The Art of Firewatch
0:07
很好。也许我们应该开始了。
Cool. Maybe we should get started.
0:11
首先,我要提醒大家请关闭手机。
First thing, I'm supposed to remind you to please turn off your cell phones.
0:17
我想其他人还在陆续进来。好吧,我想我们应该开始了。
And I guess otherwise, people still filing in. Okay. I guess we should begin.
0:25
大家好。感谢你们来参加这个会议,而不是直接去吃午餐。
Hello, everyone. Thank you for coming to this session instead of going right to lunch.
0:32
我叫Jane Ng,是Campo Santo的艺术家。首先,给大家介绍一下我自己。
My name is Jane Ng, and I am an artist at Campo Santo. First, a little bit of background about myself.
0:40
我从事游戏环境艺术专业已经超过12年了。
I've been doing environment art for games professionally for over 12 years.
0:45
在加入Campo Santo之前,我在Double Fine Productions工作了六年。最近,我是洞穴的首席艺术家。
Before I joined Campo Santo, I was at Double Fine Productions for six years. Most recently, I was the lead artist on the cave.
0:54
在Double Fine之前,我在EA的更大团队中工作。
Before Double Fine, I was part of much larger teams at EA.
0:58
我曾是《孢子》的高级艺术家,在PS2时代,我是《教父》的首席世界艺术家。
I was a senior artist on Spore, and in the PS2 era, I was a lead world artist on Godfather.
1:06
我现在正在制作《火警》,预计今年晚些时候发布,这是一段关于我们如何将非常图形化的2D艺术风格转化为可供第一人称探索的3D世界的幕后花絮。
I am now working on Firewatch, due out later this year, and this is a behind-the-scenes look at how we are translating a very graphic 2D art style into a 3D world that you can explore in first person.
1:19
让我们直接开始吧。
Let's jump right in.
1:22
这是我们几乎在一年前为游戏发布制作的海报,实际上是在去年的GDC之前。
This is a poster we made for the announcement of the game almost exactly a year ago, actually right before GDC last year.
1:30
这幅海报艺术实际上也算是我们游戏的关键艺术。
This poster art was also actually kind of the key art for our game.
1:35
那时,公司才成立三个月。并不是每个人都开始工作。我们还没有找到图形程序员。
At that point, the company was only three months old. Not everybody had started. We hadn't found a graphics programmer yet.
1:43
我们知道想要讲述的故事,但在视觉上,这实际上是我们所拥有的一切。这是我们为自己设定的目标。
We knew the story we wanted to tell, but visually speaking, this was really all we had. This was the goalpost we set for ourselves.
1:51
虽然这种美学并不是凭空出现的,但游戏的外观已经酝酿了几个月。让我给你展示一下。
While this aesthetic didn't just jump out of nowhere, the look of the game had been brewing for a few months. Let me show you.
1:59
这是Olly Moss的第一幅概念草图,当时Sean和Jake,Campo Santo的联合创始人,第一次与他谈论可能的合作。
This was the first concept sketch by Olly Moss when Sean and Jake, the co-founders of Campo Santo, first started talking with him about maybe working together.
2:08
这是大约2013年中期的作品。这里还有一些早期的草图。
And this is about maybe mid-2013. And here are some more early sketches.
2:16
故事的基本前提那时已经知道,比如我们知道这发生在国家森林中,
The basic premise of the story was already known then. like we know that this happens in the National Forest,
2:24
你扮演一名火灾观察员,花很多时间与另一座塔中的观察员交谈。
that you play as a fire lookout, who spend a lot of time talking to another lookout in another tower.
2:32
现在让我给你展示一下游戏现在的样子。
Now let me show you how the game looks right now.
3:13
谢谢。谢谢。
Thank you. Thank you.
3:18
在接下来的23分钟左右,我将解释我们是如何在过去12个月内创建这个游戏世界的
For the next 23 minutes or so, I will explain how we were able to create this game world
3:23
与一个非常小的艺术团队。如果你喜欢你所看到的,
with a very small art team in the last 12 months. And if you like what you see,
3:28
我们实际上在这个星期五有一个公开演示。我将在最后分享更多细节,你可以亲自来看。
we have a public demo this Friday, actually. I will share more details at the end, and you can come see it for yourselves.
3:36
好的,让我们稍微回顾一下。Firewatch是什么?Firewatch是一个设定在怀俄明荒野的神秘故事。
Okay, let's back up a little bit. What is Firewatch? Firewatch is a mystery set in the Wyoming wilderness.
3:43
在这里,你唯一的情感联系是手持无线电另一端的人。
where your only emotional lifeline is the person on the other end of a handheld radio.
3:48
这是一款使用Unity引擎制作的叙事探索游戏。
It is a narrative exploration game made in a Unity engine.
3:53
我们去年一直使用Unity 4.5,现在刚刚过渡到Unity 5。
We were using Unity 4.5 all last year, and we have just transitioned into Unity 5.
4:00
你以亨利的第一人称视角进行游戏,并且在游戏中你有全身的意识。
You play as Henry in first person, and you have full body awareness in the game.
4:06
你可以低头看到自己的身体,意识到也许你应该多去户外徒步旅行,
You can look down and see your body, see that maybe you should hike outside a little more often,
4:12
看到你的靴子在草地上走动,手在这个世界中互动,
see your boots going through the grass, your hands interacting in the world,
4:16
而且你会花很多时间通过手持无线电与莉拉交谈,她是你的主管。
and you spend a lot of time talking to Lila over your handheld radio, and she's your supervisor.
4:24
亨利的故事发生在一个非常特定的时间和地点。
Henry's story takes place in a very specific time in a very specific place.
4:29
我们试图唤起,而不一定是重现,1989年夏天怀俄明州肖肖尼国家森林中的一片荒野。
We are trying to evoke, not necessarily recreate, a piece of wilderness in the Shoshone National Forest in Wyoming in the summer of 1989.
4:40
Firewatch的世界在视觉上非常风格化,但为了让亨利的故事可信且身临其境,世界必须感觉真实。
The world of Firewatch is visually very stylized, but for Henry's story to be believable and immersive, the world has to feel real.
4:50
我们真的希望玩家在第一人称视角中与亨利有身体上的联系。
We really want the player to feel physically connected to Henry in first person.
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