外貌,是來自Among the SleepFirewatch的啟發。
“We realized that if we were going to finish this game we should just do somewhat semi-realistic textures, and maybe paint them a little bit, and then do the stylized feeling with the atmosphere, and the fog, and the lighting, and so on,” explains Erik Nilsson, the art director on the game.

「我們了解到如果要完成這個遊戲,應該要做些半寫實的材質,並且也許一些手繪,用些大氣氛圍 霧氣,光線做出風格化。」Erik Nilsson解釋,Lake Ridden的藝術指導。


The look they strived for with the lighting and environmental effects was something they termed “Hollywood realism”, where the contrast between light and shadow is purposefully dramatic or exaggerated to evoke a particular atmosphere. You can see this in the quite pronounced volumetric light shafts in the daytime scenes and in the interior shadows.

他們致力於用光線和環境效果達到所謂的「好萊塢現實主義」的樣貌,燈光與陰影的對比,是具有目的的戲劇效果或誇張地想要喚起特殊氛圍。你可以在白天場景和室內陰暗處看到相當明顯的體積光軸(light shafts

Using reference material for guidance 使用資料素材當作指引

The team looked at tons of reference material to achieve this tone, including real world photography and stills from Hollywood movies such as the cinematography of Andrew Lesnie (The Lord of the Rings) and John Alcott (The Shining).

團隊觀察素材的色調去建立這類的色調,包括真實世界的攝影相片,和來自好萊塢的劇照,像是攝影師Andrew Lesnie (末戒系列) 和 John Alcott (鬼店)
This helped them decide how to render particular objects in the game’s world and how many highlights an item should have. They then used their own plug-ins to tweak the saturation and balance colors in the environment when tinting the light, giving the day scenes a warmer overall look and a blue tone to the game’s nights.

這可以幫助他們決定如何為遊戲世界裡,特別的物件上色,物件應該需要多少高光。接著他們用自家的外掛去微調飽和度和當染上光的顏色,要平衡環境顏色,提供白天場景更溫暖的整體外觀和給遊戲的夜晚藍色調。
“I think [more designers] should look a lot at movies,” says Nilsson. “Look how they are lighting things, because nothing is an accident. Everything is planned. If you have a light, try to get the most out of it, because a shadow is great for breaking up a texture and making it look more interesting.” He adds, “You never want to just place a light somewhere [randomly], you want to [say] 'What can we do to make this area interesting with this light?'”

Nilsson 說 :「我認為大多(設計師)應該多看一點電影」看他們怎麼打光,因為沒有燈光是意外的造成的,每件事都是計畫好的。如果你有一盞燈,試著充分利用它,因為陰影非常適合拆散紋理並使其看起來更有趣。“他補充說,”你永遠不想在某個地方[隨機]放置一盞燈,你想[說]'我們能用這個燈,做些什麼來讓這個區域有趣?

Tackling the natural lighting 處理自然採光

You see this approach on display early on in the game, when you come across a campsite bathed in moonlight. This clearly communicates to the player that this is the next area of importance, contrasting significantly against the dark forest environment.

你可以看到在遊戲裡,早期使用這種方法顯現,你發現了一處在月光照射下的營地,這明確告知玩家,這是下一個重要的區域,與黑暗的森林環境形成鮮明對比。
“We wanted to create these light islands, where if you walk through the path, you can almost always tell where you’re going from this light island space up ahead,” Nilsson explains. “It’s like, “Okay, here’s the next breadcrumb.” It should be light enough that you can explore a bit if you want to, but usually it is [only] the important parts that are lit up.”

“我們想建立這些光島,如果你走過這條路,你幾乎可以告訴自己該從這個光島走去你要的位置,”Nilsson解釋。 “就像是,”好吧,這是下一個麵包屑。“它應該足夠亮,如果你願意,你可以探索一下,但通常它[只會]點亮的重要部分。”
This technique is used throughout, such as later when you happen across a stone ruin in the garden swarming with fireflies. Not only is it a functional way of leading the player through a level, it also carries a thematic importance in the plot.

這種技法在整個過程中都會被使用,比如之後當你偶遇螢火蟲叢生花園裡的石頭廢墟時。 它不僅是引導玩家通過關卡的一種功能性方式,而且在情節中也具有主題重要性。
At times the light takes on the form of ghost lights, similar to will-o’-the-wisps from European folklore that were said to lead travelers astray. The game has you follow these moving blue lights throughout a forest to locate certain puzzles in a move that gradually introduces the player to the presence of the more magical elements.

有時候燈光會以鬼燈的形式,類似來自歐洲民間傳說的鬼火,據說會引導旅人走錯路。遊戲讓你跟著這些移動的藍色燈光,穿過森林去在移動中定位某些謎題,逐漸地引入玩家到更多神奇元素的存在。

Using light sources as markers 把光源當作標記

It isn’t just natural lighting that is important for the level design however. While exploring the manor and the garden locations, you will also often come across static light sources, including lanterns and candles. These are usually placed close to puzzles, key items, and along paths, and can be lit to keep track of where you’ve already been or to simply illuminate the environment and get a better sense of your surroundings.

對關卡設計而言,自然光不止重要,然而在探索莊園和花園時,你也會遇到靜態光源,包括燈籠和蠟燭。這些光源通常會放置在靠近謎題,重要物件或是長型通道上,可以照亮你所在的通道上,或只是照亮環境,並更容易了解環境四周。 

"We started out with a flashlight, but it was a lot more fun just to light things [ourselves]...going around with a flashlight everywhere, you’re not only going to destroy the level design, but also the atmosphere."
The decision to add light sources had the benefit of allowing the developer to keep control of the lighting and the mood of each setting, while still giving the player some level of interaction within the scene.

增加光源有些好處,允許開發者掌握燈光的控制和每個設定的情緒,持續在場景中,給予玩家一定程度的互動。
But this wasn’t always the plan.

但計劃最初不是這樣。
“We started out with a flashlight, but it was a lot more fun just to light things [ourselves],” explains Nilsson. “If you have a stationary light, you can decide where the light sources are going to be and how things are seen. Whereas going around with a flashlight everywhere, you’re not only going to destroy the level design, but also the atmosphere.”

“我們一開始是使用手電筒,它有趣的點是照亮東西(我們自己),”尼爾森解釋。 “如果你有一個固定的燈,你可以決定光源的位置和物體看起來的樣子。 帶著手電筒到處走,你不僅破壞關卡設計,也破壞氣氛。“
Exploring the environments for the first time in Lake Ridden, these static lights are important for slowly dispelling the mystery of the game’s world, with the player able to gradually reveal a scene through careful exploration and interaction with the objects around them. It heightens the atmosphere and sells you on the idea that you are the first person to visit the setting in a long time.

首次在Lake Ridden中探索環境,這些靜態燈對於慢慢消除遊戲世界的神秘感非常重要,玩家可以透過仔細探索和與周圍物體的互動來逐漸顯露場景。 它增強了氣氛,讓你覺得長久以來,你是第一個參觀環境的人。

Dynamic over baked lighting 動態烘培照明

It should be mentioned, though, that the Midnight Hub’s approach to lighting wasn’t without its technical problems. The game was supposed to be lit using baked lighting, which is often a low-cost approach as light and shadows are pre-computed using lightmaps. However, Unity’s lighting system seemed unsuited to the large open environment of the game, meaning they couldn’t get the shadow baking to work properly. It would either be of a low quality or crash the game.

