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StarCraft2_Insider-Interview

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发表于 2013-7-26 16:20:22 | 显示全部楼层 |阅读模式
InsiderInterview
The Making of the StarCraft II CinematicTeaser
The Insider recently sat down withNick Carpenter, Blizzard's cinematic creative director, for a behind-the-sceneslook at the StarCraft II cinematic teaser recently released at theWorldwide Invitational, as well as to discuss the challenges involved withcontinuing the single-player storyline from the original game...
Part 1: Concept      
Insider:One of the things that really made StarCraft stand out when it was firstreleased was the epic scale of events unfolding over the course of the originalgame and the Brood War expansion, told in large part through the game'scut-scenes and beautifully crafted cinematics. Of all the possible scenariosfor a cinematic teaser, why did you decide to focus on the genesis of a marine?
NickCarpenter: The idea of turning the creation ofa marine into a cinematic has been on my mind ever since we started working onthe cinematics for the original StarCraft. When you click on that button tobuild a marine, what does that mean? Actually showing the marine being builtgives us an exciting opportunity to show that in the StarCraft universe, evensomething that's normally very mundane can have a truly epic feeling to it.
"Actuallyshowing the marine being built gives us an exciting opportunity to show that inthe StarCraft universe, even something that's normally very mundane can have atruly epic feeling to it."
Whenyou see all the intricate pieces of the armor coming together, you really getto appreciate the power and the toughness of the marine unit from a whole newperspective. But this is only the most basic unit; this is your cannon fodder,your red shirts. If the creation of a mere marine is already this cool, justimagine what it must be like when a goliath or a siege tank is assembled.Essentially, we picked this scene because we felt it was a great way to returnto the StarCraft universe - open up with something small, but finish withsomething really big.
Let's talk a little bit about how yourteam and the game design team for StarCraft II work together to create thecinematics. What role does each team play in coming up with ideas, and how arethey then transformed into the actual movies?
There'sa great deal of collaboration going on between all the teams that work onStarCraft II. We have a lot of brainstorming sessions where people from myteam, the StarCraft design team, and our creative team sit down and throwaround story ideas, character ideas, and just general thoughts of what's goingto happen next.
Forexample, as we were coming up with the concept for the teaser cinematic andfleshing out the details for the marine portrayed in it, that marine evolvedover time into a character, named Tychus Findlay, that features prominently inStarCraft II. Ultimately, the creative process involved with working Tychusinto a certain role in the plot and fleshing him out helped us give him evenmore character depth in the cinematic.
Also,one of the big advantages of the cinematics team working directly with the gamedesign team is that the cinematics are completely consistent with the gamewe're making, which isn't always the case when you're hiring an externalcompany. Since we're part of the creative process, there's always a strongsense of consistency and continuity between the actual game and the cinematics.
  
