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本帖最后由 贤狼赫萝 于 2018-11-30 19:59 编辑

Greetings warriors of Calradia!
When you read the word “scene” you most likely think of a movie or play: a character does or says something in a certain situation and place; when that’s done, the scene is over. But in level design, the word has a different meaning. There, a scene is more like a scene in a pen and paper roleplaying game, where the dungeon master defines the space (say, a tavern), the context (bustling with people because there’s a huge storm outside), and the most relevant information game-wise: where the exits and entries are, what the important NPCs are doing… The narrator doesn’t actually write what the characters are saying or will say: what they do is create a space full of possibilities to play with.
In this week’s blog, we talk with one of our level designers and video production artist, Gündüzhan Gündüz, who is currently working on scenes for Mount & Blade II: Bannerlord – thus creating the very places in Calradia where your adventures will take place.
卡拉迪亚的战士们,大家好!
当你看到“场景”这个词的时候大多数会联想到电影或者戏剧:就是一个角色在某个地方和情境下说或者做些什么事,等这一段演完,这个场景就结束了。但是在关卡设计中,场景这一词有不同的用法。比如这有一个场景,角色扮演游戏的场景更像是一支笔和一张纸,一个地下城的设计大师定义了一个空间(比方说一个酒馆),内容(屋内熙熙攘攘,屋外风雨大作),以及与游戏最相关的信息:入口和出口在哪?那些重要的NPC在做什么。叙述者其实并没有写角色要说的台词:他们锁做的是创造一个充满可能性的空间。
这周的日志,我们要采访的是我们其中一个关卡设计师和视频制作师,Gündüzhan Gündüz,他目前正在为《骑马与砍杀2:霸主》做场景。也就是在制作大家在卡拉迪亚各处冒险的地方。
姓名
Gündüzhan Gündüz
来自
土耳其,安卡拉
2014年加入 TALEWORLDS
教育背景
哈斯特帕大学- 图像设计专业
官方职业描述
关卡设计师/视频美工
WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“My daily routine generally involves designing and creating scenes. I am responsible for creating various scenes, including villages, towns, castles, battlefields and arenas. I make use of historical references and geographical locations to assist me in this.
While creating terrain for the scenes, I tend to import projects from World Machine (software that creates realistic terrain formations) directly into our scene editor, or, on some occasions, I will use photogrammetry to provide me with a starting point.
In addition to this, at times, I will turn my hand to 3D modelling if I feel we are missing something from one of the scenes. I also record and edit footage for any videos that we create, including, preparing any animations that are needed for the videos, such as the logo intro.”
你每天都在做什么?
我每天都是设计和创造场景。我的职责是创造不同的场景,像是村庄,城镇,城堡,战场和竞技场。我会用历史参考和地理位置来帮我做这些事。
在做场景地形的时候,我经常会从World Machine(一个创造真实地形的软件)里导入项目,或者在某些情况下,我会用摄影测量法给我开个头。
还有就是,如果我觉得我们其中一个场景少了什么东西的时候,我会转向3D建模。我还录制和编辑一些我们做过的视频的素材,包括准备一些视频的动画,像是视频开头的logo过场。

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“What I like the most about Bannerlord is that it has a much larger number of units and larger battlefields than previous Mount & Blade games. Fighting in larger areas allows for more tactical choice and freedom, which I think makes the game more enjoyable and fun.
Also, I think the seasons system in Bannerlord makes for a beautiful feature. The liveliness and vibrancy of the trees and grass in the spring after a cold harsh winter can really cheer you up!”
你最喜欢《霸主》的哪一点?
我最喜欢《霸主》的是它比前作士兵更多,战场更大。在大场面战斗能允许有更多战术选择和自由,我觉得这会让游戏变得更有趣好玩。
还有,我觉得《霸主》的季节系统看起来非常漂亮。凛冬过后,生机勃勃的春天让万物复苏,这真的可以让你振作起来!

WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
“Readjusting the textures used in scenes in accordance with Physically Based Rendering was quite difficult in the beginning, however, a little practice helped to speed up the process.
Also, preparing the first siege scene that we used to showcase our replay editor, and producing a cinematic trailer as part of the process was quite a challenging, but exciting, experience.”
在霸主的制作过程中,迄今为止你解决的最大困难是什么?
在刚开始的时候,在物理渲染中重新调整场景中的纹理是很困难的事情,但是在一段时间的实践后速度会跟上来的。
准备第一个攻城场景的时候也很困难,那时候我们用的还是重放编辑器。另外做电影预告片的时候也很有挑战性,当然这也是令人兴奋的体验。
WHAT DO YOU CURRENTLY WORK ON?
“I am mainly focused on town and castle scenes at the moment, and more specifically, reworking town scenes and making improvements to them to ensure that they are compatible as siege scenes.”
你目前在什么?
我主要是集中做城镇和城堡,更具体说的话就是重做城镇场景,对城镇做些改进,确保这些场景在攻城战时也能用上。

WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?
“My favourite faction is Empire. They are heavily influenced by Roman and Byzantine culture, which is something that appeals to me. I really enjoy creating scenes for this faction as I love their architectural style.”
你最喜欢霸主的哪个阵营?
我最喜欢的阵营是帝国。他们受罗马和拜占庭文化的影响很大,这点很吸引我。我在做这个阵营场景的时候非常享受,因为我爱死他们的建筑风格了。
HOW LONG DOES IT TAKE TO CREATE A SCENE IN BANNERLORD AND HOW DOES THIS VARY BETWEEN THE DIFFERENT TYPES OF SCENES LIKE STANDARD BATTLE MAPS, VILLAGES, CASTLES ETC.?
“We do our best to make each of our scenes unique and original, which means that each map takes however long it takes. But, as a rough estimate, I would say they can take anywhere between a day to a couple of weeks. It is certainly less time consuming creating villages and battle scenes than it is to create towns and castles, that’s for sure!
When it comes to towns they become a little more complicated, as we have to include areas that players can reach and explore, such as taverns, shops, blacksmiths and arenas. We also have to make these scenes siegeable, and of course, these scenes can be upgraded, so we have to ensure that they can be assaulted at each different upgrade level (1-3). On top of that, if we get some new update or revision that changes something, then naturally, these larger scenes take longer to fix.”
你做一个场景需要多久?会不会因为做的种类有所不同,比如普通战场,村庄,城堡什么?
我们会尽全力做好我们独特而且原创的场景,也就是说每个地图都需要很长时间来制作。但是粗略估计,我可以说昨晚一个场景要一天或者好几个星期。但做村庄和战场肯定不会像做城镇和城堡那样费时间!
做城镇的时候就会有点复杂了,因为我们还要额外做一些地区让玩家能够进入并且进行探索,比如酒馆,商店,铁匠铺,竞技场。我们还要给这些场景做攻城场景,当然,还有升级场景。所以我必须确保这些地方在每个等级都可以被攻打(1-3级)。最重要的是,如果我们的游戏有什么整体的更新或者更改,那这些大场景就必须花更多时间去修复。
CAN YOU SHARE SOME OF YOUR FAVOURITE FEATURES IN THE LEVEL EDITOR?
“Our scene editor has all of the tools that an artist could wish for. I especially like our terrain and layer paint systems. Also, the terrain and flora systems are integrated with the season system which is extremely convenient for us artists!”
你能分享一些你最喜欢的关卡设计编辑器吗?
我们的场景编辑器有美工想要的所有工具。我特别喜欢地形和高度绘画系统。还有,地形和植被系统跟季节系统是结合在一起的,这个对我们这些美工来说特别方便!
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