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How to apply the IU you made into the game
There are many people who are learning game production, but many of them are too rubbish
Now the game production industry is a very promising sunrise industry. People who work in this industry are currently in Salaries in our country are top-notch, but talent in this field is scarce. There are very few courses on this kind of game production offered in universities. Even if they are, the level of many teachers is basically theoretical and they don’t have much practical information. In fact, many people want to work in this industry, so they learn from various game production tutorials on the Internet. After studying for a long time, they are still confused. What we learn is too disorganized, has no system, and lacks real skills. It is difficult to gain a foothold in the game production industry. This is the tragedy of many of us in the game learning industry.
Eryou has been learning game production, saying that no matter where you are, you can watch the live broadcast
There are many game production learning tutorials on the Internet, but most of them are outdated. It's just some old-fashioned knowledge. Learning it is in vain and a waste of time. As the saying goes, if you make the wrong choice, your efforts will be in vain. As a person, I either don’t learn or just learn a certain way. How can I do it? Of course, you need to be led by a master. Only by standing on the shoulders of masters can you become a master among masters. There are also reforms in the learning model. Many students used to hope that they could watch the live broadcast of the teacher online and interact with the teacher at the same time. The teacher could also answer questions they didn’t understand on the spot. If they wanted to learn, they could study systematically online. This kind of Is there a place? It didn't exist before, but now it exists. If you want to learn, you can come to this group: the group in the front is: 296, the group in the middle is: 676, and the last group is: 28 Nine, just combine them in order. There are daily high-quality game production courses shared live by experts from all over the country. You don’t need to pay anything, just come and listen. We only welcome people who are hard-working and motivated. If you don’t work hard and just mess around, don’t join. .
3 Instead of playing games, it is better to make games
You must know that playing games and making games are not the same concept. Playing games is a hobby lifestyle, making games is a job, an industry, a profession, and a career. For example, there are many people watching movies, but there are few people making movies; there are many people playing football, but there are few people coaching them; there are many people using them, but there are few people making them; there are many people drinking, but there are not many people making wine. There are few people. With this explanation, you probably understand the difference, right? As an industry in China, gaming has developed strongly over the past ten years.
Four. How the game is created
1. The game production process is not mysterious. According to different platforms, they can be divided into online games and console games. Its development process can be roughly divided into the original creative stage - project research and development stage - project development stage - game testing stage - game operation stage. As an individual, the division of labor in the game production process includes art (AD art director, characters, scenes, actions, special effects, UI interface), program (main program, network program, client program), planning (main planner, executive planner) ), music (mainly). Online games and home console games have different art requirements. Online games pay more attention to UI interaction, variety of styles, and enrichment of content. Home console games, on the other hand, pay more attention to the expressiveness of the graphics, the advancement of technology, and the exquisiteness of UI details. In recent years, the art of online games has tended to be closer to that of home games in terms of graphic expression. As far as the development status of this industry in China is concerned, qualified talents in art and programming are the most in short supply.
2. The whole process of game production:
(1) Game planning
Work scope: story design, AI design, gameplay design, digital settings, levels Design
Staffing: screenwriters, game planners
(2) Game art
Work scope: original painting, modeling, textures, animation special effects, users Interface
Staffing: original painter, model artist, material artist, animator, special effects artist, UI designer
(3) Game program
Work scope : Game engine program, script editing, material development
Staffing: programmers, engineers, Shader programmers
(4) Game integration
Work scope: Level integration, numerical adjustment, combination of programming and art, sound effect placement
Staffing: programmers, engineers
(5) Game testing
Work scope: Numerical fine-tuning, extreme testing, debugging
Staffing: programmers, engineers
3. To learn game production, you must master the knowledge and knowledge in three major directions!
Game art requires certain art skills. To be used are: max, zbrush, ps, etc.
Game programming, of course, is about computer science. To learn programming language. Such as c, c++, as3, php, etc.
Game planning is more complicated. Because planning is subdivided into numerical planning, system planning, plot planning, etc. And planning must have a certain program and art foundation.
So if you want to develop into plot, you should major in liberal arts, history and psychology. If it is numerical values ??and systems, it will pay more attention to logical analysis, etc., and it will be more inclined to science and engineering. Half of the ones used are from the office series.