有件事應該要被提及,Midnight Hub的照明方法並非沒有技術問題。 該遊戲應該使用烘焙照明,這通常是一種低成本的方法,因為使用光照貼圖預先計算了光線和陰影。 然而,Unity的照明系統似乎不適合大型開放環境的遊戲,這意味著它們無法讓陰影烘焙正常工作。 它要嘛質量低,要嘛讓遊戲當機。


The compromise was using dynamic lighting instead. Although, allowing players to light up individual light sources around the world proved taxing on the game’s performance. Johan Bernhardsson, the project director, therefore had to rewrite his own personalized lighting system, to ensure that light and shadows would turn off at a certain distance. This helped maintain performance and ensured that the gameplay didn’t slow down to a crawl if the player lit all the available light sources in a level.

折衷方案是使用動態照明替代。 儘管如此,讓玩家照亮世界的獨立光源,已證明會耗損遊戲效能。 因此,專案總監Johan Bernhardsson不得不改寫自己的客製化照明系統,以確保光線和陰影在一定距離內關閉。 這有助於保持性能並確保如果玩家點亮關卡中所有可用的光源,遊玩體驗不會變慢到爬行速度。
“The main reason [we did this] was because the original lights that are in Unity are pretty good if you want to bake everything, but since we had an open-world area we had some real big problems getting the baking to work,” explains Nilsson. “It just didn’t like the scale of the game. We tried to do real-time outside and baking inside and that didn’t work either.”

“我們這樣做的主要原因是因為你想烘焙所有東西,Unity中的內建燈光非常好,但由於我們有一個開放的世界區域,我們有一些真正的大問題讓烘焙工作,” 尼爾森解釋道。 “它只是不喜歡比賽的規模。 我們試圖在室外進行實時烘烤,但這也沒有用。“
Lake Ridden demonstrates just how effective a tool lighting can be. It is not only used to sell the player on the supernatural nature of the game, but to carefully lead the player through the world. I ask Nilsson how challenging it was to get the lighting right for the game.

Lake Ridden 展示一個運用燈光的效果會是怎樣呈現。它不只被利用賣給玩家,讓他們在一個超自然的游戲裡,也小心地讓玩家探索整個世界。我問Nilsson,正確燈光對這款游戲是多麼挑戰的事。
“We have internal jokes about how much of a pain in the ass the fog and the light has been,” says Nilsson. “I think we have like learned of what not to do for the next project, but yeah, it has been a big thing to get right because it does so much for the atmosphere to get those two things right.” He highlights having to use their own dynamic lighting as one of the biggest lessons they learned. “It’s definitely been a real uphill struggle.”

Nilsson説 : 我們內部有個笑話有關,到底在霧跟光有多令人討厭,我認為我們已經了解了下一個項目不該做的事情,但是,正確的做法是一件很重要的事情,因為它讓氣氛變得如此之大,以至於讓這兩件事情變得正確。”他強調必須使用 他們自己的動態照明是他們學到的最重要的教訓之一。 “這絕對是一場真正艱難的奮戰。”

2017年2月17日 星期五

Writing Diverse Characters: A Practical Guide by Anna Jenelius -- 寫出各式各樣的角色 : 實用指南


source 

Writing Diverse Characters: A Practical Guide

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Introduction 引言

Stop me if you’ve heard this one - a lone wolf with severe emotional issues saves the day and/or avenges a loved one by using a lot of violence.

你如果聽到這種引言,請阻止我 - 一隻孤狼,有著嚴重的情緒問題,用了許多暴力拯救了自己或是報復舊愛。
How many times since games became digital have we experienced that story? How many times have we been a brown-haired white guy with a stubble? Don’t get me wrong, there is no inherent problem with these men or their story - it’s just that we have heard it so many times before. Retelling it yet again is uninspired and thereby bad writing.

自從遊戲變成數位化,有多少次我們有體驗過其中故事?有多少次我們扮演角色是個褐髮蓄鬍的白人?別誤會,這些男子和他們的故事基本上沒甚麼問題 - 只是我們以前就聽過很多次。再重編一次同樣故事可能就不再那麼吸引人,故事就這樣寫壞了。
Our medium keeps growing, and more and more people are experiencing our games. If we want to entertain them and make sure they keep coming back, we need to give them new stories. Other people’s stories. And we need to do this for at least two reasons.

我們的媒體一直在成長,而且越來越多的人在體驗我們的遊戲。如果我們想要娛樂他們,確保他們還會回流,我們需要給他們新的故事,其他人的故事,至少有2個原因,讓我們需要這麼做。

Representation 身分

First off, more people need to be able to identify themselves with the characters they meet in our games. It is easy to dismiss representation for people who see themselves mirrored in what they play on a regular basis - but it really does mean a lot for others. If nothing else - if we can make more people feel seen and like they belong in the gaming community, we have a larger group of happy, returning customers. It is hardly rocket science.

首先,更多人需要能夠識別他們本身在我們遊戲中的角色。這對人們看到自己鏡射在一般遊玩中,很容易忽視身分 - 但這對其他人,確實有許多意義。最重要 - 如果我們可以讓更多人感覺看到和喜歡他們屬於遊戲社群,我們有很大群快樂,回流顧客。 這比火箭實驗還難。

Representation in Dungeons & Dragons
The power of representation. (It's a public post, but anonymized just in case.)
身分的力量 (這是公開貼文,但有匿名,以防萬一)
貼文寫道 : 當我打開第5版龍與地下城的玩家手冊,發現"人類"種族是一名黑人女性,我高興極了~我打賭對許多人而言這只是小事,對我卻是件大事。對身分課題,在人生已超過30年之後,我終於可以看到自己投射在我最喜歡的世界中。

Impact 衝擊

Secondly, we as an industry are still exploring what we can create when it comes to narrative. In order to keep doing so, we need to think outside the very small box we are currently using. If we look at literature for a second: there are probably several thousands of books about the Second World War, but a few stand out from the crowd and continue to be relevant more than half a century later. The reason why a book likeAnne Frank’s Diary is so important and memorable is because it tells a civilian’s - a young girl’s - story. Through it we can understand something about war, and maybe about humanity, that we cannot learn from yet another account of troop deployment in Normandy. How many games have portrayed the same or a similar landing of troops? But Anne Frank’s story has yet to be seen in a game. The closest thing we have is probably This War of Mine by 11 bit studios, and it did remarkably well on the market - possibly because it choose to portray a different aspect of war than most other games.

第二,我們身為從業人員,仍要探索我們創造出來的事物,尤其當他們從敘述中走出來。為了持續堅持,我們要想到我們目前正在使用的遊戲機以外的的事。假設我們翻一下文學 : 可能會有數千本有關二戰的書籍,但很少有出眾的作品,並持續在這半世紀中被拿來比對。這就是為什麼像安妮的日記這麼重要並難忘,因為它是講述一名平民 - 一位年輕女孩 的故事。透過它,我們可以了解一些戰爭,或一些人性,這些東西,我們無法從軍隊佈署在諾曼地的數量中學得。有多少遊戲詮釋同樣或可能類似的部隊登陸?但安妮佛蘭克的故事還沒在遊戲中看過。我們有最接近類似的,可能就是"This War of Mine"11 bit studios製作,它在市場反應非常好 -  可能因為他選了比其他遊戲更不一樣的角度描繪戰爭。 

Tools 工具

Creating a system for diversity  創造多樣性的組織

Sometimes, I don’t think we even do it on purpose - we are just so used to a white, straight cis man being the default. However, there are other paths you can tread. Let’s take a look at what Neil Druckmann has been quoted saying about Naughty Dog’s approach for Uncharted 4:

有時候,我不想我們是有意的做這件事 - 我們只是習慣用一名 白人,直順性男當作預設。然而,有另一個方法你可以參考,我們聽聽Neil Druckmann說明有關玩皮狗在秘境4的方法。
“When I’m introducing and describing a new character to our lead character concept artist, constantly she will ask, ‘What if it was a girl?’ And I’m like, Oh, I didn’t think about that. Let me think, does that affect or change anything? No? Cool, that’s different. Yeah, let’s do it.”