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Part II: Storytelling

It's been almost a decade since StarCraftand Brood War were released. What do you think your team has learned sincethen, and in what way is that growth reflected in the way the story ofStarCraft II is told by its cinematics?
"Tostand out, you can't just tell a story - you have to tell it well."
There'sactually a lot of things we've learned since then, both in terms of technologyand craft. Back then, things that we consider easy now were huge obstacles. Ifwe want to have a talking character today, that's not that big of a deal. Backthen, a good-looking facial animation was really difficult to achieve. So, thisadvance in the state of the art gives us a lot of freedom to tell our story,but good-looking 3D graphics are pretty much the standard that players havecome to expect from games by now. To stand out, you can't just tell a story -you have to tell it well.
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Withevery game we do, we try to take the cinematics to the next level. Thecinematics of Diablo II were a huge step forward from Warcraft II, and WarcraftIII raised the bar even higher. The cinematics for World of Warcraft and TheBurning Crusade pushed the limits even further, so there are a lot ofexpectations for StarCraft II. We're improving our cinematics' quality bytaking full advantage of the latest video rendering technologies, but at theend of the day the main goal still is to put all that technology towardcrafting an epic story with a terrific cast of characters.
Aside from the pre-rendered cinematics,StarCraft and Brood War also relied on the actual game engine to deliverin-game cut-scenes to advance the plot. How does StarCraft II balancecut-scenes and pre-rendered cinematics? Also, what do you think are thestrengths and weaknesses of each storytelling technique?
StarCraftII will have cut-scenes just like the original StarCraft games, but one thingI'm really excited about is that this time, the controls for these scenes willbe much more intricate than before. Since our graphics engine for the gameitself can display a wide range of effects, such as normal mapping, we canactually create in-game cut-scenes of near-cinematic quality. And since we havemore control over camera movement, unit animation, and lighting, our onlylimitations here are the engine's limitations. A good part of the plot willunfold through in-game cut-scenes, but the most pivotal scenes are still beingtold through cinematics.
Usingpre-rendered cinematics has the advantage of giving us almost unlimited freedomin what we want to show and how we want to execute a shot. In-game cut-scenesstill don't quite offer the full range of freedom we have with cinematics. Onthe other hand, creating art assets for pre-rendered cinematics can be atime-consuming and difficult task, and rendering a cinematic takes time aswell. So while we are able to show almost anything we want in a pre-renderedcinematic, the price we pay for that is time. The new cinematics for StarCraftII are really testing the limits of our technology, but at the same time thatlets us explore how we can still grow and overcome these limitations.
Part III: Technology

What technologies did you use to createthe cinematic teaser?

"Ithink the polygon count on the marine ended up being well above five million.So when we tried to render the cinematic teaser, we actually broke ourrenderer."
Traditionally,we've used off-the-shelf software to create our cinematics, but as I saidpreviously, we're reaching the outer limits of what that is capable of. Forexample, the 3D models used in the cinematic teaser are the most complex anddetailed models we've ever done. I think the polygon count on the marine endedup being well above five million. So when we tried to render the cinematicteaser, we actually broke our renderer. It refused to render the scene; it wasjust too much. In the end, we had to do separate passes to render thecinematic, but this experience showed us that we're approaching a point whereour current software might not be able to help us in all rendering tasks.
Nowwe're looking at other solutions, and one solution is to switch over toRenderMan, a renderer that was developed by Pixar. Doing so means a lot ofin-house development, which is fairly unusual for a computer games company, butit's really just the next logical step for us. We have a lot of extremelytalented people on the cinematics team, and all that skill and professionalismis being put toward making sure that the cinematics of StarCraft II will meetthe players' expectations.
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Speaking of in-house software, canyou tell us a little about the tools you use to create the in-game cut-scenes?
Ourplan is to make all the tools we use to create the in-game cut-scenes availableto the players with StarCraft II. It's always been our tradition to shiplevel-editing tools with our games, and I think that adds a lot to the successand longevity of games like Warcraft III and the original StarCraft. Even withWorld of Warcraft, there are a lot of really great fan-made machinima moviesout there. There is a desire among the players for software like our leveleditors, and we're really excited to see what they'll do with these tools.
Thank you very much for your time,Nick. Is there anything else you'd like to add?
Theonly things I'd like to add is that we're really excited to be working onStarCraft II and we hope players will have a great time with it once it'sfinally released. Also, I'd like to thank my whole team for their hard work andthe outstanding job they're doing. They're an amazing bunch of people, and Iappreciate everyone's dedication and energy.