4. Some other positions in game production
Original painter: Based on the industry experience of game personnel, conduct high-intensity painting training to achieve proficiency in bright colors, accurate structural proportions, and improve appreciation and creative ability to ensure that students' own level can be improved rapidly and meet industry employment standards
Modeler: Through character modeling, human anatomy, scene modeling, prop modeling, UV display, texture drawing, and normal baking The study and research of training and other knowledge enable students to master various techniques and meet industry employment standards
Materialist: Through character modeling, human anatomy, scene modeling, prop modeling, UV display, and texturing The study and research of drawing, normal baking and other knowledge enable students to master various techniques proficiently and meet industry employment standards
Animator: Let students know the performance of various animation productions, the overall shaping of characters, Style animation production, after graduation, you will have a solid grasp of animation principles and animation expression, and be proficient in animation production
Special effects artist: Aiming at the demand for advanced talents in game special effects production, through color matching, special effects map drawing and particle Use special effects to create special effects with dazzling colors, strong rhythm, and visual impact
Five game production can actually be done like this
1.1 How to determine the theme of the game when starting to design the game
When designing a game, it should be noted that game scripts with general and identical themes are suitable for players with different cultural backgrounds. For example, love themes, war themes, etc. It is easy to arouse the players' awareness and enthusiasm, which is good for the promotion of the game in different regions.
If the game theme is relatively old, you should try to explain an old story from a new perspective; or use a new concept to interpret the ancient theme; or use a new genre to create the ancient theme . Put new wine in old bottles or old wine in new bottles, and avoid giving players a boring or same feeling. Let players experience new ideas in different aspects.
1.2 How to push the game process forward
In drama, there are two important factors that drive the storyline: obstacles and conflicts.
When specifically applied to games, obstacles can be turned into problems that players need to solve during the game; conflicts can be turned into obstacles for players to move forward, forcing players to make decisions based on their current situation. Come up with effective solutions. To put it more concretely, obstacles are puzzles and conflicts are battles. In RPG games, these two factors are most widely used.
Properly setting up obstacles and conflicts for players will give them the motivation to constantly overcome difficulties and move forward, thereby driving the storyline forward.
1.3 How the story is told
There are two ways of telling the story: flashback and forward narration.
The flashback method first gives the environment in which the player is located, first puts the player in the aftermath of the event, and then allows the player to go back to the past to discover for himself what the event was like. occur, or prevent an event from occurring.
The formal narrative method is the ordinary method. The story unfolds with the player's encounters. The player is unknown to everything, and everything is waiting for the player to discover and create by himself. Most games use this method.
1.4 How to set the protagonist of the game
The protagonist is the soul of the game. Only an outstanding protagonist can make people linger in the story world and interpret an excellent story. Therefore, if you successfully set up a protagonist, the game will be sure to succeed.
The protagonist in the game does not have to be a kind or excellent person, he can also be evil, or somewhere between good and evil.
Usually an evil protagonist makes a game more successful than a good protagonist. If the protagonist can be so evil that even though people hate him, they cannot give up on him and make people want to see what he can do, what he can encounter, or what his fate will be, then he will be better captured than a kind protagonist. into the hearts of gamers.
Another thing to note is that the design of the protagonist should not be facial expression, prototype, or vulgar. If the protagonist does not have his own unique personality and unique image, it is impossible for the player to be interested.
1.5 Narrative angles in games
In general games, the two most commonly used narrative angles can also be called perspectives - the first-person perspective and the third-person perspective.
The first-person perspective is based on the personal experience of the game protagonist as the narrative perspective. The image of the protagonist does not appear on the screen. This allows the player to have the feeling of "I am the protagonist", making it easier for the player to get involved in the game. middle.
The third-person perspective is to watch the development of the game from the perspective of a bystander. Although it is said to be "clear by the bystander", it is not as good as the first-person perspective game in terms of the player's sense of involvement.
Games from the first-person perspective are more difficult to write than games from the third-person perspective. RPGs in European and American countries generally adopt the first-person perspective for game design. For example, the famous "Magic and Magic" series.
In fact, I still prefer games with a third-person perspective. In games with a third-person perspective, you can also use different methods to enhance the player's sense of involvement, such as inputting the protagonist's name yourself, choosing your own facial makeup, etc. . Judging from the performance of the game, first-person games also have their limitations.
1.6 Emotion and suspense in the game
The emotional factors in the game are very important. Only human nature can touch people and make players indulge in this game. As a game designer, you should first ensure that your design can move you, and then you can say that it is the beginning of success. If a work has no feeling for the author himself, how can it be imagined that it can impress other players?
