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levn刚才发了原文贴,我就翻译了下,大家凑活着看,翻译还是蛮累人的,果然我对游戏还是有爱啊
Q1:What do cut scenes do?
小林:The primary reason is to explain the story of the game, cut scenes are also very important to explain characters in the game and show their
personalities and emotions to people playing the game.
Q2:How many sound tracks?
小林:For the whole game in general we created forty to fifty pieces of music.
Q3:What the sealed the song deal?
小林:Early on we had a rough draft of how the cut scenes were laying out for the games. So we looked at those figured out what music fits each situation. So
if it’s an sad scene we use something more dramatic. If it’s an action scene we use something tenser. So the scene dictates what music will be used.
Q4:Who cut the scenes?
小林:Yuji Shimomura dictates all the cut scenes for the game. He also did all the cut scenes for Devil May Cry 3. He chooses the cut scenes by looking at
the story and scenario of the game, and decides where best to fit them in.
Q5:What movies influenced you?
小林:Yes. Actually I’m a big fan of Hollywood movies. I watched them all the time. With no particular influence on the game – I love Blade and the Matrix
and films like that. As far as influence to cut scenes I left that up to Shimomura san. It is his taste that has the influence on the cut scenes and I know
he likes all kinds of movies Asian and Hollywood alike and of course Japanese anime and Japanese movies as well.
Q6:How did you come up with the story?
小林:The director of the game, Hideaki Itsuno, and the director of cut scenes, Yuji Shimomura, and I all sit down and decide what direction the story will
take. What we decide first is what kind of personality the characters will have. For instance Nero’s character is the protagonist and we need to decide what
aspects of his character to show in the game and then we decide what story to tell from that.
Q7:More games or more cut scenes?
小林:The gameplay and story must really synchronize. As you know, you have a cut scene to open the game to set up the story and then you have gameplay and
whenever there is a new plot point development is where you put in a cut scene. Each cut scene has an influence on the other. We choose them along with the
gameplay to maintain balance.
Q8:Where joke & slang lost in translation?
小林:The creative team behind the game is Japanese, but we work very closely with American scripwriter who takes what we’ve come up with and puts it into a
natural American style.
Q9:What inspired the characters’ fashion?
小林:We used Capcoms in-house design team for the many different characters in the game. The team studies each character’s personality and combines that
with current style to obtain the look and as the game develops this book is refined until the final 3D rendering is obtained.
Q10:Is any of the story from reality?
小林:No real personal experience, but most influence comes from works I’ve seen in different movies and TV shows. An important aspect was creating Nero’s
character the new protagonist and how he would relate to Dante the protagonist from the first three games and also how their relationship would develop
though out the game. So we did look at other cut scenes and works of art to help decide our balance in the game.
Q11:Did you ever order pizza while developing the game?
小林:All though out the game development we work late hours. It’s very common. There was a core member of the cut scene staff who would be in the meeting
room until late deciding what to get to eat for the staff and it would often end up being pizza.
Q12:How many cut scenes in the game?
小林:In this game we have the largest volume of cut scenes in the series. The total equals that of a feature length movie 120 min.
Q13:How long did they take to make?
小林:Well considering all aspects of the cut scenes from script and character choices to music and final finishing the process took nearly 2 years.
Q14:What were the benefits of working with HD?
小林: Of course it’s very different working in HD than it is in SD. Doesn’t always work in SD so it’s almost like doing twice the work. Regarding HD as a
format, I think it has many benefits I think it’s really great.
Q15:Shine some light on motion capture.
小林:Well there was many different ways to do motion capture. The process we use starts by creating a video of what the cut scene will be like when it’s
complete. We use Japanese actors to begin with just to get the general idea then bring in foreign actors to realize the final cut scene. Then we do the
motion capture itself with the actors who will be in CG version of the cut scene, that’s basically it.
Q1:过场动画的作用?
