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Fallout 4's Modular Level Design

0:03
好的,大家,我们要开始了。如果你还没有,请向中心移动。
All right, everybody, we're going to get started here. The usual first few words, go ahead and move in towards the center if you haven't already.
0:10
关闭任何发出噪音的设备,手机等,彩纸炮就放在你座位下。记得在结束时填写调查问卷。
Turn off any noise-making devices, cell phones, etc., confetti cannons, just leave them under your seat. And remember to fill out the surveys at the end.
0:17
这对我们帮助很大,让我们知道我们的表现如何,这是我们能得到的最诚实和匿名的反馈。
That's a huge help to us, lets us know sort of how we did and its most honest and anonymous feedback we can get.
0:24
好了,开始吧。正如你所看到的,这次演讲是关于《辐射4》的模块级设计。希望你们来对地方了。
All right, so off to the races. So as you can see, this talk is about the module level design of Fallout 4. You're in the right place, hopefully.
0:31
在我们真正开始之前,先提醒一下。这次演讲有很多内容要覆盖。我们会很快进行。我们会提供幻灯片。
And before we really get going, a word of caution. This talk has a lot of ground to cover. We're going to go fast. We are going to make slides available.
0:38
你可以在事后在线找到这些幻灯片。所以不要太担心在屏幕上记录所有内容。
You can find those online after the fact. So don't worry too much about getting everything down on the screen.
0:43
尽量跟上我们的节奏,我们会一起完成这个。
Just try and keep up with us, and we'll get through this together.
0:48
好的,模块化工具包,模块化关卡设计。当大多数人想到它们时,首先想到的是乐高积木。
OK, so modular kits, modular level design. When most people think of them, the first thing that comes to mind is a LEGO brick.
0:55
这个比较是有道理的。乐高是小物体,它们作为系统的一部分共同工作
And the comparison makes sense. Legos are small objects that work together as part of a system
1:01
创造一些原创的东西,可能超出了最初的想象或制作者的意图。
to create something original, which maybe exceeds the bounds of the original imagination or intentions of the creator of the brick itself.
1:08
在像《辐射4》这样的游戏中,我们可能会想到这样的结构,由一系列互相连接的部分组成,作为一个系统共同工作,创造出原创的东西
In a game like Fallout 4, we might think of a structure like this, something made from a series of interconnecting pieces working together as part of a system to make something original
1:15
游戏开发者或玩家在超出制作工具包原始意图的情况下创建的。
that the game developer or the player created outside of the original intent of the person who made the kit.
1:21
所以你今天可能期待的是模块化工具包101,某种入门课程。这是我们今天所做的,也不是。
So what you might be expecting today is a Modular Kits 101, sort of a primer. And that is and isn't what we're doing here today.
1:28
实际上,这是Nate和我第二次在GDC上讨论这个特定主题。我们最初在2013年作为“一天的关卡设计”研讨会的一部分来到这里。
This is actually the second time that Nate and I have talked to GDC about this specific topic. We were originally here in 2013 as part of the Level Design in a Day workshop.
1:37
今天我们将回顾一些那次演讲的内容,但我们也将主要关注新的想法、新的概念和自上次以来我们学到的经验。
Today we're going to recap some of that talk, but we're also going to focus primarily on new ideas and new concepts and lessons that we've learned since we were here last.
1:46
关于我们是谁,简要介绍一下。我的朋友是Nate Perky-Pyle,他是Bethesda Game Studios的环境艺术家。我叫Joel,是一名关卡设计师。
A couple of brief words about who we are. My friend here is Nate Perky-Pyle, and he's an environment artist at Bethesda Game Studios. My name's Joel, I'm a level designer.
1:54
Nate和我认识大约12年,在这段时间里断断续续地一起工作。在我们之间,我们参与了几款游戏的开发。
Nate Nate and I have known each other for about 12 years, worked together on and off throughout that time. And between the two of us, we've worked on several games.
2:01
在我们一起工作的游戏中,除了一个,所有游戏都广泛使用了模块化系统进行关卡设计和环境艺术。
And of the games that we've worked on together, all but one of them made extensive use of a modular system for its level design environment art.
2:09
这只是说,我们已经经历过这个过程,有许多项目和多年的时间来尝试不同的方法,找到有效的东西,搞砸其他东西,并学习。
Which is just to say that, you know, we've been to this rodeo, we've had several projects in many years to try out different approaches, find things that work, screw other things up, and just sort of learn.
2:20
这并不是说今天这里的所有内容都来自Nate和我。我们
That's not to say that everything up here today comes from Nate and I ourselves. We
2:23
也要感谢我们行业中的同事,他们也分享了他们的想法,无论是Lee Perry、Darius Kazemi、Derek Yu,他们也对系统性关卡设计感兴趣,
owe something to our colleagues in the industry who have also shared their thoughts, whether it's Lee Perry, Darius Kazemi, Derek Yu, who are also interested in systemic level design,
2:33
还有Bethesda Game Studios的整个团队。不仅仅是其他关卡设计师和其他环境艺术家,他们最直接地使用这一过程,而是整个工作室。
but also the entire team at Bethesda Game Studios. And not just the other level designers and the other environment artists who use this process most directly, but the studio as a whole.
