- 12 ore fa
Halo 5: Guardians - Video del making of "The Sprint" - Episodio 1.
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00:01Grazie a tutti i nostri miei
00:02suona scala di Halo
00:03con molti di persone con bambini
00:05di diverse skilli,
00:06una visione,
00:07e l'escrizione,
00:08e molto tempo.
00:11Ma prima a scelta di un'escrizione
00:12la team deve creare
00:14mili di azioni di azioni
00:15che sono attraverso
00:16dei due week di giorni
00:17che sono chiamati
00:19343 Industries
00:20invitiamo a te come
00:21ciò di un nostro avito
00:22creare Halo 5 Guardiants
00:24da l'inverno
00:25un canale,
00:26sound and line of code at a time this is the sprint
00:47it's the best part of any project and every single time you play whether it's
00:52the campaign the multiplayer experience we're seeing amazing progress
01:01so today we're going to talk about 2015 everything that's going on in 2015 where
01:07it is all about Halo 5 hi everybody I'm gonna share some stuff that you guys are
01:14gonna be like what the is going on and that's kind of that's kind of the point
01:19is the master chief a traitor is he gonna die who's this dude that just shot him
01:24what are you talking about he didn't shoot him the master chief was gonna
01:26shoot him like what what are you guys doing to Halo that's the point that's
01:36the point it's important that people don't just sort of go okay yeah yeah it's
01:39Halo 5 it's just another Halo game we need people to kind of reinterpret what
01:44Halo is
02:02e3 is this nexus point this focal point for fans media everybody who comes you
02:07know they come to one place at this one time a year where a game like Halo from a
02:11triple-a perspective that's the place where you you want to capture people's
02:15attention so we got to shine
02:19well so yeah what is a creative director yeah a creative director is a crazy crazy
02:27job I don't even know how best to describe it sometimes anybody creative
02:32ultimately reports into me you know our director Nick Bouvier and Neil Harrison our
02:37art manager like they report into me all the design aspects of the game audio all
02:41reports into me so kind of everything on the content side I'm ultimately
02:46responsible for from a creative perspective with a huge team like this
02:50and Halo 5 being way more enormous than I had anticipated when taking the role
02:56which is totally awesome and I love the job and it's yes it's a dream job right it's a
03:00dream come true I have nothing to complain about but it is super intense every week
03:04around here is kind of insane so it's really hard to describe one day it could
03:08be focusing on HUD UI stuff one day could be focusing on warzone and
03:13multiplayer and sometimes we have to cut stuff that doesn't work out you know if
03:16it does work out then we we polish it up and so now we're really hot and heavy
03:20with Halo 5 we're demoing two big things at E3 one is the campaign level
03:27Tsunion tsunami for a code name and then we're also debuting our new big
03:33multiplayer mode which is called warzone so you have actually enemy AI in the
03:38multiplayer PvP mode as well as two huge teams of 12 people so it's 24 players
03:43which is the biggest we've ever had the maps are bigger than we've ever had so
03:46you have all the vehicles and all the sandbox elements all together too
03:54so what we're doing today is our build review we have a really important
03:58milestone coming up in about seven eight days guys so we've been working on it
04:02for an entire year and vertical slice is as close to a shipping product as we can
04:08there may be still some temporary assets in there but the experience itself is
04:12complete so Lawrence what do we have to check on the intros we want to see if
04:17we're getting some UI firing so we should see the map name victory points to
04:22win and then also a description of the mode so we're not seeing any of that UI
04:27so we'll have to figure out why that's not firing so no UI yet okay we'll get
04:31back to that when you get a mode of this size of 24 players like every type of AI
04:36issue glitch or bug you can imagine hits us because we're almost using we're
04:40almost using everything in the Halo sandbox we've got every vehicle we've got
04:44campaign assets we've got bosses AI so anything that could go wrong with the
04:48game will affect Warzone you know look at this bug another one is a fun
04:54development bug that we're chasing right now is when you use the rec
04:56station your character jumps because I'm pressing A yeah it's like there's
05:02nothing for free in game development and once you you have to always be
05:05thinking about all the context of the systems what menu the player has it's
05:08actually just remembering that I'm pressing a and making me jump so we
05:17just completed the intro assault and whoa whoa what's that hitch that's the UI
05:24loading okay so this is an issue we didn't even have two days ago but now is
05:28an immediate fix for our our big review so you can kind of see like as we're
05:34fixing things and adding things we're always you know sort of incurring more
05:38debt and having to fix more bugs these are awesome Lawrence just put in these
05:42locations so these are shoulder bash spots you can smash through even less
05:48months recently as about a month ago this this whole passageway didn't exist so you
05:52would be in this tunnel and you'd have to run all the way around to the
05:54armories and then we've added these sort of shortcuts through to let you get
05:57there quicker we have a mid-session progression loop for the first time in
06:04a halo game so as you as you're playing through the game as you're killing enemies
06:08as you're capturing bases as you just with anything in warzone you're leveling
06:12up and you can sort of access more high-end stuff you know if you see
06:15somebody out there with a banshee you didn't have to worry about whether you
06:18started the game with a banshee or not you can go to a terminal and get a plasm
06:22pistol okay or get your own banshee which is even better then you can have a dog
06:25fight wreck confirmed
06:29does the VTOL fit down that skylight I bet he does that could be cool it'd be
06:35risky right you'd get blown up
06:45is it a lemon exploit well I mean I use it you shouldn't be able to like enter the
06:52enemy's base like that so yeah I kind of like it the big thing for all of us
06:57right now is making the difficult choices on whether or not we take new
07:00features whether we fix bugs whether we want to take some risks and try to get
07:05more content into the build whether we cut things because if they don't make it
07:08into this build there's a good chance they're not going to make it in the final
07:18game
07:19yeah Tsunami's been in the mix from the beginning like right after we shipped for