发表于 2013-7-26 17:18:08 | 显示全部楼层
装逼干嘛发一坨鸟文谁看啊,····

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给搜索引擎看的·。。。。。  发表于 2013-7-26 17:19
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发表于 2013-7-26 19:43:53 | 显示全部楼层
·········不是吧。
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发表于 2013-8-1 15:47:04 | 显示全部楼层
发的撒......
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发表于 2013-8-10 23:22:57 | 显示全部楼层
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制作特辑星际争霸II CinematicTeaser的InsiderInterview
内幕最近坐了下来withNick匠,暴雪的创意总监的电影,背后sceneslook的“星际争霸II的电影传情最近theWorldwide邀请赛,以及作为讨论涉及从原来的游戏withcontinuing单人游戏故事情节的挑战...
第1部分:概念      
内幕:真的让星际争霸中脱颖而出,当它是firstreleased的事情之一是史诗般的规模超过的originalgame和母巢之战扩展的过程中展开的事件,在很大程度上是通过告诉的game'scut场景和制作精美的过场动画。电影传情所有可能的scenariosfor的,为什么你决定把重点放在海洋的起源吗?
NickCarpenter:将创造一个海洋成一个电影的想法一直在我脑海里,自从我们开始工作原来的星际争霸强奎场动画。当你点击该按钮来构建一个海洋,这是什么意思?其实我们海 ​​洋builtgives,一个令人兴奋的机会来展示“星际争霸宇宙,evensomething通常很平凡的,它可以有一个真正的史诗感。
“Actuallyshowing正在兴建的海洋为我们提供了一个激动人心的机会展现在”星际争霸宇宙“,甚至通常很平凡的东西,它可以有感觉atruly史诗。”
年老看到所有复杂件装甲撞在了一起,你真的会过欣赏的力量和海洋单元从整个newperspective的韧性。不过,这只是最基本的单元,这是你的炮灰,你的红衬衫。如果创造一个单纯的海洋已经是这个凉爽,justimagine什么,它必须像一个巨人或攻城坦克是assembled.Essentially时,我们选择了这一幕,因为我们认为这是一个伟大的方式,以“星际争霸宇宙returnto - 开拓的东西不多,但完成佩戴。。them真正的大。
让我们来谈谈有关,如何yourteam和“星际争霸II”的游戏设计团队携手合作,共创thecinematics一点点。每个队的打法在未来的想法,以及如何arethey然后转化成实际的电影什么样的角色?
有一个很大的合作之间的所有团队工作onStarCraft II。我们有很多人,“星际争霸myteam设计团队,和我们的创意团队的头脑风暴会议坐下故事的想法throwaround,性格想法,只是一般的想法是什么goingto发生。
例如,我们的概念来传情影院andfleshing海洋描绘成一个字符,海洋evolvedover时间,名为Tychus Findlay的,具有突出inStarCraft II的细节。最终,创作过程中参与工作Tychusinto积了一定的作用,充实他出去给他帮助我们变得更加电影人物的深度。
此外,电影艺术团队,直接与gamedesign团队工作的一个大优势是,电影艺术是完全一致的gamewe're的决策,这是情况并非总是如此,当你雇用externalcompany。由于我们的创作过程的一部分,总有一个strongsense实际的游戏和电影艺术之间的一致性和连续性。
  

            

            

  
第二部分:故事

这是近十年以来StarCraftand母巢之战被释放。你怎么看待你的团队了解到sincethen的,以及以何种方式是故事第二ofStarCraft是告诉其电影艺术的方式体现在增长吗?
“出Tostand,你可以不只是讲一个故事 - 你必须告诉它。”
There'sactually很多,我们学到从那时起,无论是在技术和工艺方面的东西。那时候,事情,我们认为现在容易了巨大的障碍。如果我们今天希望有一个会说话的性格,这不是什么大不了的事。Backthen,好看的面部动画真的是很难实现的。因此,先进的thisadvance给了我们很大的自由来告诉我们的故事,但好看的3D图形的标准,球员havecome的期望从现在的游戏是相当多的。脱颖而出,你不能只是讲一个故事,你必须告诉它。



