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  • 7 ore fa
Videodiario "Luci e ombre" per Tom Clancy's Splinter Cell: Blacklist.
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00:01PEGI 18
00:20Hey, I'm Zach Cooper, your Splinter Cell Community Developer.
00:23In this ComDev video, we'll be putting away the gadgets and weapons for the most part
00:27and diving into the visuals. This is the art direction of Splinter Cell Blacklist.
00:32We hope you enjoy.
00:33Through the lens is basically the glue that holds the art direction for Splinter Cell Blacklist together.
00:39In practice, what that is, is that there's a camera in the world, in our game space.
00:45Lens flares, we're talking about atmosphere on the lens.
00:48We're talking about things that spray on the lens, say when it's raining and things like that.
00:52So we try to have a sort of condition for this through the lens for anything that you might see
00:59or feel throughout the game.
01:00Light and shadow, meat and potatoes for Splinter Cell.
01:04You know, it lives everywhere in our game. It lives in our history.
01:07It lives actually in the gameplay and the fact that Sam, when he's hiding in the shadows, is undetected.
01:13And he's got an advantage over his enemies when it comes to that kind of thing.
01:16So for us, the next step really was, especially after having a history of very, very excellent lighting in Splinter
01:24Cell games,
01:25we want to take a step farther. That light became an object in the world.
01:28It wasn't just something that made things look good and cast nice shadows.
01:34Light became something in itself. It's an actor. It's a player in that space.
01:38And for us, it's an object in the world.
01:40When you look at the light, not only do you see the light, you see the source of the light,
01:46and you see how that light plays on you as a player, watching your character through a camera.
01:54This stuff is all manual for us, right? This stuff isn't procedurally generated. It's not automatic.
02:00You know, we pick our spots and we have to apply it. And we need to make sure that everything
02:05is covered, right?
02:07So, you know, how does it look when you look at the sun versus how does it look when you
02:11look at the moon versus how does it look at when you look at an artificial light?
02:16And then there's many different kinds of artificial lights. And we wanted to make sure that each and everyone had
02:21kind of a soul.
02:21A big motto for our creative director was Sam's back. When it came to us designing his suits and really
02:29his anatomy and his physique,
02:30we really wanted to sell the fact that he is not superhuman. He is more the every man, but with
02:38an unbelievable amount of skill behind it,
02:41which meant that he was sleek, he was fast, he was very quick. The silhouette, as you might have seen
02:46in Chaos 3,
02:47I think was really, you know, the icon and we kind of really went back to the roots of it.
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