當我正在介紹和敘述一名新角色給我們的主角色概念設計師,她通常立刻會問,"它如果是個女孩呢?"我喜歡,喔,我沒想過這樣,讓我想想,這會影響或改變任何事嗎? 不會? 酷,這很不一樣,好,我們就這麼做!
Even if I suggest calling adults women and not girls, we need more of this - creating a system for questioning the norm. Does it actually matter which gender this character is? If your gameplay is solid, do you really think you will lose sales because your protagonist steps away from the norm? Well, you might - but you might just as well gain even more.

即使我建議決定成年女性而不是女孩,我們還是需要更多有關她的資訊 - 建立一個系統,反問規範。這個角色是何種性別很重要嗎?如果你遊戲很牢靠,你真的會覺得因為主角不是那種一般規範內的角色,而讓遊戲賣得不好嗎? 恩, 你可能會這麼想 -  但你也可能得到多。
Part of the cast of Shantee's Choices.Part of the cast of Shantee's Choices, and/or a line to an ice-cream stand.
Shantee's Choices的一部分角色,排排站在一起

Character roster checklist 角色名冊清單

With all this in mind, I would like to present a checklist to use when designing characters for your game. Of course, you don't have to make all your characters "unconventional" if you don't want to - but when looking through your roster in the end, ask yourself if you have properly and respectfully represented these different human aspects. If not, is it a conscious choice you can motivate and stand by?

這些在我心中,為你的遊戲設計角色,我比較偏向列出一個清單使用,當然,你不必讓每個角色都具"說服力" - 不過你最後在看名冊時,問自己是否適當準確呈現這些不一樣的人格要素,如果沒有,它是有意義可以激起你支持的選擇嗎?

⬜ Age 年紀
⬜ Genders 性別
⬜ Sexualities 性取向
⬜ Ethnicities 種族
⬜ Body types 身形
⬜ Physical ability 體能
⬜ Mental ability 心理
⬜ Beliefs/Religion 宗教信仰

In practice 實際操作

Now, let’s get a little more practical. For my own game Shantee’s Choices, one of the first things I did was to create a roster of all the important characters needed to tell the story. I started by googling reference images, collecting pictures of people that looked roughly like what I wanted in my game. Then I began putting similar images together to create characters, as well as contemplating who they were.

現在,我們來做些練習,在我自製的遊戲Shantee’s Choices,我第一件事就是製作所有重要角色的清冊,都必須有自己的故事。我一開始會先google資料圖片,收集一些類似且是我想要在我遊戲出現的角色。然後把類似的圖片放在一起,創造角色,並且思考他們是誰?

Character sheet 角色列表

When the above was done, I filled out a character sheet for each emerging character, which contained the following information:
上述作業完成後,我會對每個出場的角色填滿一個角色表,包含以下訊息 : 
Tagline 標語
One sentence that describes the character. Examples here are “the Broken Jester”, “the Artistic Street Rat” and “the Honorable Pirate”. If you can create a contradiction or elevator pitch with just a few words, you know that you have an interesting character.
一句話描寫角色,例如:"破碎的小丑" "街頭老鼠藝術家" "受尊敬的海盜" 如果你創造一個矛盾或可以短時間用幾個字說明,你會有個有趣的角色。
Reference Images 參考圖片
Create a rough image of what the character looks like, by adding some reference material.
用一些參考資料,粗略拼湊出角色長相。
Character Sheet                                                                                Name 名字
All characters should have at least a  given name and a family name. Nicknames, nom de plumes and so on are also a nice touch. What did their nana call them when they were growing up?

所有角色應該至少都有名字,和家族姓氏。綽號,筆名,等等都是不錯。他們的祖母怎麼在他們成長中叫他們?
Age 年紀
Make sure that you have characters along the whole scale from young to old. Especially elderly women are unrealistically rare in games - don’t be afraid to try and change that.

確定你有所有角色從年輕到衰老的準則,特別是老女人不常在遊戲出現 別害怕嘗試和改變。
Gender 性別
What do people read the character as, and how do they define themselves? Remember not to limit yourself to binary definitions. If you are not familiar or comfortable with this, consider doing some research first.

讀者閱讀角色會是甚麼樣的人,他們如何定義自己?記住不要限制自己簡化定義。如果你不熟悉或不舒服這類題材,先去找資料吧!


                                                                                                              An example of a character sheet.
Sexual/romantic preference 性向
Characters should, just like physical people, have preferences when it comes to relations. Not everyone will automatically take their clothes off just because you have been nice to them, and some might even be completely uninterested in sex and/or romance.

角色應該會像是有肉體的人,尤其是在人際關係上會有喜好。並不是你對任何人好,他們就會脫去衣服,而且有些人對性和羅曼蒂克沒有興趣。
Body type 體型
Make sure you have characters that look different physically. Games are particularly bad at creating women that do not follow conventional beauty standards, which gives a very narrow and frankly boring scope to work with when it comes to character design.

確保你的角色在外型看起來不一樣,遊戲特別不擅長創造一位不是遵循一般世俗的美麗女性,設計上給予太狹隘和無趣視野。
Family 家族
Everyone comes from somewhere. Far too often do we see characters that are completely disconnected from other people - why not create a protagonist with not only one but two living parents for once? That might even raise the stakes considerably if, say, the world needs to be saved.

任何人都來自某個地方,我們太常看見一個角色,完全與另一些人無法關聯 - 為什麼不創造一個同時父母都在的主角?如果說世界需要被拯救,這也許會提高些風險。
Disposition 性情
I chose to give all my characters a personality type based on DISC, to make sure they think and act differently. Are they extroverted or introverted, controlling or accepting? You can also use Myers-Briggs, if you like.

我會給我所有的角色作一個DISC人格測試,去確定他們不一樣的思考和行為。他們是外向或內向,控制或接受? 如果你喜歡,也可以使用Myers-Briggs性格分類法。
Fear 恐懼
What is this character’s greatest fear - what do they want to avoid more than anything else? What, if anything, could make them snap if you put them too close to it? This could be anything from a phobia, such as spiders or clowns, or something more subtle, like succumbing to a hereditary disease or their children joining a certain faction.

這名角色最大的恐懼是甚麼 - 他們千方百計最想避開的是甚麼? 不管是甚麼,任何事情,把他們放在非常靠近角色,會讓角色抓狂。這可能來自恐懼,像是蜘蛛,或小丑,或一些不明顯的事情,像是對遺傳性疾病失去希望,或他們的孩子加入某些幫派。
Goals/dreams 目標 / 夢想
What is it this character wants to achieve? What do they dream about when staring through the window on a rainy afternoon? Oh and world domination does not count. “Power because power” is not an interesting goal for a villain - power should, if anything, be viewed as a means to an end. Instead, consider what they are trying to accomplish. What is their end goal, that justifies their actions? No one is the bad guy of their own story.

