Almighty Game Designer Chapter 880: We are the mainstream art style
This painting style is a bit showy, and it flashes a lot of people's waists.
Everyone's first reaction is a bit incomprehensible. Is Chen Mo going to let himself go again?
I have to say that Chen Mo will always make some completely unexpected designs, even completely contrary to the expectations of the players.
Although it is a good thing to get some surprises often, but sometimes because of these surprises, players doubt their IQ is not so good...
"Wait, I don't understand it a bit, how come this new game of Chen Mo has become cartoonish?"
"Oh, this is not a cartoon style, this is...um...oil painting style! Watercolor style!"
"In short, it seems to be a bit contrary to the current mainstream style...reminds me of some comics."
"Yes, the scenery actually looks good, mainly because of this character, it doesn't seem to be particularly accustomed."
"But the styles of the characters and the scenery are very consistent, no problem."
"Well, it's Chen Mo after all. He can play whatever he wants..."
After discussing for a long time, everyone's unanimous opinion is that it is very good, one more style of game, nothing wrong.
But... what kind of game is this game?
What kind of game is used to make this style of painting?
Although most players have an unconditional trust in Chen Mo, seeing this style of painting, many people say "very good", in fact, their interest in this game has slowly declined.
After all, most people like to look at beauty, and for current VR games, high beauty means realism, immersion, exaggeration, and cool special effects, just like "Uncharted Sea". Just seeing the tiny pores on the characters' faces, many players can't help but want to buy them.
I have to say that in terms of the first original painting released in The Legend of Zelda, it is really not very attractive...
……
Some players also expressed reasonable concerns about this style of painting, but... they didn't get any response from Chen Mo.
Not responding is normal. In fact, Chen Mo's Weibo receives thousands of private messages every day. Whether he will read Weibo private messages is unknown, let alone reply to private messages.
For Chen Mo, Weibo is equivalent to a platform for posting new travel news, which is similar to the meaning of "Twitter governing the country" by a certain leader of the previous life.
In the headquarters, Qian Kun also asked questions that many people were asking.
"Manager, what is so good about this art style?"
Qian Kun knows very well, does this art style save time? It’s not easy...because most of the resources in the material library are in realistic style, basically the kind of "Uncharted" and "Assassin's Creed". The art style of "The Legend of Zelda" means The art of the project team needs a lot of extra work.
Especially considering that the "Legend of Zelda" is an open world with a relatively large amount of resources, this approach is even more energy intensive.
However, before doing this, Chen Mo has specifically emphasized two key words: animation style and external light style.
The so-called animation style is the distinct style of bright side and dark side. To put it simply, under the actual lighting, the bright and dark sides are gradually transitioned; and in many Japanese animations, the bright and dark sides are often summarized, directly omitting the middle gradient.
For a simple example, in some animations, for example, a character’s green pants have shadows under the influence of light. Then in reality and realistic art style, it should be gradual; while in animation, The entire bright side is light green, and the entire dark side is dark green. There is a very clear demarcation between the two, and there are only these two colors, no gradient.
The external light school refers to the fact that when drawing landscapes outdoors, because the outside light changes rapidly, the artist needs to quickly grasp the characteristics of the scenery, use color blocks and brush strokes to summarize them, and complete the work before the color changes. .
Specifically, in "Breath of the Wild", it is the big color blocks, the hand-painted feeling, and the exaggerated atmospheric perspective, which gives a feeling of watercolor painting.
In order to match this picture effect, the special effects in "The Legend of Zelda" are not particle effects, but frame-by-frame animation. This special effect is clearer, more striking, and more recognizable.
But for the art style itself, Qian Kun really can't figure out why he should do this style.
Chen Mo asked: "Then you talk about the advantages and disadvantages of this approach?"
Qian Kun thought for a while: "The advantage may be that the amount of rendering is small, which reduces the burden on hardware? As for the disadvantage... it runs counter to the current mainstream art style."
Chen Mo smiled. Qian Kun has rarely been responsible for the art design, mainly in the system and numerical aspects, so it is normal that he doesn't understand this style like many players.
Chen Mo explained: "The first is to greatly reduce the hardware burden, so that the "Legend of Zelda" can be played with high frame rate and high quality on sithpro; secondly, this style is almost never out of date. Physical rendering every year It’s all being updated, and the realistic style is getting stronger every year. If the realistic style is used, the graphics of this game will look outdated after one or two years."
"And its most important significance is that it can highlight a kind of romanticism. "The Legend of Zelda" is not a blockbuster nor a history~ IndoMTL.com~ It is a fairy tale, so this style is the most Suitable for the style of The Legend of Zelda."
"As far as going against the mainstream art style...what is the mainstream art style? What we do is the mainstream art style."
Qian Kun was speechless, holding back for a long time and said: "...Great."
……
In fact, in Chen Mo's previous life, the art style of The Legend of Zelda has also caused some players to question.
The core point of many people who blacked the "Legend of Zelda" is, saying so much, isn't your art style compelling to do so because you can't achieve it? This is obviously a trick!
In fact, this kind of argument will only be laughed at by many professionals.
Even on the powerful ps4, there are many games that do not adopt a realistic style, such as "Wind Journeyman".
I didn't make a realistic style because I couldn't do it, but because the designer combined the characteristics of the game to make the art style most suitable for his game.
In fact, in terms of the difficulty of controlling the art style alone, the cartoon style is more difficult. After all, the realistic style needs to be realistic, while the cartoon style requires a lot of artistic design.
Of course, it's not that these two styles are better or worse, but for the game "The Legend of Zelda", which is a bit like a fairy tale, this animation style is the most suitable art style.
Even for many players, the art style of "The Legend of Zelda" is also the most critical plus point, and it is also the most significant feature that distinguishes it from other games.
Maybe many players in the parallel world still can't understand the goodness of this art style, but it doesn't matter.
After the game comes out, they will understand. .
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