Vai al lettorePassa al contenuto principale
  • 6 ore fa
Videodiario "Inizio" per Dishonored.
Trascrizione
00:00PEGI DICIotto
00:34In the game you play Corvo, who is the royal protector to the empress, and you get falsely accused of
00:40her murder.
00:41So you get thrown to jail, you're gonna escape the jail, and then it's up to you to get revenge,
00:46set things right, and restore the kingdom.
00:49We wanted to make a game that supported the action player, supported the slow-paced exploration player, supported the super
00:56fast-paced guy.
01:00Our primary goal was to create a unique, exotic world for the player to explore.
01:05I only deal with design direction, which means that I oversee the concept design process and the fiction.
01:12So Raphael and Harvey, as creative directors, had the input of the overall gameplay experience,
01:19and then we started knitting together story, visuals, architecture, and Sebastian would take it from there and work with the
01:27theme.
01:28We have the same approach to the creation of the universe graphics, the world.
01:35We share the same passion visual.
01:39And in fact, we looked for the best model characters that we needed.
01:44And we found them a little bit in Europe.
01:46We didn't find them in the studio because we decided to keep their universe and their way of working.
01:52As an artist character character, we did a lot of research to capture the essence of the Anglo-Saxon morphology,
02:01so that our characters can be integrated into this particular universe that has a strong graphic identity.
02:08We worked very closely on the characters.
02:11We used both mock-up animation and keyframe animation.
02:16Everything we did with the mock-up, we reworked it with keyframe to add a stylized layer on it to
02:23match the stylized character we have.
02:25So my work is to manage all the technical aspects of the gameplay.
02:32For example, the powers, all the artificial intelligence.
02:37As a programmer, we need to think about all the possibilities that the player can have on the game.
02:50The mechanics are the most important thing. The interactivity is the most important thing in any video game.
02:55It's what's central to the medium.
02:57But at the same time, we love the narrative layer.
03:01We love the sense of being in a gloomy space that you can slowly explore.
03:05And that feels like no one else has ever been there.
03:08It feels like your experience.
03:10As the experience is changing at each corner, we have to be aware of that as level designers.
03:17We have to take care of every possible situation.
03:25Supernatural Assassin in a steampunk city, new IP, brand new concept, these are all big challenges.
03:31At any given moment, you could go left, you can go right, you can go over the roof,
03:35you can possess a fish and swim into the place that you're sneaking into.
03:39You can approach things violently with the alarms ringing.
03:41No one can ever know you were there.
03:43And you could kill everyone, every guard, every servant, every, you know, civilian.
03:47Or you can kill no one in our game.
03:49Those are choices that are in the water around you as you play.
03:52Good day!
03:54Closerinin'
03:55Closerini
03:55Inhensions
03:55Inhensions
03:56Inhensions
03:56Inhensions
03:57Inhensions
03:58Afinal
Commenti

Consigliato