這個角色想要達成甚麼?在下雨的午後,看著窗外,他們夢想些甚麼? 喔,統一世界不算,"權力因為權力"不是壞人有興趣的目標 - 權力應該是如果任何事被視為結束的手段,相反的,思考他們試著享完成的事情,甚麼是他們的最終目標,讓他們合法化自己的行為?沒有人在自己的故事裡是壞人。
Likes 喜好
Some things this character likes can be obvious and defining, such as a commanding officer enjoying order and an artist singing a lot. But I recommend also adding more personal things - stuff you would only learn if you really got to know them. Something like the smell of rain, bitter chocolate, or doodling.

有些角色喜歡的東西,是既明顯和明確,像是一位司令享受指揮和藝術家喜歡唱歌。但我也推薦增加更多個人的事情 - 一些唯一能真的認識角色的事情,像是雨的味道,苦的巧克力或塗鴉。
Dislikes 厭惡
What does this character not like? Just like above, add things all the way from the obvious to the deeply personal.

這角色真的不喜歡什麼? 就上面講的,增加來自個人,明顯和深層的要素。
Supports 支援
If there are factions of some kind in your game, note which one this character supports/is part of, and why. What, if anything, could make them change their mind? Where do they stand when it comes to politics? Anchor their ideas and beliefs in the world.

如果在你的遊戲,有某種幫派,注意在這其中的角色,並且為什麼,甚麼事讓他們改變心意? 談到政治,他們會站哪一邊?定下他們在這世界的想法和信念。         
“Us”  "我們"
Which group of people would this character go to lengths to protect? Would they do anything for one particular person, do they see themselves as the protector of a certain community, or are they the saviors of all of humanity? Basically, which omelett are they trying to make, and how many eggs are they willing to break for it?

那一群人是這角色會用盡一切去保護? 會做任何事,只為一位特別的人,視他們自己為某個群體的保護者,或人類救世主
?基本上,他們試著做出的歐姆蛋,他們願意打破多少個蛋去完成它?
Character inspiration 角色激發
If this character is inspired by another character or maybe a historical person, note that here.

如果這個角色會被其他角色或也許是歷史人物,標注在此。
Sample dialog 口頭禪
How does the character talk? Add a few lines to show how they interact with other people.

角色如何說話? 增加一些台詞,體現他們如何與其他人互動。
Other 其他
Here, you are free to add whatever you like that is unique to this character. What was their childhood like? Do they have any diagnoses or disabilities? Where and how do they live? Do they speak with an accent? This is where you can truly flesh out your character!

在此,你可以隨意增加你喜歡的,而對角色來說是獨特的。他們的童年會像甚麼?他們有任何診斷或殘疾? 他們住在哪裡,如何生活? 他們說話有口音嗎? 這部分可以確切的活化你的角色!

Penguins. Also, an iceberg.

"The Iceberg Theory" 冰山理論

When designing your characters, always keep in mind that most people will not drop their entire life history on you as soon as you meet them. Make sure that all the facts are there and that the characters reveal some when it makes sense - but never give away too much at the same time. Force the player to work a bit to get to know the inhabitants of your world.

設計你的角色,總要記住,大部分的人不會你遇見他們,就立刻把他們的生活過往全部告訴你。確定所有的要素後,合情合理,角色才會反饋 - 但絕不要在同時間給太多。強迫玩家要做了一些事情,才能知道有關你世界中的居民。
Also, make sure that the first impression the character gives the player is not always what they will find when digging deeper. Many people hide things about themselves to strangers - maybe from fear of getting bullied, shame, regret, or something else - and only once they trust you will they start revealing who they truly are. In real life, getting to know people’s little oddities and faults is part of what builds real friendships.

再者,確定角色給玩家的第一印象,不是他們深入挖掘後所找到的。許多人面對陌生人會隱藏自己 - 也許害怕霸凌,害羞,後悔 或是其他 - 只要一旦他們相信你,他們會開始透露他們真實的自己。在現實生活中,知道人們的一些怪癖和失敗,是建立真實人際關係的一部分。

Get input 投入一切

If you feel like you want to make your characters more diverse, that’s great! Just try and make sure that you get it right. If you are writing a character with experiences you have not shared, ask for help. You might find that many people are more than happy to share their stories with you - especially if that means they will see themselves represented better in a game.

你想要讓你的角色群更多樣化,這很棒!儘管嘗試,並確定你可以使他正確。用你沒有體驗過的經驗去寫角色,請求幫助吧。你也許會發現許多人,很高興與你分享故事 - 特別是意味著,他們會看到自己在遊戲中表現更好。
Also, do your homework! Read articles and books, listen to talks and panels. If you can research the hell out of WW2 tanks, you can research what it can be like to experience gender dysphoria as well.

再來,做你的功課!閱讀文章和書籍,聆聽會談和小組討論。你可以研究二次世界大戰坦克,你也可以研究體驗性別煩躁。

Conclusion 結論

If we are to tell new, interesting stories in games, we need to consider whose stories we are telling as well. Of course it’s easy for a solo indie dev to call for change and the situation may look very differently for a AAA writer -  but with conscious choices and tools like the ones offered above, I believe that we can raise the bar for storytelling in games.
我們要在遊戲中,講一個新的,有趣的故事,我們也需要思考這是誰的故事。當然,對一人獨立開發的人來說,改變是很容易。但對3A的編劇,情況會非常不一樣 - 但合理的選擇,和上面所提供的工具,我相信我們可以在遊戲中提高說故事的門檻。
Written by Anna Jenelius (@TheAnaka), Independent Game Developer at Talecore Studios.
Want to know more about Shantee’s Choices? Look no further!
Thanks to Daniel Ström for proofreading!

2016年12月31日 星期六

Dark souls save my soul ?!_ 黑暗靈魂破關心得

   


一開始的想法,給自己的挑戰,玩一款公認難度高的遊戲,這樣以後應該就沒啥遊戲難得了我吧?於是就開始璇姐之前努力推坑的遊戲。黑暗靈魂。
果不其然,一開始就被雜魚亂砍致死,心想,剛剛只是小試身手,你卻這麼不客氣,我再讀檔,同樣也是被亂砍到死,襪*,不得了阿,這不是那種讓你不停攻擊就可以過關的紓壓遊戲阿,需要耐心和觀察力,去分析我面前的敵人,抓出攻擊空檔,從中補刀!!這根本就是充滿惡意與心機陷阱的黑暗遊戲,怪不得叫黑暗靈魂,我看我玩完都黑暗了!?同時也激出"我一定解決這款遊戲的鬥志"。

     For thing begins, I give me a challenge that play a Hard-core game authorized by players. It should have no difficult  to me to every game. So my colleague land me a game she extremely recommended, Dark soul !

As expected, Hacking by enemy  in the began, I just play a little, but it killed me hard. Reload again, Oh my, It's not a game that you can easily attack enemy to relieved your pressure. With  patient and observation,  analyzed enemy and backstabed them ! The level design full of  unfriendly and guileful trap, but it also have a lot fun. Drive me keep forward until i died. Ha Ha Ha.


就這樣從老婆懷孕到大澔出生,直到現在,我終於破關了.....而且還是抱著睡覺的大澔破關。感覺有點不真實,多了位新成員加入,以後他也會參與各種遊戲破關嗎?

