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Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
Everything counts to make a video game an immersive experience, from the smallest details of the UI to the art design, the graphics, and of course the gameplay – but there is an aspect that tends to be unjustly overlooked in spite of it having capital importance. We’re talking about sound. Imagine you are in the middle of a fight. The rasp of swords being unsheathed, the crunch of sand under the hooves of the horses, the screams and grunts of pain of soldiers – all that can make you feel in the thick of a battle, and that makes sound a very powerful tool for video games. Today we talk with Ugurcan Orcun, our Audio Director, who will offer some insights on how Mount & Blade II: Bannerlord approaches this area and what he is doing for the game.
从UI的小细节到美术设计,画面,当然还有游戏玩法,每个东西都能造就一个能让人身临其境的游戏。不过有一个东西就一直被忽视,我们说的是音效。想象一下,你身在战场,刀光剑影,尘土飞扬,四处都响着士兵的悲鸣。这些声效都能让你感受到激烈的战斗,这也是让游戏变得好玩的强大工具。今天,我们要与我们的音频总监Ugurcan Orcun进行了交谈,他会就相关领域给告诉我们他们对《骑马与砍杀2:霸主》的见解和现在在做的项目。
[h1]姓名[/h1]
Ugurcan Orcun
[h1]来自于[/h1]
Izmir, Turkey
[h1] 2011年加入 TALEWORLDS[/h1]
[h1]教育背景[/h1]
Anadolu University
[h1]官方职业介绍 [/h1]
音频总监
[h1]WHAT DO YOU NORMALLY DO DURING YOUR DAY?[/h1]
“[I]As the only person handling all the audio tasks in the company, my daily duties vary a lot. I do sound design, game implementation, foley/field recording, voiceover recording, direction of music efforts, composing some extra music and most importantly, making sure every audible thing in the game world works as intended. So my ordinary day usually starts with playing the game itself and taking notes, then shuffling through my previous notes and feedback from the other teams to lay down a plan first. Sometimes I join other teams' daily meetings to get feedback from them directly.
你通常都会做什么?
作为公司唯一一个全权掌握游戏音效的人,我每天的指责有很多。我会设计音效,应用到游戏上,合成或者现场录制音效,画外音录音,指导音乐制作,压制一些额外的音乐,最重要的是,确保游戏世界里能听到的东西都能按预期运作。因此,我日常都是从玩游戏和做笔记开始,然后整理之前的笔记和其他团队的反馈,预先制定计划。有时候我会加入其他小组的日常会议直接从那得到反馈。
To be honest, it feels like I'm working on three individual games. One is a strategy game, played on campaign map and settlements, where the player needs headroom to focus on ongoing events and decisions. One is a medieval combat game packed with action, where the player's emotions supported with solid music, good soundscape and satisfying fighting sounds. And the other one is Multiplayer, where we have slightly different definitions for fighting sounds, aimed for high-level play. Working on all of these is an ever-going, evolving process shaped by feedback, and there's always some other detail needs to be polished. As a veteran M&B player and modder myself, I really want to make Calradia more lively, realistic and enjoyable to listen to in Bannerlord.[/I]”
说实话,我觉得我在做三个单独的游戏。一个是战略游戏,在大地图和聚落上万,玩家需要有多余的注意力来关注正在进行的事件和决策。一个是中世纪动作游戏,玩家的情绪会跟着扎实的音乐,良好的环境音和令人满意的战斗音效。还有就是多人游戏,这里我们对战斗音效的定义有点不同,旨在于高端游戏。所有的这些工作都是通过反馈形成一个不断的发展过程,而且总是需要完善其他一些戏界。作为一个骑砍老玩家和mod制作者,我希望卡拉迪亚能在霸主里更有生机,更真实,听起来也更棒。
[h1]WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?[/h1]
“[I]Since the day I first played Mount & Blade (who remembers Zendar?), I always fantasized about how living in Calradia would feel like. At one point, I found myself responsible for how it *sounds* like, and since that day, I'm working on fulfilling my childhood dream.[/I]”
你最喜欢霸主的哪一点?