07:25Tsunami was one of the first levels that we conceived of originally it was just an
07:31idea that we had to kind of cater this a prototype where throwing grenades would
07:38be affected by the wind and so would enemy characters and occasionally the
07:42player we figured putting a level out at sea in the middle of a tsunami or actually
07:49it was never a tsunami it was always more of a hurricane but I don't know why we
07:52call the tsunami station maybe just for the sounds better yeah
07:59we're pretty much doing like a first pass of every level in campaign yeah like the
08:03water I guess the sounds of the machinery that would probably really help we're
08:07missing a lot of this right here like there's supposed to be like hundreds of
08:10ships dog fighting capital ships doing broadside maneuvers to that point it's
08:16kind of like the environment is almost kind of secondary like the theater of war
08:19that's going on outside the space that's kind of the the big scene here
08:24Osiris team 90 seconds to drop point and may buck by the first round when we get
08:29back this is kind of like the final climactic battle in this civil war between
08:36the two factions of St. Geely the Arbiters faction on the one side and the
08:40resurgent Covenant on the other and so the players need to find their way through
08:45tsunami station while this civil war is raging all around them this is probably
08:50the section that we're going to take to E3 we've been calling it destruction alley
08:55you get there and there are a bunch of dead Covenant and and even on Arbiter's side
09:00there's just a bunch of you know dead bodies and you're not sure what exactly
09:03caused all this chaos the Guardians coming to life and so the Promethean enemies
09:09start appearing Promethean's incoming you get some of the the returning ones like
09:15the the crawler Knight shows up and the new soldier shows up and with them their
09:20new weapons as well
09:27we have a prototype that we haven't played tested that much yet basically there are
09:32two firing modes it's one one is when it's folded in like that and that is when
09:38you are in hipfire and that is just basically rapid firing short-range grenades on a timer
09:44and the other one which is when you aim and then fold it out like that is going to be
09:50firing
09:50in longer range projectiles so our biggest question right now we have two I think size
09:56of the ammo counter that's pretty pretty big it's covering up a lot of the weapon it could be like
10:03half the height yeah exactly and the other one is what do we do here
10:09yeah do we have any of the actual model moving and animating you think
10:15I feel like we need to get a little bit better understanding of the mechanism there that's
10:22helping it pop out usually we have like a lot of moving parts on Forerunner and UNSC stuff
10:27but Covenant's it's kind of more magical for sure it's magic yeah yeah so we don't need as many
10:36moving parts on the Covenant weapons this Nick gonna be here he accepted I can go try to track him
10:41down if you'd like
10:44there he is hi the first time I'm actually seeing it yeah what is this that's a ammo counter all
11:03right
11:03all right right now this is probably not ideally placed I would put it like put it back down in
11:10the design in order to be sure that this area is free of anything scale you put the scale down
11:19oh
11:19yeah yeah much better I knew I was gonna do some magic stuff here showing off for Maya skills
11:28yeah see how hard is that this should still feel as a single integrated object but this is way better
11:38that's beautiful yeah the other question is what do we do with the back part of the barrel so to
11:45say
11:46do we want to have something that kind of sits here as if we should have anything that kind of
11:51covers
11:51the back here and then we'd have the projectile showing up here where the magazine kind of feeds up we
12:00have a marker somewhere we have these two cameras we have that thing going on whatever the design of it
12:13and we have another one here
12:18maybe we should just like block this with that we should just like design this section and have
12:28something blocked here and it would prevent the weapon in the middle to just feel empty so I think
12:35we should use it we should just do this
12:49all right ready to go kick it off all right here we go 24 player playtest time
12:59oh that was awesome game the lead friendly spartans are engaging commander tyson at the dig site let's assist
13:10enemies captured the garage tyson is tearing through our team though they should focus and attack and
13:14take it out whoa so this is like a picture of warzone it's just awesome when it happens
13:20there's so much action going on and then i get assassinated that's great
13:29blue you need to go get a base that's kind of impossible yeah oh come on right now it's almost
13:37a stalemate like blue can't get out of their base but red can't push in to destroy the core
13:42yeah i think we need it to be easier to do either one
13:50in development we always call these alamo situations because we felt like one team was
13:55pinned in their own base and we want to make sure that they don't get stuck there forever but they
13:58also have a way to come back
14:02all right that's game oh game in i guess okay apologies blue team on the stalemate we're going to be
14:08looking at
14:08that new top issue lawrence all right we got stuff to fix
14:18so yeah obviously i think everyone knows why we're here we want to go over the the e3 stuff
14:23as it stands right now all the stuff is still very placeholder or in work in progress but this is
14:28the
14:29direction that we're heading to give a little bit more context the current plan for this is in the flow
14:34of everything bonding will come out first then josh comes on sets up uh tsunami station or sunion
14:40and then that will lead directly into gameplay the other part of that is that currently the plan is
14:46that behind closed doors there is not a campaign demo the on the show floor and any behind closed
14:51door stuff currently is is focused on warzone e3 is an awesome 10 weeks from now
14:56um so we are uh four weeks to content complete and eight weeks to zbr and then two weeks after
15:05that um josh will be on the stage showing this off so when you say we have to continue to
15:11build
15:11confidence how does that translate into action actionable stuff for us uh actionable stuff for this
15:19positive attitude josh we're shooting our opening sequence where we meet our team osiris team for the
15:34first time
15:44duck team osiris there's veil and there's tanaka they listen to their squad commands buck doesn't
15:52listen he just nope i'm not going to heal you right now no that's him come on duck team osiris
15:58yeah it's
15:59so you're not going to heal you right now no that's him gone
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