I play this game from my wife pregnant to my baby born, until now. Finally, I beaten the game when my baby sleep on me. It's not reality  a little, I have a new member in my life now. Would he joint me to beat all kind of games ? We'll see! .


2016年11月14日 星期一

AAA game dev lifestyle is 'unwinnable ' says veteran game designer Amy Hennig __ 3A遊戲的開發生活是"無法獲勝" veteran 遊戲設計師 Amy Hennig 說到


Resource: Here
Amy Hennig knows more about triple-A development than most, having steered the Uncharted ship for so long as the series' creative director and head writer, before leaving for pastures new prior to the release of Uncharted 4.
Amy Hennig 了解相當多3A級遊戲開發,曾長期參與秘境探險系列,擔任創意總監和主編劇,在秘境探險4發售前,她得到一個更好的機會。  
After stepping away from Naughty Dog, Hennig joined up with Visceral Games to serve as creative director on the studio's top secret Star Wars project. But despite having made a name for herself in the realm of triple-A game dev, Hennig isn't exactly smitten with the "unwinnable" lifestyle it imposes on developers.

離開Naughty Dog之後,Hennig加入了Visceral Games,在極機密的星際大戰專案,擔任創意總監。但除了她在3A遊戲開發有名外,Henning沒有真的被"無法勝利"的生活方式給擊倒,而它們逼迫著開發者。
"There are people who never go home and see their families. They have children who are growing up without seeing them," she explained in an interview with the Designer Notes podcastas transcribed by GamesIndustry.biz.

"有些人從沒回家和看他們的家人,他們有小孩,而在成長過程中看不見他們。"她在 Designer Notes podcastas transcribed by GamesIndustry.biz. 的面談解釋。
"There were people who, y'know, collapsed, or had to go and check themselves in somewhere when one of these games were done. Or they got divorced. That's not okay, any of that. None of this is worth that. It's an arms race that is unwinnable and is destroying people."

"這些人,你懂得,崩潰,或是遊戲完成後,必須去某個地方檢查身體。或是與另一半離婚,這些並不好,這些都不值得,這是無法勝利的軍備比賽而且正在摧毀開發者。"
Despite her reservations, Hennig is still happy with how her own career has panned out, although it's not the games themselves she's taking issue with. It's the process behind them.

除了她的質疑,Henning還是很高興她的電玩職涯已經尾聲,雖然她同意這無關遊戲本身,而是這些遊戲背後的過程。
So, how do you sold a problem like triple-A? As it stands, there isn't a quick fix, and according to Hennig there isn't even a clear long-term solution. Sure, studios could ask for more time and resources, but that'd inevitably be offset by the pressure to make their blockbuster game bigger, better, and even more lucrative.

 那麼,你如何解決像3A遊戲的開發流程? 它一直存在,沒有快速解決方法,根據Henning的說法,甚至沒有明確長期的配套。當然,各工作室可以要求更多時間和資源,但製作他們的大作遊戲,想要更龐大更優質,甚至更賺錢,這種壓力必將抵銷一切。
It's pressure that rolls downhill and piles onto those behind the industry's biggest releases, forcing them to go above and beyond to meet rapidly approaching deadlines. 
壓力滾到山谷並在堆積在產業發表背後,強迫他們付出更多,面對不斷接近的截止日期。
"Trying to finish a game like that [Uncharted 3] in two years is insane, especially when you're saying that the two years is everything: pre-production, production," Hennig elaborated, explaining why crunch is still part-and-parcel of triple-A development.  
"試著在兩年內,作出像密境3的遊戲,根本瘋了,尤其是包括:前製,量產,"Henning詳述,解釋為什麼加班仍是三A遊戲開發不可缺少的。
"Time is a huge one, but then everyone is racing with cost versus time. So could we do it with smaller teams longer? Sure, but then we tend to throw people at these things and burn money fast. We've all seen games that took too long and they kind of got lapped. We're definitely at the point where something's got to give."
"時間是很大因素,接著每個人與成本v.s.時間競賽,那我們在比較小的團隊,然後開發久一點。當然,但我們傾向丟人去作那些工作和燒錢快速。我們已經看到遊戲花太多時間,他們有點被困住。而我們必須要在時間點生出東西。"
Hennig's interview has prompted other triple-A developers to share their own experiences. Writing on Reddit, an anonymous Scottish designer, who claims to have had stints at Rockstar and another Edinburgh studio, explained crunch time and over-expectant publishers are "killing the triple-A industry."
Hennig的面談也提到其他3A開發者,分享他們的經驗。寫在Reddit上,an anonymous Scottish designer,他任職於Rockstar 和其他Rfinburgh工作室,說明加班和過度預期(過度樂觀)的發行商正撲殺3A工業。
"I work with a couple of people who have been doing this since the late '80s and they look remarkably older than they are. Going into a smaller studio was the best thing I ever did, we still make triple-A games but it's so much more manageable," they wrote. 

"我和一些人80年代後期,就已經在一起工作,他們明顯看起來比他們年紀還大,去較小的工作室是我做過最好的決定,我們依舊製作3A遊戲但更容易管理,他們寫到。


"The truth is that publishers are more and more demanding, expecting better and better results with less time and less budget and less resources."

"事實是發行商越來越嚴苛,用較少的時間預算和資源,期待更好更棒的成果。"
Another user who purports to have worked in-studio on an unnamed triple-A title spoke about the debilitating effects of crunch, and how it ultimately drove them out of the games industry.

另一個網友聲稱在一個不能曝光的3A遊戲下工作 spoke about the debilitating effects of crunch,並說明這情況最終如何使他們離開遊戲產業。
"In roughly seven or so months in the midst of crunch, while working 12-20 hour shifts, seven days a week, I lost about 70 pounds," they revealed. "On the days when I didn't just crash on the couch in the waiting room, I'd go home, fall asleep, wake up, immediately go back to work."

他們透露"有大約7個月的加班期,每天12-20的工時,一個禮拜七天,我掉了70磅"。那些日子裡,如果我沒有累炸,倒在等候室的沙發上,我就會回家,睡覺,起床,立刻上班。
"I saw the project through to the end and left the industry. Maybe I just wasn't passionate enough about games, but nothing really seemed worth that to me."

"我看到專案的尾聲並離開產業。也許我對遊戲的熱情還不夠,但這樣工作下,沒有甚麼事情對我是值得的"
To hear more from Hennig you can listen to the Designer Notes podcast, which is hosted by Mohawk Games founder Soren Johnson and, sometimes, Finji co-founder Adam Saltsman, right here. You can also see what other Reddit users thought of the interview by clicking here.

要了解更多Hennig,你可以聽Designer Notes podcast,由Mohawk Games創辦人Soren Johnson主持。有時候,共同創辦人Adam Saltsman,right here.,你也可以看Reddit users透過by clicking here.

