Almighty Game Designer (Almighty Video Game Designer)

Chapter 880: We are the mainstream art style (four mo

This style is a bit sloppy, flashing a lot of people's waist.

Everyone's first reaction is a bit confusing. Chen Mo is going to release himself again?

I have to say that Chen Mo always makes some completely unexpected designs, even completely contrary to the players' expectations.

Although it is good to get some surprises often, sometimes it is not good for players to doubt their IQ because of these surprises...

"Wait a minute, I didn't understand it. Chen Mo is this new game. How do you play the card ventilation?"

"Oh, this is not a card ventilation, this is... um... oil painting! Watercolor style!"

"In short, it seems to be a little bit contrary to the current mainstream style... reminds me of some comics."

"Yeah, in fact, the scenery looks good, mainly this character, it seems that it is not a special habit."

"But the style of the characters and the scenery is very consistent, no problem."

"Well, after all, Chen Mo, how do he want to play, how to play it..."

After a long discussion, everyone's consensus is that it is quite good, and there is more than one style of game, no problem.

But... What kind of game is this game?

What game is it to use this style of painting to do it?

Although most players have an unconditional trust for Chen Mo, but when they see this style, many people say "very good", in fact, the interest in this game has slowly come down.

After all, most people like to look at the value of the face, and for the current vr game, the high value means realism, immersive, exaggerated, special effects, like the "mysterious sea", just look To the tiny pores on the face of the character, many players can't help but want to buy and buy.

I have to say that, in terms of the first original painting released by The Legend of Zelda, it is really not very attractive...

......

There are also some players who have expressed reasonable concerns about this style of painting, but ... did not receive any response from Chen Mo.

It is normal to not respond. In fact, Chen Mo’s Weibo receives thousands of private messages every day. Whether he will watch Weibo’s private messages is an unknown number, let alone return private messages.

For Chen Mo, Weibo is equivalent to a platform for releasing new travel news, which is similar to the previous leader’s “Twittering the Country”.

At the headquarters, Qian Wei also asked questions that many people are asking.

"The manager, this art style, where is it?"

Qian Qian is very clear, does this art style save time? It doesn't save... because most of the resources in the material library are realistic styles, basically the same as "Uncharted Waters" and "Assassin's Creed", which is the art style of "The Legend of Zelda". The art of the project team requires an extra amount of work.

Especially considering that the Legend of Zelda is an open world and the resources are relatively large, this practice is more energy-intensive.

However, Chen Mo has specifically emphasized two key words before he did it: animation and outside.

The so-called animated style is the style of bright and dark surfaces. To put it simply, in real-life illumination, the glossy and dark surfaces are gradual transitions; in many Japanese animations, the bright and dark surfaces are often summed up, directly eliminating the intermediate gradient.

To give a simple example, in some animations, such as the green trousers of a character appearing under the influence of light, then in reality and realistic art style, it should be gradual; in animation, the whole bright surface They are all light green, and the entire dark surface is dark green. There is a very clear demarcation between the two, and there are only these two colors, no gradient.

The outside light refers to the fact that when the landscape is drawn outdoors, the outside world's light changes quickly, so the painter needs to quickly grasp the scene features, sum up with color blocks and strokes, and complete the work before the color changes.

Specific to the "Wildness of the Wild", is a large color block, hand-painted, exaggerated atmospheric perspective, giving a feeling of watercolor.

In order to match this picture effect, the special effects in the Legend of Zelda are not the particle effects, but the frame-by-frame animation. This kind of special effect is clearer, more shocking and more recognizable.

But for the art style itself, Qian Wei really can't figure out why he wants to do this style.

Chen Mo asked: "Then you said the benefits and disadvantages of this approach?"

Qian Qian thought for a moment: "The advantage may be that the amount of rendering is small, reducing the burden on the hardware. As for the disadvantages... it runs counter to the current mainstream art style."

Chen Mo smiled, Qian Qian has been rarely responsible for the design of art, mainly system and numerical aspects, so he and many players do not understand this style is normal.

Chen Mo explained: "The first is to greatly reduce the hardware burden, so that "The Legend of Zelda" can play at high frame rate and high quality on sithpro; secondly, this style is almost out of date. Physical rendering is updated every year. The realistic style is stronger every year, and if it is done in a realistic style, the picture of this game will appear to be out of date after one or two years."

"And its most important significance is that it can highlight a romantic color. The legend of Zelda is not a blockbuster or history, it is a fairy tale, so this style is best for the legend of Zelda. style of."

“As for the mainstream art style... What is the mainstream art style? What we do is the mainstream art style.”

The money was dumb and speechless, and said for a long time: "... Niubi."

......

In fact, in the past life of Chen Mo, the art style of "The Legend of Zelda" has also caused some players to question.

The core point of view that many people bring to the black "The Legend of Zelda" is that, to say so much, isn’t your art style just because the function is not up to it? This is obviously a trick!

In fact, this argument will only be ridiculed by many professionals.

Even on the powerful ps4, there are many games that don't use realistic styles, such as "The Wind Traveler."

Not doing realistic style is not because it can't be done, but the designer combines the characteristics of the game and makes the art style that is most suitable for his game.

In fact, from the difficulty of controlling the style of art, the cartoon style is more difficult. After all, the realistic style is done on the real thing, and the cartoon style has to add a lot of art design.

Of course, it is not that these two styles are better or worse, but for the game of Zelda, which is a bit like a fairy tale, this style of animation is the most suitable art style.

Even for many players, the art style of The Legend of Zelda is also one of the most important plus points, and it is the most distinctive feature that distinguishes it from other games.

It is possible that many players in the parallel world can't understand at all what the art style is, but it doesn't matter.

After the game comes out, they will understand.