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00:10The visual elements that we were trying to include
00:12in the development of this ship
00:13were right from the architectural drawings
00:16and then into the plans
00:17and into the white box, looking at camera angles
00:20then looking at lighting
00:21looking at the atmospherics
00:23the suspense and the claustrophobic feel
00:25that we wanted to develop
00:27What was that?
00:29It was very difficult to
00:31understand what a ghost ship
00:32of this nature would look like after
00:3460 years, there's not a lot out there
00:36and looking at research for
00:38how ships rust and decay
00:40and age, we took
00:42this and exaggerated those feelings
00:44and atmospheres to create what we wanted
00:46for our ship
00:48In order to make the ghost ship sound as real
00:50as possible, the team gained access
00:52to a similar era military vessel
00:54big steel ship
00:55and we recorded all sorts of sounds on there
00:58from all the latches on the doors
01:00to help the foley, the character contacting
01:02with the environment when they're on the ghost ship
01:04all of the atmospheres in the different rooms
01:06the engine room, all the different mechanisms available there
01:09we even recorded impulses
01:11of each of those rooms
01:12so that each room has the identical environmental reverb
01:15that we would have had on ship that time
01:21When we're looking to light the ghost ship environment
01:23it's really important that
01:25the tone and atmosphere that's coming from the lights
01:27also complement the story that we're trying to tell
01:29it's not always a nice place to be
01:31so everything just can't be well lit and visible
01:34but we want to make sure
01:35that we're guiding the player around those environments
01:37in a satisfying way as well as
01:39transmitting the mood that we want them to feel when they're in there
01:41so we looked at doing things like
01:43breaking holes in the roof, breaking holes in the wall
01:46where ambient light can kind of leak in
01:48and fill a little bit of the environment
01:49but as well as that sometimes we need to have
01:52spotlights and cinematic lighting
01:54such as you would on a film set
01:55in order to make sure that the characters look suitably
01:58heroic, menacing, scary
02:00or whatever the scene required
02:23it's not always a huge part
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