2016年8月21日 星期日

50 common game camera mistakes -- and how to fix them by John Nesky : 50個常見遊戲攝影機的錯誤 -- 並如何改善by John Nesky _part 2


source from: Video: 50 common game camera mistakes -- and how to fix them
  • #地雷17 : Not cutting when the avatar passes through opaque areas. 不要中斷玩家穿越不透明區域
  • Avatar collision USUALLY protects line-of-sight from the front. 玩家碰撞通常會從前面保護視覺動線。
  • But opaque thing aren't always solid.但不透明物體不一定是固態
  • Only one option left: cut 只有一個選擇 : 切鏡


  • #地雷18 : Letting cuts remap directional controls. 讓切鏡重新布局方向的控制


  • Pressing the directional stick upward means go forward.按住方向桿往前,意思就是往前走
  • But the camera decides which direction is forward.不過攝影機才是決定那個方向前進。
  • Players adapt when forward rotates smoothly, but it's impossible to teleport your thumb when a camera cuts.前進平順旋轉,玩家會適應,不過攝影機切鏡,玩家不可能瞬間移動自己的拇指(他們不會迅速做出反應)
  • Give the player a moment to get used to the new angle before requiring new input.在新的遊戲內容來臨前,讓玩家有時間去習慣新的角度。(讓他們先在一個不會受到攻擊的地方適應)

  • #地雷19 : Breaking the player's sense of direction. 破壞玩家方向感。
  • Cuts are common in cinema, but players need to be able to navigate.在電影中,切鏡是很普遍,但需要指引玩家。
  • Players navigate with a combination of landmarks and dead reckoning. Cuts break the latter.玩家用地標和航位推測組合推測方向,但切鏡會破壞這一切。
  • Cut sparingly.有節制的切鏡。
  • If the camera must cut, avoid changing the angle more than 90 degrees, and try to keep landmarks in view.攝影機一定要被切鏡,避免改變角度超過90度,並且保持地標在鏡頭內。

  • #地雷20: Violating the 180 degree rule. 違反180度原則

  •  well-know in cinema, the 180 degree rule is less important to game because it only matter during cuts.這在電影裡眾所皆知,但對遊戲而言,180度規則只是幾個cut。
  • But it still applies to cutscenes!但它還是會是用在過場動畫!!
  • Align the game camera with the end of a cutscene and transition smoothly to the game camera to preserve sense of direction.對齊過場動畫結束的遊戲攝影機,並順暢地切換成遊戲攝影機,這之間要保持場景方向。

  • #地雷21:Focusing only on the avatar.只對焦玩家角色

  • The avatar is not an island! 玩家角色不是島嶼!
  • Player need to see where they're going, and it's the camera's job to show them.玩家需要看到他們該去的地方,這也是攝影機的任務,指引玩家。

  • #地雷22:Relying on players to control the camera all the time.隨時讓玩家操控攝影機
  • For many players, controlling an avatar and a camera at the same time is like patting their head and rubbing their belly.對許多玩家,同時控制角色和攝影機,就像是拍拍他們的頭,和對他們肚子搔癢(不能提升遊玩體驗,他舉的例子就是玩家把攝影機移動,像是喝醉的人,攝影機應該給玩家看最好的角度)
  • Even players who are good  at it use jerky motion.即便玩家擅長穩定手震鏡頭
  • There are many  tricks to point the camera in the right direction automatically.有很多技巧可以自動指引攝影機到對的方向。

  • #地雷23:Leaving camera yaw alone while player is running. 玩家在奔跑時,只留攝影機Y軸旋轉

  •  Player usually want to look in the same direction that they're running in.玩家在奔跑中,通常想看同一個方向。
  • The simplest way to guide players is to shoe them where they're already going. The camera should drift behind moving players.最簡易指引玩家的方法,就是朝他們行進的方向拍攝。
  • It's like giving the directional stick two functions, but don't keep turning when the avatar runs into a wall. 有點像給方向桿兩個功能,但遇到牆,要讓攝影機換鏡位,別讓玩家認為可以繼續往前走。

  • #地雷24:Making it hard to judge distances.很難判斷攝影機距離
  • The game may be 3D, but the screen is 2D.遊戲是3D的,但螢幕是2D
  • Depth perception is weak.空間深度會感受較薄弱
  • Distances are easiest to judge when they align with the plane of the screen.玩家與螢幕平面如果是對齊的,距離容易判斷。
  • Side views are good for vertical navigation. 側視圖容易判斷垂直導航移動距離
  • Top views are good for horizontal navigation. 上視圖容易判斷水平導航移動距離

  • #地雷25:Looking straight ahead as the avatar approaches a cliff.攝影機筆直前進,就像玩家接近懸崖。
  •  Use raycasts to determine the elevation ahead and detect drops.使用raycasts決定勢能頭和偵測落下。
  • Tilt to an overhead view to show how far the avatar is from the edge, and to allow the player to see below. 傾斜俯瞰視角,可以呈現玩家距離邊界有多遠,允許玩家看到邊界下方。
  • Lifting the camera over the avatar keeps it from hitting the ground in case the avatar suddenly drops down.攝影機升過玩家角色,讓它不要碰撞到地面,像是玩家突然掉落某個地方,攝影機就該高於角色。(可以幫助玩家看到底部)

  • #地雷26:Keeping the camera level when the avatar is running on a slope.角色在坡度上跑,要保持攝影機高度


  •  A straight-ahead view feels like an overhead view when climbing a slope. Align the camera with the slope.
    爬坡時,直線視線感覺會像俯瞰視角,攝影機是沿著坡度移動
  • The slope immediately under the avatar's feet may be bumpy. Use raycasts to determine average to determine average slope.玩家在爬坡,有可能會崎嶇,使用raycasts 決定平均坡度。
  • It's easy for raycasts to mistake a short wall for an upward hill. Distinguish with surface normals.
    Raycasts 很容易對山丘上的短邊牆產生錯誤,使用表面法向區分出來。

  • #地雷27: Misusing the "Rule of thirds".誤用「三分構圖法」
  • Framing thing off-center can be pleasant.景框的物體沒有在中心是可以被接受。
  • But don't pivot in-place!但是不要把軸心放在非中心位置。
  • Instead,Slide sideways to frame the avatar.而是鏡頭的位置往側邊滑動,去框住玩家。
  • But players use the center of the screen to aim the directional stick.但玩家是使用螢幕中心去對準手把的方向桿(換句話說,玩家認為螢幕中心就是手把中心)
  • Shadow of the Colossus only works because it has a "gas pedal".這種角色位置非在畫面中心,只有汪達與巨像可以這麼作,因為它只有一個"油門踏板"(它只需要轉動攝影機,並角色是自動移動)。

  • #地雷28: Using the same Logic for ground and air motion.對地面和空中,都使用相同邏輯
  • Players need to make different judgements depending on their form of transport. The camera should adapt. 玩家依據他們的形式改變,要做出不一樣的判斷,攝影機也應該要調整。
  • When jumping or flying, players want to see where they'll land. Look downward.當跳躍或飛行,玩家玩家會想看他們要在何處降落。會往下看。
  • Short hops might not require any change. Modulate rule changes by the avatar's height above ground.短距離跳躍可能不會差太多,藉由玩家離地面的高度,調整規則。

  • 地雷#29 : Relying entirely on procedural camera behaviors.完全依靠程序化攝影機的運動
  • Raycasts can only convey boundaries. They don't indicate value.只能傳遞邊界範圍,它們不能偵測體積。
  • As designers we have a better idea of what's important.
    我們身為設計師,「什麼是最重要」才是更佳點子(重要的東西才要讓攝影機看到)
  • For special cases, use scripted "hints" to point yaw or pitch at a target.特別的例子(小場景),撰寫"Hints"(程式用語)去使用yaw or pitch指出目標物。