自从我第一次玩骑马与砍杀的那天起(记得是在禅达?)我一直都幻想着在卡拉迪亚生活会是怎么样。有一次,我发现我的职责是在这里生活会听到什么,自那以后,我正在努力完成我儿时的梦想。
[h1]WHAT'S THE MOST DIFFICULT THING THAT YOU SOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?[/h1]
“[I]Playing literally THOUSANDS of sounds. In other games, it’s common practice to give a single "crowd" sound to groups of people or army formations. But in Bannerlord, where big battles are at the core of the game, we treat hundreds of NPCs as individuals. Handling these without burning up CPUs and while building up a satisfying ambience out of individual sounds was one of the hardest, but the most enjoyable work I've done.[/I]”
在霸主的制作过程中,迄今为止你解决的最大困难是什么?
我播放过数以千计的音效。在其他游戏里,一群人或者一个军阵团战用一个“群体”音效是很平常的事。而在霸主,大战时游戏的核心,我们把NPC都当个人看。又要不烧电脑又要有令人满意的个人音效是最困难的事情,但也是我最喜欢的工作。
[h1]WHAT DO YOU CURRENTLY WORK ON?[/h1]
“[I]A few of the things I'm currently working on are: renewing UI sounds according to our new style, making our ambient sound systems practical to use for modders and recording some voiceovers.[/I]”
你现在在做什么?
我现在在做:根据新风格更新UI音效,让环境音系统可以利用到mod制作上,还有录制画外音。
[h1]WHAT FACTION DO YOU LIKE THE MOST IN BANNERLORD?[/h1]
“[I]I think it's Battania. Since my childhood, I have had a great admiration for lush and rich environments. Battanian territory feels like home to me! Working on Battanian soundscapes are always enjoyable and fighting for the Battanian cause just feels right.[/I]”
你最喜欢霸主的哪个阵营?
我最喜欢巴旦尼亚。在我还是孩子的时候,我就对郁郁葱葱的大自然充满敬佩。巴旦尼亚让我感觉像回家了一样。我很享受制作巴旦尼亚的环境音,而且巴旦尼亚的战斗让我感觉就该如此。
[h1]CAN THE PLAYER CHARACTER VOICE BE CHANGED? IF SO, FROM HOW MANY OPTIONS COULD THE PLAYER PICK? CAN IT BE DISABLED?[/h1]
“[I]There will be plenty of voice types to choose from for both females and males when you’re creating your character. And there are even some variations for horses too! Currently, they can't be disabled (by design).[/I]”
玩家角色声音能变么?如果可以,玩家有哪些可以选择?可不可以禁用?
玩家在创造角色的时候能从男女中选择各种不同的声音,就连马也有不同的声效!不过就设定上说,这不能禁用
[h1]IS THE ENGINE ABLE TO DETECT WHICH SOUND TO BE PLAYED WHEN ONE IS WALKING ON DIFFERENT TEXTURES ON THE GROUND OR HITTING DIFFERENT TEXTURES WITH A SWORD?[/h1]
“[I]Yes. This was partly possible in Warband too, like with footsteps on wooden surfaces. Now we have a Physics Materials system built into the engine with many different surface types which affects weapon impacts, physics sounds and projectile hits, as well as, footsteps. Modders could provide their own definitions of Physics Materials, of course.[/I]”
引擎能分辨在不同路面上走动或者用剑砍不同东西时播放音效么?
是的。战团也能办到这部分,就像走在木板上会有音效。现在我们的物理材质系统已经搭载到了殷勤,有各种各样材料的武器音效,物理声效和抛射声效,还有脚步声。Mod制作者当然也可以自己定义这些物理材质。
[h1]IN WARBAND, I CAN HEAR PEOPLE FIGHTING WHILE I AM MORE THAN 200M FROM THEM. IS BANNERLORD DOING SOMETHING TO ENHANCE THIS EXPERIENCE?[/h1]
“[I]Totally! It just got better. We built up a custom system of distancing where sounds are not only attenuated but also filtered and echoed, just like you would hear in real life. Achieving this even on low-end machines was tricky, but a distant battle sounds like it’s really distant![/I]”
在战团中,我能在200米开外听到别人在打架。霸主有没有做什么来改善体验?
肯定有!就是做的更好了。我们自定义了距离系统,声音不仅仅会衰减,还会有过滤和回声,就像你在现实生活中听到的那样。在低配电脑上实现这一点有些棘手,但远距离的战斗听起来真的很远!
最新音效的视频地址可以在B站观看:
https://www.bilibili.com/video/av42298723/ |
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