  
的Withevery游戏我们做什么,我们试图采取下一级的动画。迈进了一大步,从“魔兽争霸II”,“暗黑破坏神II”的Thecinematics WarcraftIII提出更高的标准。魔兽世界和TheBurning远征的电影艺术发挥到了极限,甚至进一步,所以星际争霸II有很多ofexpectations的。我们正在改善我们的电影艺术质量bytaking充分利用最新的视频渲染技术,但theend的一天的主要目标仍然是把所有的技术towardcrafting一个了不起的铸字的史​​诗故事。
除了预渲染的过场动画,星际争霸和母巢之战也依赖于实际的游戏引擎到deliverin游戏中的场景切来推进剧情。如何“星际争霸II balancecut场面和预渲染的过场动画?另外,你认为什么是的thestrengths和每个评书技术的弱点吗?
StarCraftII切场景就像原来的星际争霸游戏,但一个thingI'm真的很兴奋的是,这一次,这些场景将非常具有控制比以前更复杂。月由于我们为gameitself图形引擎可以显示了广泛的影响,如法线贴图,我们canactually创建在游戏中切割质量接近影院的场景。我们havemore相机运动,单元动画和灯光控制权以来,我们的onlylimitations这里是引擎的局限性。一个很好的部分情节willunfold通过在游戏中切的场景,但最关键的场面仍然通过电影艺术beingtold的。
Usingpre渲染过场动画有的优势给我们几乎无限freedomin的,我们要显示什么,以及我们如何要执行一个镜头。在游戏中切scenesstill不太提供全方位的自由,我们有过场动画。聊斋另一方面,资产预渲染的过场动画艺术创作的atime耗时而艰巨的任务,使一个电影,也需要一定的时间。因此,尽管我们都能够显示几乎所有的东西,我们希望在预renderedcinematic的,我们付出的代价,是时间。StarCraftII新的电影艺术真正测试的限制,我们的技术,但在同一时间thatlets我们探索如何,我们仍然可以成长和克服这些局限性。
第三部分:科技

你用什么样的技术,网站制作电影传情?

“我觉得对海洋以及上述五个million.So结束了,当我们试图呈现电影传情的多边形数量,我们实际上爆发ourrenderer的。”
传统上,我们使用的现成软件来创建我们的电影艺术,但作为我saidpreviously,我们到达那是什么能力的外部界限。例如,3D模型用在电影传情最复杂的anddetailed的模型,我们做过。我认为的多边形数量远高于500万海洋endedup的。所以,当我们试图呈现cinematicteaser,我们实际上打破了我们的渲染。它拒绝来渲染场景; wasjust太多。最终,我们不得不做单独的通行证呈现thecinematic的,但是这方面的经验向我们表明,我们正在接近一个点当前whereour的软件可能无法帮助我们在所有渲染任务。
Nowwe're寻找其他的解决方案,一个解决方案是,渲染,是由皮克斯toRenderMan切换。这样意味着很多富含内部的发展,这是相当不寻常的电脑游戏公司,但它真的只是我们的下一个逻辑步骤。我们有很多电影艺术团队extremelytalented人,并把所有的技能和professionalismis朝着使电影艺术的“星际争霸II”将确保meetthe玩家的期待。

说到内部软件,canyou告诉我们一些关于你使用的工具来创建游戏中的场景切?
Ourplan是让所有的工具,我们用它来创建在游戏中切场景availableto与“星际争霸II”的玩家。这一直是我们的传统与我们的游戏shiplevel编辑工具,我认为增加了很多的successand长寿的游戏,如魔兽争霸III和星际。即使为world的魔兽,有一个真正伟大的风机制造的Machinima的moviesout的有很多。有一个愿望之间的软件像我们leveleditors的球员,我们很高兴地看到,他们会做什么,使用这些工具。
非常感谢您为您的时间,尼克。还有什么你想加入吗?
Theonly事情我想补充的是,我们真的很高兴能工作onStarCraft第二,我们希望玩家将有一个伟大的时间与它一次it'sfinally发布。另外,我要感谢我的整个团队的辛勤工作以及出色的工作,他们正在做的。他们是一个了不起的一群人,并Iappreciate大家的奉献精神和能量。
- 本文出自爱星际论坛,原文地址:https://www.sc2map.com/thread-812-1-1.html
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