  • 地雷#30 : Letting players make themselves lost and confused.讓玩家自己迷路和混亂
  • Detect whether the player has started backtracking a significant distance or veering away from targets.偵測不論玩家是否已經開始回到明顯的距離或遠離目標。(普遍做法:在雷達上放方向錯誤訊息,但作者覺得這太明顯)
  • Gently rotate the camera to guide the player back.巧妙地旋轉攝影機指引玩家回到目標路上(作者推薦)
  • Explicitly telling the player where to go robs them of the sense of discovery.清楚明白告訴玩家

  • 地雷#31 : Rotating to look at nearby targets. 旋轉攝影機去看靠近的目標
  • Nearby targets change directions frequently.經常改變靠近的目標的方向
  • Trying to keep up results in flailing around.試著揮動攝影機,保持拍攝目標在鏡頭內。
  • Move back or sideways to include targets in the view.攝影機往後移動或側邊拖拉,保持拍攝目標在鏡頭內。

  • 地雷#32 : Translating to look at distant targets. 轉換觀看遠處的目標
  • Distant targets, on the other hand, will stay roughly the same direction from the avatar.遠處的目標,另一方面,就是與玩家站在同樣差不多的方向
  • The further away they are, the further the camera would have to move to account for them.藉由較遠的目標,遠處攝影機可以依據他們做移動。
  • The only way to look at the sun is to rotate the camera.只有一個方式看太陽,轉動攝影機。

  • 地雷#33: Letting the avatar's own body occlude targets ahead. 讓玩家的身體擋住目標前進。
  • If the avatar and the target are both aligned with the horizontal center of the screen, they need to be vertically offset to be able to see both.如果玩家和目標同在一個水平線上,他們需要垂直偏移,使兩者都可以看見。
  • A slight bird's eye view usually works fine.些微的鳥瞰通常會有不錯的效果。
  • Alternatively, side sideways for a horizontal offset.另一個方式,水平位移。

  • 地雷#34 : Giving the player control over the camera and then taking it away.給予玩家完整控制攝影機,卻又把控制權拿回來。
  • Hints and rails can provide "default" camera angles, but let the player to override them.Hints 和 rails(程式用語)可以提供"預設"攝影機角度,但讓玩家可以覆蓋它們。
  • If you have to take away the player's control, make sure that the camera is already showing what the player needs to see.如果你不讓玩家操作,要確定攝影機已經顯示玩家需要看到的東西。

  • 地雷#35 : Immediately applying a hint after the player finished turning the camera to look at something. 玩家完成攝影機轉向看某件事,立刻使用Hint
  • If the player intentionally turned to look at something, they probably want to examine it before moving on.玩家有意轉向看某物,他們可能想研究它。
  • If there's nothing important, let the camera rest for a moment or until the avatar moves.如果沒有必要,讓攝影機休息片刻(延遲Delay)或等玩家移動再動作。

  • 地雷#36 : Not letting exports explore.不讓探險者探索
  • Curious and experienced players may want to break the rules and explore a bit more.好奇心和有經驗的玩家,也許不想要遵守規則,只想深入探索。
  • Beginners need quidance, but letting exports control the camera lets them choose what matters to them.
  • 初學者需要指導,不過要讓玩家控制攝影機,讓他們選擇他們覺得重要的。

  • 地雷#37 : Not providing inverted controls. 不提供反向操作 
  • many players are used to inverted camera controls on one or both axes, and it's hard for them to relearn.許多玩家習慣反向操作攝影機的某一軸到兩軸。(第一人稱遊戲會有)
  • Not having the option simply limits your audience.並不是給個選項,就單純限制你的玩家。


2016年8月2日 星期二

50 common game camera mistakes -- and how to fix them by John Nesky : 50個常見遊戲攝影機的錯誤 -- 並如何改善by John Nesky _part 1



影片中PPT有遊戲片段可以看!



"Cameras are most noticeable when they fail."
當攝影機有誤,是最容易被察覺的!

- Thatgamecompany engineer John Nesky.
What's the last game you played that had a really great camera system? For that matter, what does it even mean to design a "great" camera?
你最近玩的遊戲,有很棒的攝影機系統嗎? 關於這問題,那什麼才算是設計優良的攝影機?
At GDC 2014, Thatgamecompany "Feel Engineer" John Nesky spoke passionately about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey, where he had to figure it out as he went along.
在GDC2014,Thatgamecompany(公司名) "感受工程師"John Nesky 熱情演說有關,在遊戲中,攝影機設計的重要性。以及他從Journey的工作中,學到如何製作一個出色的攝影機,這邊他將這些經驗歸納出來。
He went on to take the audience on a tour of all the poor game camera design decisions he and other designers have made in recent years, offering thoughtful advice on how to sidestep or solve each of them.
他要帶領觀眾,來一趟乏味遊戲攝影機設計之旅,這是由他和其他設計師這幾年所整理出來。提供周詳建議,去如何迴避和解決這些問題。
It was a heartfelt, insightful talk about a topic that's too rarely talked about in detail, and if you missed it in person you can now watch Nesky's whole talk for free over on the official GDC YouTube channel.

這是種感受,精闢講解這很少深度討論的主題,如果你錯過,可以在watch Nesky's whole talk for free over on the official GDC YouTube channel.這看到。

PPT Below :

Camera Divert Attention 攝影機轉移注意力
  • The purpose of camera is to focus attention on something else. 
          攝影機目的就是將注意力放在某件事物上
  • They're most noticeable when they fail.
          它們出現失誤,很容易被注意
  • So Let's talk about failure
           我們來討論失誤吧
Journey  風之旅人
  •  I'm a "Feel Engineer" at thatgamecompany.
          我在thatgamecompany擔任感受工程師

  • Given responsibility of Journey's camera system.
          風之旅人攝影機系統負責人
  • Had to have a third - person camera.
          必須要有第3人稱攝影機
  • Had to figure it out as I went along.
         要掌握我要的走向
  • Made lots of mistakes.
         嘗試許多失敗

Beyond Cinematography 在戲劇攝影之前的準備


  • Players need to make spatial judgments. 玩家需要空間判斷。(攝影機要判斷玩家的狀況)
  • Can't predict situations, so the software choose angles instead of designers. 不能預測的情況,讓程式代替設計者,去選擇角度。
  • Learn and formalize cinematography to teach it to the software. That's called "gamatography"!學習並規格化戲劇攝影,並寫入軟體。
Camera Distance 攝影機距離
  • Fixed - angle third person 左一
          固定角度第3人稱 (攝影機不會轉)
  • Dynamic third-person 中間
          動態第三人稱  (會轉)
  • First-person 右一
  •           第一人稱 
在風之旅人,我們希望玩家可以看到任何角度,我們用固定角度第3人稱,所以我們要考慮到碰撞,保持攝影機與角色的距離,這產生了至少50個問題!
#地雷1 : Using a dynamic camera when another approach would work. 其他條件達成,就使用動態攝影機
  • No shame in focuing on other features. 沒有甚麼需要遮醜的項目
  • Fixed-angle cameras are great! 固定視角比較好 ,作者認為動態攝影機沒有讓遊戲自動變好,反而變得更糟。左邊馬力歐就是悲劇 右邊是固定攝影機better,推薦使用比較簡單的攝影機風格,第一人稱或是固定視角。
  • Given limited resources, cameras are low priority. 限制條件,攝影機較後處理。