小林:首要目的是阐明故事,过场对于表现人物、展现游戏中人物个性也起着至关重要的作用,而且也让我们玩游戏更有代入感啊~
Q2:作了多少曲子?
小林:整个游戏我们大概做了四五十首曲子
Q1:曲子怎么分配的?(与过场)
小林:在开发初期对于过场应该在游戏中如何展现,我们定下一个大体的框图,这样就可以判断在什么情景下用什么样的曲子。如在一个带点悲伤的场景用的曲子就带些悲剧色彩,在一个带些动作戏的场景用比较紧张点的曲子。总之什么场景决定什么曲子。
Q1:谁是剪刀手?
小林:下村勇二负责游戏中所有的过场剪辑,3代就是他负责的。他通过剧本来YY游戏的场景,然后决定在哪儿安排妥当。
Q1:你有受了什么电影影响吗?
小林:对,实际上我很控好莱坞的电影,看了N年了,不过不是对游戏有太特别的影响。----我喜欢《刀锋战士》、《黑客帝国》以及类似的影片,至于对过场的影响,恐怕是下村这个宅男更可能吧。他的电影品味对于过场动画有些影响,而据我所知他喜欢各式各样的好莱坞与亚洲电影,还有我国的伟大动漫。
Q1:你们怎样创作剧本的?
小林:游戏的导演伊津野 英昭、过场的导演下村勇二和我都一起坐下来决定故事大概的走向。我们首先定下了人物应该有什么样的性格,比如尼禄是故事主角,我们需要决定他在游戏中各方面的形象,然后就是故事究竟该从何说起。
Q1:更多的游戏内容还是更多的过场动画?
小林:玩家游玩的过程应与故事同步。大家都知道过场后即开启了游戏与故事的进程,接着每当你遇到了过场便意味着游戏的进一步推进。各个过场互有影响,为了维持故事发展平衡,在(不影响)游戏的同时,我们要(小心)选择过场的运用。
Q1:(不同语言)的翻译会造成一些玩笑或是俚语的流失吗?
小林:虽然制作团队是日本人,不过我们和美方的剧本撰稿人保持密切联系,他得到我们给与的游戏信息,并且力求使游戏的美式风格表现的很自然。
Q1:角色的时尚造型是什么给与了你们灵感?
小林:我们启用了CAPCOM内部人设团队对于人物的诸多设计,设计团队了解到每个角色是什么样的性格,并尝试着与时下的流行风格相融合,以得到人物大体的造型,绘出人物草图,最后再由3D表现。
Q1:故事有什么取材于现实的吗?
小林:没有与现实太雷同,不过受到了我看过的诸多电影和电视剧的影响。比如这点很重要:创造出尼禄这个新主角怎样让他与系列前任主角但丁扯上关系,而且他们的关系在游戏中将怎样继续发展。于是我们看了一些其它游戏的过场与影视作品来决定在游戏中的平衡点。
Q1:你们制作游戏时曾点过披萨?
小林:制作到深更半夜是家常便饭,在会议室里,动画制作组总有个“核心人物”决定给同事们带些什么吃的,结果总是披萨。
Q1:游戏中有多少过场动画?
小林:这次游戏中的过场容量将是系列新高,总长大约等同于正常电影的120分钟
Q1:过场制作制作花了多长时间?
小林:各方面都考虑进去像故事的起草、人物设计、音乐等到最后制作完毕接近两年。
Q1:制作成高清影像好处多多吗?
小林:当然,高清过场的制作与标清有很大区别,感觉是更花力气。不过HD的制作我认为很棒,有许多益处的。
Q1:透***动作捕捉的制作?
小林:嗯,动作捕捉有各种方式,大概过程是我们先做一段类似于游戏过场的真人影像,通过日本演员的猥琐表演传递给外国的动作捕捉演员一些基本信息,使他们了解到完成后的过场该是什么样子(就是3代Gallery中的猥琐男影像)。接着便捕捉到动作捕演员的表演并制作到CG中,基本上就是这样。
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