Dead Space - Zero-G Therapy
{:4_1402:} [翻译] : 作为外部团队的首席概念艺术家,我的工作是与我的团队一起使用各种技术和工具为游戏创造视觉和氛围。我与艺术总监Mike Yazijian、Roy Tuazon以及其它艺术家合作,开发出一种符合游戏故事和世界观统一的艺术风格和气氛。目标是遵循艺术指导,创作既忠实于原作又展示新世代主机和Frostbite引擎可能的新理念的概念艺术。我想传达《死亡空间》最初的悲伤太空和工业恐怖感,同时增加新的细节和元素,使概念艺术更为逼真、沉浸和吸引玩家。在《零重力治疗》项目中,我的任务是为这个关卡创作概念艺术,展示其环境、氛围和游戏特色。我以2008年的原始关卡为灵感。目标是通过概念艺术体现零重力在本关卡游戏玩法中的关键性,让玩家能在所有平面上移动。在这个关卡中,我设计了新的零重力发生器,重新设计了治疗舱和其他小型结构,并着重于照明和叙事手法来讲述伊希姆拉发生的故事。我在明暗区域之间制造对比,以显示对玩家的紧张感和危险。环境叙事是讲述伊希姆拉故事的重要手段。
这个项目既是挑战也是乐趣。挑战在于既要创新又要尊重原作和粉丝的期待;而乐趣则源于我对艺术和游戏的热爱,以及为该项目做出贡献的自豪。2023年,Electronic Arts Inc.、Electronic Arts、Motive和《死亡空间》都是Electronic Arts Inc.的商标。
My job as Lead Concept Artist on external teamwas to create visuals and moods with my teamfor the game using various techniques and tools. I collaborated with art directors Mike Yazijian and Roy Tuazon and other artists to develop a unified style and atmosphere for the game that would fit its story and world. My goal was to follow the art direction - to create concept art that would be faithful to the original game, but also show new ideas and possibilities of the new generation of consoles and the Frostbite engine. I wanted to convey the sad space and industrial horror of the first game, but also add new details and elements. I tried to make the concept art more realistic, immersive and exciting for players. Working on Zero-G Therapy, my job was to create concept art for this level that showed its environment, atmosphere and gameplay features. I used the original level from 2008 as inspiration. My objective was to create concept art that would reflect zero gravity as a key element of the gameplay on this level, so that the player could move through all the planes of this level. For this level I designed a new Zero Gravity Generator, redesigned healing pods and other small structures My work on this level also included an emphasis on lighting and storytelling through which the story of what happened on Ishimura was told. I created a contrast between the light and dark areas of the level to show tension and danger for the player. An important emphasis was placed on storytelling through the environment for telling the story of what happened on Ishimura. My work on this project was a challenge and a pleasure. It was a challenge because I had to be creative and innovative, but also respect the original and the expectations of the fans. It was a pleasure because I loved art and games and I was proud of my contribution to this project. 2023 Electronic Arts Inc. Electronic Arts, Motive, and Dead Space are trademarks of Electronic Arts Inc.
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