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采访特效设计师BRISE-STASIS INTERVIEW – BRISE-STASIS, FX DESIGNER

2017年08月18日 沃土新闻 作者 暂无评论 阅读 732 次

He's the guy responsible for WAKFU's special effects, or FX as they're sometimes known: "Rain, sunshine, spells... Basically anything that shines and gives off light..."  Interview with Bastien, aka Brise-Stasis, who's currently pulling his hair out over Ogrest's FX!

他是负责wakfu特效的设计师,或者说是掌握雨,阳光,法术...包括一切发光的东西。这次我们采访Bastien, 又名Brise-Stasis,他正在为设计奥古的特效而绞尽头发。

Trained in 2D and 3D graphics and animation, Brise-Stasis joined Ankama in February 2012, where he very quickly learned FX design on the fly: "There was no specific training and besides, here, we work with an internal tool. I was simply told how the program works... two months before the official release! It was difficult to get the hang of it. What's more, I've since tried to train someone else on the tool who could replace me if needed... and he doesn't want to hear another word about it!"

经过2D和3D图像和动画的训练后,Brise-Stasis在2012年2月加入Ankama。很快,他就在匆忙中学会了特效设计:“在这里没有特别的培训,此外,我们使用的是内部的工具。我唯一知道的是对象是怎么运动的......而且两个月后就要交货!很难去掌握窍门。同时,我还要给新人培训。以防万一,必要时能代替我...这是我最不想听到的一句话呢!”

Huppermage spell research光法技能的研究

What have you worked on at Ankama?

Brise-Stasis: I mainly work on WAKFU's FX design but, over the last two years, I've also worked on the MMO's animation, alongside the other animators. In the meantime, I've taken part in the research for Krosmaga's FX, and I helped out on the DOFUS film: I annoyed so many people over the stadium scene.

 

你在Ankama里主要做什么工作?

Brise-Stasis:我主要设计wakfu的特效,但在过去的两年里,我也设计过游戏的动画和其它的动画。此外,我也参与研究Krosmaga的特效,我也帮助过DOFUS电影:我很讨厌设计多人的场景。

 

How does your work impact players?

Brise-Stasis: Basically, if a player gets hit, I'm the one who makes sure they know about it. If Ogrest unleashes a cyclone spell, it has to look like your computer's going to be blown away, too. Without FX, this wouldn't happen. We also use it to create a particular ambiance, for example, in the cemetery.

你的设计如何影响到玩家?

Brise-Stasis: 例如如果角色被打中,我要让玩家知道。如果奥古使用了暴风攻击,那就要让玩家觉得电脑也要被卷走。没有特效,就不能感觉到这些。我们也给一些特定的场景加特效,例如,在墓地里:

Is it cold here or is it just me?感到背后凉飕飕吗?

Who determines the FX requirements and their appearance?

Brise-Stasis: The game designers draw up a document that tells us the spell's range, its area of effect, the element, the boost, the penalty, etc. Based on all this information, I decide what it will look like. I do discuss with the game designers and animators first, though, to find out if they have a particular idea in mind. Then, I get cooking.

谁决定用什么怎么用特效呢?

Brise-Stasis: 游戏设计师会给我们一份草稿,告诉我们技能的射程,范围,效果,元素,速度,伤害等等。然后,我决定特效是怎样的,游戏设计师和动画师一起讨论,交换意见。之后,我就去画草稿。

From concept..从概念

...to reality!到现实!

Stasis spell research毁灭技能研究

Stasis explosion!毁灭爆炸!

For example, I was asked to make a tsunami at Zinit's summit for Ogrest. But where does it come from, at a 2,000 meter altitude?! I've been working on it all morning. I'm testing a lot of ideas, which either don't work or aren't technically feasible... As a result, a lot of it ends up in the bin!

例如,我被邀请去设计奥古在泽尼特制造的海啸,但是海啸来自2000米的山上?!我为这个想了一早上,测试了许多想法,但都不尽如意或者技术实现不了...最后,很多都丢在垃圾桶里!

 

While we're on the subject of Ogrest... Does he take a lot of work?

Brise-Stasis: For a boss or monster, you have to create, on average, between ten and forty FX. But Ogrest is a special case. He's not one of those arthritic little ultimate bosses who hangs around outside his lair. It's OGREST! It's 6 meters and 500 tons of muscle powered by 6 Dofus who decorates his door steps with the weapons of the gods. A colossal boss needs colossal FX. So yes, the workload is about as huge as he is!

奥古的设计要很多工作吗?

Brise-Stasis:作为一只boss或怪物,你可能要去设计大概10到40种特效。但奥古是特殊的,它不是那些在领地外面闲逛的小boss。它是奥古!高6米,重500吨,充满肌肉,拿着神的武器,它的门用6只dofus装饰。一只巨大的boss当然要巨大的特效,所以工作量也如奥古这般沉重!

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