Another important factor in the game is suspense. Suspense - is the element of tension and uncertainty in the game. Don't let the players easily guess what will happen next. Adding the right amount of suspense can make the game more engaging. For example: a box contains the props needed by the player, but there is a mechanism on the box that will explode when opened. The player does not know what item is placed in the box, but through hints, he knows that this item will help him. But he also knew that opening the box would be dangerous - and he also didn't know what the danger was. How to open the box and whether there is any danger became the problem he wanted to solve. This not only creates suspense, but also creates a difficult problem for the players.
Since players do not know the operating mechanism of the game core in the game, they have an uneasy expectation for the results of their actions. In all games, players struggle against unpredictability through experience.
From the perspective of unpredictability, games can be divided into two types: one is called a game of skill and the other is called a game of chance. The internal operating mechanism of the former game is certain, and the reason for the unpredictability is that the game designer deliberately hides the operating mechanism. Players can finally solve this problem through understanding and controlling the game operating mechanism (that is, certain skills). Unpredictable. In the latter game, the operating mechanism of the game itself is ambiguous and has random factors. The unpredictability cannot be eliminated through a complete understanding of the game mechanics. The results of the game actions are random.
Suspense and the anticipation caused by suspense are extremely important in games. In the game, the player's expectations cannot be completely disappointed, which will cause great frustration for the player; nor can the player's expectations be fully fulfilled, which will make the game lose its unpredictability. The player's expectations should sometimes be turned into accurate results to enhance their confidence and gain joy; sometimes the players' expectations should be suppressed to cause doubts. The longer the doubts last, the stronger the suspense will be and the suspense will be established. The greater the tension, the greater the sense of emotional relief caused by resolution.
The value of suspense is not in itself, but in the relief that comes with it. The process of suspense and its relief actually corresponds to the process of anxiety and release.
1.7 The rhythm of the game
First of all, it should be clearly pointed out that the concept of time in the game is different from the concept of time in reality. Time in the game is controlled by a timer. There are two types of timers: real-time (real-time) timers and event-based timers.
The real-time timer is a time method similar to CC and DOOM.
Event-based timer refers to the timing method in turn-based games and general RPG and AVG.
There are also games that use two timing methods in turn, or use two timing methods at the same time. For example, the design of some mission levels in "Red Alert".
In real-time games, the rhythm of the game is directly controlled by time, but in other games, the role of real time is not very obvious, which requires other methods.
In games, try to let the players control the rhythm of the game, and let the designers do as little as possible. The designer controls the pace of the game in a way that makes it difficult for the player to notice.
Generally speaking, the pace of the game should be faster and faster. The closer it is to the end of the game, the more players will feel that they are gradually accelerating and approaching the real end of the game. Just like solving a case, there are many clues at the beginning. As the investigation becomes deeper and eliminated, the facts of the case become clearer and clearer.
Also, never make the game lengthy. An overly wordy description of an event will cause players to lose interest in continuing the game. Players must continue to be given new challenges and excitement.
1.8 The style of the game must be consistent
In a game, it is important to maintain a consistent style from beginning to end. Consistency in style includes consistency between characters and background, consistency in game style positioning, etc. In general games, unless there are special needs of the game plot, do not make the characters speak language that exceeds the historical period at that time, and pay attention to the characteristics of the times.
2. Application of film language in games
2.1 Iron rule - the camera cannot cross the axis
When the camera shoots two objects - for example They are two people talking face to face, and the connection between objects is called an axis.
After the camera first shoots object 2 at camera position 1, the next shot should shoot object 1 at camera position 2 so that the direction of the object on the screen is relative, so that even if the shot is played back after editing, it will not causing confusion in direction. It is strictly forbidden to shoot object 2 in camera position 1 and then go to camera position 2a to shoot object 1. This will make the characters appear "smoothly" on the screen. This is a taboo when shooting. In other words, it is strictly forbidden to cross the axis when shooting.
If you want to cross the axis, it is not impossible, then the audience must be able to see the movement of the camera, and do not edit out the detour process. These techniques are generally used in game cutscenes.
2.2 Dialogue in the movie
Dialogue occupies a very important position in the movie. Be sure to ensure that everyone has their own speaking style, so that each person's personality and characteristics can be reflected in the conversation. At the same time, the theme of the game should be reflected in the conversation. Dialogue is the best way to reflect the protagonist's personality. The dialogue should not be monotonous and dull, but should be as exaggerated as possible, and it is necessary to include some humorous elements. After all, games are entertainment products, and their most prominent function is to allow gamers to enjoy the greatest enjoyment and relaxation. If the subject matter is not strictly limited to serious and serious subjects, it may be appropriate to relax the design scale of the dialogue, and there is no need to strictly adhere to the restrictions of the era and subject matter.
