Capítulo 359

Someone needs to be responsible for the character's movements, which can be divided into three different methods: motion capture, human production, and AI simulation, each with its own advantages and disadvantages.

Someone is responsible for adjusting the scene, lighting, special effects, etc., just like a set designer when making a movie;

Someone needs to be in charge of the music selection, which includes both music selection and matching the rhythm of the music—when it's time for a climax, it should always look like a climax;

There are also people responsible for camera movement, much like a cinematographer in filmmaking. A good cinematographer might make the audience feel comfortable watching, but they might not be able to articulate why, while a bad cinematographer can leave the audience completely confused, unable to even understand the basic plot.

Someone also needs to be responsible for communicating with the voice actors, from the initial script delivery to finally obtaining the original audio track, which may involve several rehearsals...

Of course, all of this is inseparable from a "director".

At Blue Star Studio, each segment of the story animation is ultimately overseen by the corresponding designer, making the director's responsibilities very clear.

The script planner is essentially the screenwriter who follows the director around, always ready to adjust anything that doesn't quite fit.

Of course, everyone would pray that nothing would go wrong.

Because if the script changes, all the work of everyone involved may be wasted, and we'll have to start all over again.

Once all the above work is completed and the designer nods in approval, it's time to hand it over to the technical artists.

"Technical Artist" is a job title, often shortened to "Technical Artist".

He will be responsible for importing the completed animation into the game and ensuring the pre- and post-production programming logic is in place.

Only after this step is completed can players see this meticulously crafted animation at the pre-defined logical nodes.

According to preliminary statistics, the total number of animations in "The Way of the Assassin" is expected to exceed one hundred, with a total duration of more than 100 minutes, which is almost as long as a movie.

Of course, it pales in comparison to the more than 200 minutes of "Blue Planet Apocalypse".

50% of the content is the main storyline, which is content that players will almost certainly experience, and it obviously requires careful preparation.

Besides the protagonist, the characters who appear most frequently in the story are obviously the wizard Copernicus, the assassin Odin, the assassin mentor in the Bluebell organization, and several villainous bosses in the church.

If any mistake is made during this long and meticulous process, the familiar roars can be heard again in the Blue Star Studio.

"Maynard! Write the order! Animation #017 has another bug!"

"What bug? Describe it to me!"

"All the NPCs who appear in the game are bald! We need to contact the game designer to check if there was a problem with the model import!"

"Okay! I've forwarded this bug to him. I want him to fix it by tonight, and not to include it in today's version!!"

Um.

Many employees have joked about this: "Here, finding bugs basically relies on yelling, and fixing bugs basically relies on guesswork..."

In short, Blue Star Studio was quite lively today.

...

That spring, Blue Star Studio was busy with intensive research and development work.

The main reason is that they hope the beta version of Assassin's Way can be released in time for the Blue Star Carnival on May 21st.

Unfortunately, this may not be possible.

Due to the sheer scale of the project, the completion rate of the Assassin's Way beta version was still around 85% as of early May.

Most of the art assets are complete, the game system is basically finished, and the game can now proceed to the final chapter.

However, the animation and voice acting are not yet complete, so there will be instances of "black screen" and "this NPC's voice acting suddenly stopped?" in some places.

Given this, it's highly likely that the beta version of Assassin's Way won't be available for players to try out at this year's Carnival.

So Mingyan happily decided: just hold a press conference and let Luca play Assassin's Way for the players to see.

Anyway, we've only made the first promotional video!

If we record Luke's actual visit, wouldn't that make a second promotional video?

The perfect plan.jpg

The overall process of this year's Blue Star Carnival is not much different from previous years.

First, there are individual game areas where you can try out the new versions, view concept art and design drafts, and visit a small souvenir shop.

Secondly, there are the opening and closing performances.

It's worth mentioning that this year's opening ceremony featured several unique guests who formed two League of Legends teams to perform an exhibition match.

As for the specific list... I'll keep it a secret for now.

Finally, here is the main content of this year's press conference.

The most important thing, of course, is the public announcement of "The Way of the Assassin".

Although the studio has internally set a September release date for the game, they still have to tell the public that "we should be able to finish it by the end of the year."

This isn't the first time Boss Ming has pulled this trick. To be honest, it's all because those players who are urging for updates are too insane... *cough*

In addition, there is also the promotion for the new version of League of Legends.

Although League of Legends releases new seasons and new heroes every year, this version still deserves extra promotion.

The designers added a unique gameplay element to the new version: instead of pushing towers, players are now playing on a new map and returning to the more traditional battle royale gameplay.

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