  • #地雷2 : Designing levels and camera behaviors that don't match 設計關卡和攝影機行為不相符合
  • Camera work with the level design to aid navigation.攝影機與關卡設計合作,協助引導方向。
  • Reveal information that's relevant to player decisions.顯示訊息,有關玩家所做的決定。
  • The camera design should be prepared to react to frequently encountered situations.
  • 攝影機設計應該事前預備,反應經常遇到的情況。(攝影機預先準備好,讓玩家準備)
  • #地雷3 : Using global coordinates or quaternions to persist the camera state. 使用世界座標或4軸固定攝影機位置
  • unlike first-person cameras, never pivot in place 非第一人稱攝影機,絕不要放在同一地方轉動。
  • Represent camera as an orbit around the avatar .將攝影機視為軌道,圍繞著角色
  • Players think in Euler angles, not quaternions。玩家認為攝影機是歐拉角,而非四元數
  • still need to be aware of gimbal lock. 但還是需要注意,方向節被鎖定。
  • A camera is 7 numbers : 攝影機有7項要點
  1. yaw, pitch, and optionally roll.
  2. distance from pivot. 遠離支點
  3. lateral and vertical offsets for framing. 橫向與縱向水平移動畫面
  4. field-of-view.視野
  • #地雷4: Using a default camera distance that's likely to break line-of-sight. 使用預設攝影機距離,可能會中斷視覺動線。
  •  
  • The smaller the danger zone, the easier it is to avoid.  過小的區域最危險,容易發生!
  • Line-of-sight must be small enough to fit through levels.視覺動線的最短距離,要能通過整個關卡,盡量讓你的視覺乾淨。
  • Looming obstacles can intersect from the side, from behind, from ahead, or from below.迫在眉睫的障礙物,攝影機可以從旁邊,從後面,從前面,或下面。 

  • #地雷5:Allowing obstacles to break line-of-sight from the side. 允許障礙物從旁邊切斷視覺動線。
  • Detect obstacles earlier with "whisker "raycasts. 用Whisker raycasts提早偵測障礙物,就可以繞過。
  • Reuse results from the previous frame to reduce load.重複利用先前的結果,減少讀寫。
  • Swing away from obstacles to avoid them.旋繞離開障礙物,達到避開他們。
  • #地雷6:Pushing away from an obstacle while the player is trying to swing towards it.玩家試著靠近障礙物,但卻被推離障礙物。
  • Never ignore player intent.不要忽視玩家意圖,(玩家想看甚麼,就給他們看,但我們讓攝影機比較接近角色!)
  • When avoidance and intent conflict, intent wins. 迴避與意圖有衝突時,意圖會勝出。

  • #地雷7:Letting the player push the camera inside an obstacle. 玩家把攝影機推到障礙物裡面。
  • Line-of-sight is forced to swing towards an obstacle? 視覺動線被強迫旋入障礙物?
  • Only one way to get past it : shrink the line-of-sight.有一個方式可以避開:縮短視覺動線
  • Whisker indicate how much space is available.可以用Whisker測出有多少空間可用。

  • #地雷8:Letting independent forces compete to push the camera.單獨外力抗衡推動攝影機
  • The camera is controlled by many rules.由許多規則控制攝影機。
  • But there are only 7 axes to adjust.只有7個軸項可以調整。
  • Rules often push in opposite directions.規則總是反方向推動
  • Organize forces by degree-of-freedom,prioritizing forces for each axis.藉由自由角度整合力量,對每個軸向優先的力量。(建議從7 axes和degree-of-freedom去調整攝影機)

  • #地雷9:Keeping narrow columns from breaking line-of-sight. 保持狹窄柱子,避開中斷視覺動線
  • obsessively preserving line-of-sight results in doing gymnastics to keep a twig from passing in front of avatar. 強迫保留視覺動線結果,如做體操,保持平衡木,遠離角色。
  • Tag obstacles that are allowed to break line-of-sight.標記允許中斷視覺動線的障礙物。
  • Whisker ignore tagged obstacles.Whisker要忽略這些被標記的障礙物。

  • #地雷10:Letting the camera intersect narrow columns. 攝影機與狹窄的柱子交叉
  • Breaking line-of-sight may be okay.中斷視覺動態或許還行
  • Smashing the camera isn't.撞向攝影機就不妥
  • Try simple sphere collision detection for camera. 攝影機試著以球體碰撞偵測。

  • #地雷11:Interpreting a hill as a wall to be avoided. 避免把山丘解讀為牆
  • Hill also count as false positive. 山丘也算是誤判
  • Rise above hills instead of swinging away.以上升越過山丘,替代繞過它。
  • In Journey,whisker raycasts skip sand dunes.在風之旅人,使用whisker raycasts 避開沙丘
  • Try checking the normal angle where the whisker hits. 試著檢查Whisker碰撞處的法線角度。

  • #地雷12:Swinging sideways when occluders come from behind.來自後方的阻擋,繞到側邊。
  • Avatar collision protects line-of-sight from the front. Avatar碰撞保護從前方的視覺動線
  • But we need a new rule to catch obstacles from the back before whiskers catch them.在whiskers碰到障礙物之前,我們需要一個新規則從後方抓到它們。
  • Resolve the occlusion by pulling camera forward.攝影機推前進,解決阻擋。(可以用swing 或提高攝影機)

  • #地雷13:Letting the camera's near-clipping-plane intersect the avatar. 讓攝影機的near-clipping-plane切到角色(在畫面留下一個大洞)
  • In emergencies, the camera may need to squeeze between avatars and walls.在緊急狀況,攝影機可能會在角色和牆壁被擠壓。
  • Can't get closer than near-clipping-plane distance. 不要比 near-clipping-plane 的距離還近。
  • Need a gap between avatar model and collision radius for quaranteed camera space 角色模型和碰撞範圍之間需要一個間距,確保攝影機的空間
  • Alternatively, fade out the avatar.不然就是,淡出角色。



  • #地雷14 : Using the same camera distance for all angles.(對所有角度,皆使用同樣攝影機距離)

  • Worm's-eye view leaves very little camera space. 視角所留的攝影機空間非常小。
  • Use a smooth curve to gracefully transition into a closeup.使用平順的曲線,優雅的轉變成特寫。
  • Bird's eye view reduces visibility, hiding horizon.鳥瞰視角,減少可看範圍,隱藏地平線。
  • Reduce claustrophobia by pulling back slightly.當角色往下看,將攝影機往後微拉,減少幽閉恐懼症發作。

  • #地雷15: Using the same field-of-view for worm's eye angles and standard angles.在仰視與標準角度使用同樣視距。
  • The sky is really, really big.天空要非常非常大。
  • Human take it all in with peripheral vision.人類會用周邊視力看完全部
  • Imitate peripheral vision by expanding field-of-view. 藉由視距,模仿周邊視力。(想像自己就是角色,並且製造出當時所看到的範圍。)

  • #地雷16: Shifting pitch, distance, and field-of-view independently.獨自轉換間距,距離和視距。
  •  It feels laggy when linked variables must play catch-up.連結變數必須同時進行,不然會感覺延遲。
  • Distance and field-of-view both affect avatar screen size. Moving them independently make avatar appear to change size. Moving them together can preserve size.                                    距離與視距兩者會影響玩家畫面尺寸。如果單獨移動,玩家尺寸會被改變。同時移動,才能保持尺寸。
  • Distance and field-of-view should be instantly derived from pitch, shifting together like gears.距離與視距應立刻衍生出最高點,如同齒輪換檔,同時進行。
  • Additional rules can be applied as offsets to the derived base values.額外規則可以利用偏移去衍生基本數值。