Almighty Game Designer

Chapter Seven Hundred and Nineteen Extreme Game Details

Qian Kun suddenly realized: "So it is! If the performance of the entire VR game cabin is applied to a single level, it can indeed improve the current game screen to a higher level! The effect of this is likely to be greater than that of some European and American players. The works of the factory are much better!"

Chen Mo corrected: "This classmate, please pay attention to your wording. For us now, European and American manufacturers are no longer unattainable, and it's okay for Lei Ting Mutual Entertainment to be called a Huaxia factory."

Qian Kun: "It's awesome."

Chen Mo continued: "So, "Uncharted" should give players a sense of immersion that is at its peak. All the UI in the game can be saved. I hope that every frame in the game can be taken screenshots. In addition, the entire The picture effects, including materials, light and shadow, water surface, and movements, must be at the highest level in the industry. By the way, the actors who collect movements and expressions must also use the best.”

"If the results of facial expression collection are not satisfactory, then I will adjust them by hand."

"In addition, in terms of the physics engine, the Pangu engine is indeed very powerful, and even omnipotent, but our workload is still heavy. If you want to make "Uncharted" a real movie-level game, the most important thing is the details."

"Details are the most important elements to build a sense of reality. I hope you in the art team can remember the following details, and I want to see them fully reproduced in the game."

"Light can pass through the pinna of a character."

"When the protagonist takes the rope of the winch, he will automatically change hands according to the position of the rope."

"Get on and off the car in any direction, and there will be different actions."

"Climbing, diving, swimming, all movements must be professional enough, and when you hold your breath underwater, your mouth must be bulging."

"When the character is close to the wall, they will naturally touch the wall instead of hitting it straight."

"The character dialogue is added with transitional sentences. After being interrupted, the previous topic will be naturally continued."

"There are different movements and reactions when crawling over a partner."

"There's a ton of special events, like when you're driving down the waterfall, there's special character actions and dialogue."

"The character's phone has a full UI."

"When a Jeep's windshield is smashed by a bullet, the character will remove the windshield by himself."

...

Chen Mo made various introductions, and the others were all shocked.

These details... are too many?

Of course, in terms of the power of the Pangu engine, these details can be done without a doubt, but after all, it still has to be done manually!

A detail is nothing, but when the entire game world is filled with all kinds of similar details, the level of realism of the game world will instantly rise several grades!

In addition, as mentioned before, there is no loading in the whole process and every level is put into the most extreme game cabin performance, it is conceivable that this game will be made, how real it will be!

Obviously, the "movie game" mentioned by Chen Mo is not just talk, he has a very complete set of concepts and methods.

No matter how the technology progresses, game design is always limited by the performance of the game console. For designers, how to better use limited functions to present more exciting effects is also an art worth studying. .

Even in parallel worlds, in the era of VR games, it is now impossible to create a rambling game world without limits.

The "Uncharted Sea" that Chen Mo is going to do now is to maximize the performance of the VR game cabin as much as possible.

For Chen Mo, this is an inevitable step, and it can be regarded as an attempt at a genre game.

After the design concept draft was finished, everyone felt a little excited.

"Amazing! It seems that according to the store manager's plan, it seems that you can really make a game that is as refined as a movie?"

"Complete real-time calculation, can you directly take screenshots of each frame?"

"correct,

Where's the script, store manager? "

Chen Mo smiled: "The script is not in a hurry, and now I will start making art resources. I will write the outline of the entire script process when I get back. Okay, everyone, let's go."

...

For the Uncharted series, each one is unique.

"Uncharted 1" is the pioneering work of the series, making the Uncharted series a high-quality series.

"Uncharted 2" has a leap in performance in all aspects, and it has won 100 best game awards of the year, and is regarded by many players as the pinnacle of the "Uncharted" series.

Uncharted 3 received a 10 out of 10 rating from IGN.

"Uncharted 4" as the final work of the series, although it did not win the game of the year, but in terms of plot, it made a perfect ending for the entire Uncharted series.

Chen Mo still had the same production idea as before, first made "Uncharted 4", the first three stories were released one after another in the form of DLC, and finally the "Uncharted" series became a big collection.

If it is just a vertical comparison of the series, "Uncharted 4" is undoubtedly the highest in terms of overall quality, but its innovation in gameplay is indeed not as significant as "Uncharted 2", so it affects to some extent. its rating.

What's more, Chen Mo can't count 2, and it is absolutely impossible to make a sequel.

...

"Uncharted" soon entered the intensive development stage, and as a VR game, it is also different from the console platform games of Chen Mo's previous life.

The main difference comes from the sense of substitution.

In Chen Mo's previous life, limited by the console platform, the game adopted a third-person follow-up perspective (over-the-shoulder perspective). Although the immersion was already top-notch in the games of the same period, there was still a big gap compared with VR games.

After porting to the VR platform, the perspective will become the first-person perspective, and the player's sense of substitution will be stronger.

In addition, the force feedback system in the VR game cabin is far more complex than the console.

When the player jumps high and grabs the edge of the wall, there will be a clear sense of shock in the hand; when the player is shot by a bullet or falls to the ground due to the explosion, the corresponding part will also have a slight pain effect; in addition, the vehicle vibrates and explosives splash. And so on, it can all be done more realistically.

When the player is playing the game, it is like the soul penetrated into Nathan Drake's body, experiencing the thrill of rock climbing, drag racing, and gunfights.

Although the VR game technology in this world has not yet reached the level of absolute realism among many, it is foreseeable that the advent of "Uncharted Sea" will bring the VR game presentation of this world to a higher level!

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