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Per festeggiare l'annuncio delle date d'uscita per DuckTales: Remastered avvenuto ieri, con il gioco in arrivo il 15 agosto su PSN e eShop e l'11 settembre su Xbox Live Arcade, arriva anche il primo video documentario da parte del team di sviluppo WayForward.
Un video documentary che non poteva che chiamarsi "Duckumentary", visto il soggetto, nel quale il team illustra il processo di ristrutturazione applicato al vecchio titolo uscito su console 8-bit, con la novità aggiunte e la trasformazione grafica effettuata.
Trascrizione
00:05Welcome Two Way Forward
00:06Come on in and we'll take a look at DuckTales
00:33The first step in creating the backgrounds was to really study the NES levels.
00:38We had the NES maps, you know, blocked out.
00:41We had the entire map from both a level design perspective and sort of an art layout perspective.
00:46We looked at the levels to try to interpret, you know, what the feeling was.
00:50For something like Transylvania, when you look at the actual original layout,
00:54it feels like it's broken into a few different areas.
00:57You know, there's kind of a dungeon, underground, very brick area where it had the spikes.
01:02There's the entryway, kind of a foyer.
01:06Then, you know, there's like doors and sort of, you know, some wood and some like paper,
01:10wallpaper kind of falling off.
01:11And then, you know, the grand ballroom with the red drapes.
01:15And so we really sort of broke down those sections
01:18and tried to break levels into two to three individual parts or pieces and unique tile sets.
01:27So on some levels, it is all just a big long, either a series of rapid trails or a big
01:32loops in on itself.
01:33And if you'd only know that you could start here and just wander in, you could get to the boss
01:38right away.
01:39And it seemed like, well, what we ought to do is make sure the players see a lot of the
01:44key or most memorable parts of the level.
01:47Like, Transylvania would be kind of a shame if you never went and did the mine card.
01:50So we had this mechanism introduced early on to split up the nephews and have you go and find each
01:55one and put a little kind of a mini boss there.
02:00I personally like the kind of cheesy Haunted Mansion feel of things anyway.
02:05So I fell in love with Transylvania immediately, from the mummy to the skeleton duck.
02:11I always liked the Transylvania level in the original game.
02:14That, I'd say, was my favorite because I liked the music and I always liked the bad guys.
02:18I loved the skeleton duck and the mummy duck.
02:20So I kind of gravitate towards that in the new game, too.
02:27When we were first developing concepts and the look of the environments, we were having a hard time with our
02:33internal concept artists really trying to nail the Disney style.
02:36You know, we have incredibly talented people, but there's a certain look.
02:41And so we did an internet search and we were looking up DuckTales backgrounds and different concept art.
02:45And then I came across a blog with sketches from the original show, like thumbnails and actual layout drawings from
02:53the original show.
02:54It all came from one place. It came from this one guy, Mike Carraza.
02:57And I thought, well, you know, let's just contact him.
02:59See, maybe he has a stockpile of layout art that we can, you know, rifle through and take some photos
03:04and scans.
03:05And he just wanted to work with us.
03:07And so we actually contracted him to work on the game.
03:11And the funny thing about Mike Carraza is he worked on the original DuckTales show.
03:14And now he's a Disney Imagineer.
03:19For the backgrounds, it was literally like taking, you know, images right from the show and getting to convert them
03:26into these 3D environments.
03:28So it was absolutely a blast getting to sort of cut them up and place them together to create, you
03:35know, the depth that you see in the game.
03:36And we would take the individual layers of that mountainscape and just sort of subtly take out, you know, the
03:45contours of that mountain, make the forms that are closer to the camera actually come out towards you with really
03:52basic geometry.
03:53But the effect was actually, you know, really powerful.
03:56We have an employee who worked at Disney Television as a background painter for 10 years.
04:02And so after Mike Carraza would do the layouts, we would get it to our background painter and he would
04:08paint the backgrounds to just look like the show.
04:11And he would, he had DuckTales open in the background.
04:14We're watching the original episodes like while he's working on our DuckTales painting.
04:19So we started rather than just with a concept, we started with what would be a finished background painting for
04:26the show with every detail meticulously like painted.
04:30It's funny, it ended up being very similar to the way, you know, old cell animation was done with multiple
04:35layers for the backgrounds to start scrolling.
04:39So like all the paintings are as high quality as you would do for something that would be completely flat
04:44and traditional like some of the past 2D HD games we had done.
04:47But, you know, starting with these giant, giant paintings we had very large textures.
04:52So, you know, we're really pushing the limits of some of these consoles and how much texture memory they have
04:58with, you know, all the textures and all the frames of animation and the particle effects.
05:02And, you know, and the result is amazing with this game running at 1080p and 60 frames a second.
05:09It's just spectacular.
05:17That's exactly what we're working on.
05:17So, this is what we're doing now.
05:17Now, we're going to see if you're seeing this game running out of here, we're going to go to other
05:18guys and we're going to do these influences.
05:18And next time, let's see if we were to see that.
05:18So, you can see, we're looking at all of these two things in front of a lot of the world.
05:18So, you know, at the top of the world, that this is going to be very different.
05:18Grazie a tutti
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