Dialogue plays an extremely important role in reflecting the personality of each character in the game. Whether in dramas, movies, or games, each person's personality is most prominently reflected in the content of the dialogue.
2.3 Application of editing in games
Many people who were originally engaged in film and television creation like to use editing techniques in games to connect various scenes in the game. In fact, in games, except for special needs, editing techniques are rarely used in actual production. Because the game always develops following the protagonist's encounters, parallel threads rarely occur. However, editing is a good choice for explaining the plot and showing the overall situation.
2.4 Application of point of view in games
Similar to the drama part, there are also first-person point of view and third-person point of view in the film technique. One thing to note is that in the same game, do not switch between viewpoints - that is, use the first viewpoint for a while and the third viewpoint for a while. This will cause confusion for the player and confusion about the game concept.
Currently, many game designs make the mistake of switching viewpoints in the game, especially in the game's level-passing demonstration animations or in-game plot animations, which use different viewpoints from those in the game. The most common is that the game is all played from a first-person perspective, but all cutscenes are from a third-person perspective.
3. Game script design
3.1 Types of games (simple examples)
1) Real-time strategy games
2) DOOM type Games
3) RPG
4) AVG
5) Mixed genres: Games that combine several game types, the most promising games. It is very likely that all game types in the future will be replaced by this game type.
3.2 Some tips in game design
3.2.1 The role of the timer
In the game, the role of the timer is to give the player a relative The concept of time gives the game a reference system for moving forward. In game design, the two timers can be mixed, but they must not cause trouble to players.
3.2.2 Interface design
In games, the interface should be designed to be as simple as possible, easy for players to understand, and as considerate as possible. Use more graphic and symbolic interface designs and less monotonous and dull text menus. And it doesn’t have to be menu-based. The concept of interface design needs to be updated.
3.2.3 Reality and fiction in games
When players play games, they can mainly experience a process different from life and gain spiritual liberation. Therefore, the world of the game can be fictional, but the characters, emotions and other things in the game must be real. The essential core of the game must be close to life, but the themes of the game can be various.
3.2.4 Design props
The design of props should be reasonable. It is impossible to fit a tank into your backpack. Another thing to note is to think comprehensively. For example, in the game, the player needs to drive a nail into the wall, so he needs a hammer. This is also one of the problems designed by the game designer. But if there is a stone nearby that can be picked up at this time, in real life, we can use the stone to drive nails, then in the game, you should also allow the player to use the stone on the nails, but not in the game. When the stone is on the nail, the prompt "Oh, you can't use it this way" appears, so the player must play the game in the way you designed. This is unreasonable. If your design requires the player to find a hammer, then don't give him a stone. One thing that game designers should pay great attention to is: your task is to help the players as much as possible, not to make things difficult for them in every possible way.
3.2.5 Misunderstandings in RPG game design
The two most common misunderstandings in RPG games are: dead ends and wandering.
A dead end means that after the player progresses the game to a certain level, he suddenly finds that he has entered a dead end, with no clues or scenes to continue. This situation usually occurs because the game designer did not do a comprehensive design and did not design all the possible processes of the game, and the players did not follow the route prescribed by the game designer, thus causing problems during the game. Dead end.
Wandering means that the player moves randomly on a vast map and is difficult to find clues and ways to further develop the game. This phenomenon is very similar to dead ends in performance, but they are essentially different. The way to solve wandering is to reduce the scope of the world when the story develops to a certain extent, so that there are fewer places that players can reach; or to make the clues more obvious and give more prompts so that players can easily find themselves goal.
3.2.6 Game interaction and non-linearity
Interactivity means that the game responds to the actions or choices made by the player in the game. To give a very simple example, when a hero arrives in a town, no one in the city knows about him, but when he solves the problems encountered by the town residents, he should become a well-known person in the town. Residents will react when they see him. Another example is that after the protagonist helps an NPC, the NPC's attitude should be different when seeing the protagonist in the future. A more complete design is to add certain parameters to the protagonist, so that a series of his actions will ultimately affect the process and ending of the game.
Non-line means that the game should have an open structure, rather than a simple single line or a simple multi-line system. That is, the structure of the game should be mesh-like, not linear or tree-like. That is to say, branches in the game are allowed to jump to each other, not just in a tree shape.
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