2:43
因为Bethesda Game Studios是一个创造了培养这种工作流程的环境的地方,并允许它在我们工作期间和之前的时间里发展。
Because Bethesda Game Studios is a place that has created an environment to cultivate this kind of workflow and allow it to grow over the space of time that we've been working there and before.
2:52
在这次GDC演讲中,尤其是任何演讲中,考虑到这种背景是很重要的,因为虽然它表面上是关于一个特定的过程或技术,希望你能使用并应用于自己的工作,但它并不是孤立存在的。
And I think it's important to have this kind of context in mind in this and really any GDC talk, because while it's on its face about a specific process or a specific technique that you can hopefully use and apply to your own work, it doesn't exist in a vacuum.
3:03
它源于我们作为一个工作室的身份,我们的优先事项,我们的文化,以及我们希望用它创造的游戏的优先事项和目标。
It comes from who we are as a studio, what our priorities are, our culture, as well as the priorities and the goals of the games that we hope to create with it.
3:10
所以今天我们不仅要告诉你一些具体技术的如何,还要尽可能地解释为什么,这样你就能理解我们的思考过程,以及我们如何得出这些流程,并最好地理解如何将其应用于你自己的情况。
So today we're going to endeavor not to just give you the how of some specific techniques, but also as much as possible the why, so you can understand our thinking and how we came to these processes and best understand how to apply them to your own situation.
3:24
模块化关卡设计在游戏中已经存在很长时间了。
So modular level design is something that's been around in games for a long time.
3:27
在贝塞斯达,从《匕首之秋》开始,模块化工具包被用来构建程序生成的关卡。
At Bethesda, all the way back at Daggerfall, modular kits were used to build procedurally generated levels.
3:33
《晨风》采用了这种标准组件的方式,所有东西都可以在网格上拼接在一起。
Morrowind had this sort of standard kit approach where everything snaps together on a grid.
3:38
乔尔和我在《血雨2》中合作,那也是同样的工具包方法。玩家很明显地能看出这是一个工具包。
Joel and I worked together on Bloodrain 2, and that was that same kind of kit approach. And it was really obvious to the player that this was a kit.
3:44
就像北、南、东、西。《湮灭》也有同样类型的工具包,但有更多自定义的破坏部件等,因此效果更好,
was like north, south, east, west. Oblivion had the same kind of kits, but there was a lot more custom pieces for destruction and things like that, so it worked a bit better,
3:53
但你仍然可以看出这是一个工具包。在《辐射3》中,我们为大多数空间提供了标准工具包,
but you could still tell it was a kit. In Fallout 3, we had standard kits for most spaces,
3:58
但在这里我们开始尝试很多新东西,比如只以特定方式拼接的方向性工具包,不对称的走廊。
but here we started to try a lot of new things, like directional kits that only snap together in a certain way, asymmetrical hallways.
4:05
《上古卷轴:天际》也有标准套件,但我们尝试了更多新事物,比如只朝一个方向的套件,这样你就可以拥有非常具体的建筑风格。
Skyrim had standard kits as well, but we tried even more new things, like kits that only went in a single direction, so you could have really specific architecture.
4:13
或者洞穴工具包,其中有许多独立的柱子和墙壁,关卡设计师可以将它们混合在一起,真正定义空间,而不仅仅是由艺术家决定。
or the cave kit where there was all these separate pillars and walls and things that could be mixed together by the level designer to really define the space and it wasn't just dictated by the artist.
4:22
但今天我们要讨论《辐射4》,以及我们如何让关卡设计师拥有更多的灵活性和更多的视觉多样性。
But today we're going to cover Fallout 4 and how we allowed the level designers to have even more flexibility and a lot more visual variety.
4:31
所以,是的,正如承诺的那样,这是演讲的101部分。
So yeah, as promised, this is sort of the 101 section of the talk.
4:37
我们将讨论一些基本概念,再次,我会快速讲解它们。所以当我们开始考虑创建一个工具包时,首先要决定和理解的是它的占地面积。
We're going to go over some fundamentals and again, I'm going to go kind of quickly through them. So when we start thinking about creating a kit, the first thing we want to decide and understand about the kit is its footprint.
4:46
占地面积本质上是网格、部件的大小以及它们将如何拼接和连接在一起的形状。
Footprint is in essence the grid, the size of the pieces and the shape on which they're going to snap and tie with each other.
4:53
在这里,将其与乐高积木进行比较可能最为合理。
This is where the comparison to a Lego brick probably makes the most sense.
4:56
乐高砖块的设计非常具体,这种特性使其能够作为系统的一部分协同工作。
The design of a Lego brick is highly specific and that specificity is what permits it to work together as part of a system.

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