粉丝聚光灯:贝克·威廉姆斯
Fan Spotlight: Beck Williams
2024年11月13日
Nov 13, 2024
贝克·威廉姆斯是来自英国斯托克-昂-特伦特的二维动画师和插画师,她自小便被古墓丽影深深吸引。90年代,她看着哥哥玩原版游戏长大,这激发了她一生的热情,并最终促使贝克在2018年开始为这部经典系列创作致敬动画。
Beck Williams, a 2D animator and illustrator from Stoke-on-Trent, England, has been captivated by Tomb Raider since childhood. Growing up watching her older brother play the original game in the 90s sparked a lifelong passion that eventually led Beck to start creating tribute animations for the classic series in 2018.
问:你的古墓丽影致敬动画展现了非凡的创造力,特别是使用变形过渡来切换场景。你能分享一下每个视频背后的创作过程,特别是你面临的最大挑战吗?
Q: Your Tomb Raider tribute animations showcase remarkable creativity, particularly in your use of morphing transitions to shift between scenes. Can you share the creative process behind each video and highlight the biggest challenges you faced?
《古墓丽影III》致敬动画
Tomb Raider III Tribute Animation
非常感谢,听到这样的话让我非常感动!我的第一部古墓丽影动画实际上是为一个电子游戏模仿/致敬比赛创作的。我一开始只是写下想法并进行研究。然后挑选了一些音乐,接着制作故事板,以规划动画的长度和所有需要呈现的关键点。我为一些场景制作了几份风格表,以便我能确定想要的视觉效果。然后,我扫描了故事板,结合音乐制作了一段动态分镜,这作为我绘制动画并保持时间准确的指南。有时最终动画会有一些变化,但当你把它们放在一起看时,动态分镜仍然几乎一样。接下来就只需着手制作了。我没有使用游戏中的音乐,因为比赛规定要使用Kevin MacLeod的音乐,但我确实从电脑光盘中截取了音效。那个晚上,我听着这些音效,为所有动作找到合适的音效,真是乐趣无穷。对我来说,音效和画面一样充满怀旧感,它们真的让动画栩栩如生。
Thank you so much, it means a lot to hear that! My first Tomb Raider animation was actually for a Video Game Parody/Tribute competition. I started with just writing down ideas and doing research. Picking some music out and doing a storyboard came after to plan out the length and all the different beats I needed to hit. I did a few style sheets of some of the scenes so I could figure out the look I wanted. Then I scanned the storyboard and made an animatic with the music and that acted as a guide for me to animate over and keep the timings correct. Sometimes there were changes in the final animation but the animatic is still pretty much the same when you watch them side by side. It was just a matter of cracking on with it then. I didn’t use music from the game as it was a rule of the competition to use Kevin MacLeod music, but I did rip SFX (sound effects) from the pc disk. It was a fun evening listening through it all and finding suitable sounds for all the movements. There’s as much nostalgia from the SFX for me as the visuals, it really brought the animation alive.
我认为这次制作最大的挑战在于它是一个比赛项目,有截止日期和一些必须遵守的规则。我想把它做好,同时也想忠实于原作,所以在规划阶段我确实有些想得太多。另外,选择哪些内容放入其中也很困难,因为我想展示的游戏物品和关卡部分非常多,但我不能把整个游戏都画出来,那太不现实了。最后,我优先选择了展示几个地点、几个敌人、每个大陆区域的Boss以及陨石晶体,然后让这些形态变化和过渡的想法来决定动画的流程。
I think the biggest challenge with this one was because it was for a competition, there was a deadline and there were some rules to follow. I wanted to do well for it but do the game justice too, so I definitely did some overthinking at the planning stage. Also choosing what to put in there was hard, there were so many artefacts and parts of levels I wanted to show but I couldn’t just draw out the entire game, that would have been unrealistic. In the end I prioritised showing just a few locations, a few enemies, bosses and the meteorite crystal from each continent section of the game, then the morphing and transition ideas dictated the flow of it.
最终,我对它的呈现效果感到非常自豪,我知道我一定做得不错,因为我在比赛中也获得了第一名!直到今天,我还在YouTube上收到很多令人愉快的评论,它们总能让我会心一笑。
In the end I was really proud of how it came out and I know I must’ve done a decent job as I did come first in the competition too! I still get lovely comments on YouTube to this day that make me smile.
《古墓丽影:历代记》致敬动画
Tomb Raider Chronicles Tribute Animation
第一部太有趣了,所以我想为我最喜欢的第二款古墓丽影游戏制作一个,但这次没有比赛的时间限制或压力。
The first one was so fun, so I wanted to do one for my second favourite Tomb Raider game but not have the time constraints or pressure of a competition behind it.
过程和第一部完全一样。我还是很难挑选出我想放入的内容。一开始,我其实只想做一个专门献给罗马部分的致敬动画。我非常喜欢那些关卡——古罗马主题、哲学家之门的符号文物——所以很难放弃这个想法!不过,我很高兴最终还是这么做了,因为最终我觉得致敬整个游戏是正确的选择。
The process was exactly the same as the first one. I still found it hard to cherry pick what I wanted to put in there. In the beginning I was actually set on just doing the whole tribute dedicated to the Rome section. I love those levels so much - the Ancient Rome theme, the symbol artefacts for the Philosopher's Gate - so it was difficult to set that idea aside! I’m glad I did though, doing it about the whole game felt right in the end.
最具挑战性的是片尾字幕。我对游戏菜单中摄像机穿过墓地的部分进行了逐帧描绘。整个序列花了几天时间,但完成时觉得一切都值得了。我说过我再也不会这么做了,但我最后还是为《时空分裂者2》的致敬动画做了类似的事情。所以如果我觉得动画需要,我可能还会再这么做!
The most challenging part was the credits. I rotoscoped the game menu where the camera flies through the cemetery. That whole sequence took days, but it was worth it when it was finished. I said I’d never do that again, but I did end up doing a similar sort of thing for a TimeSplitters 2 tribute. So if I felt like an animation needed it, I’d probably do it again!
《古墓丽影:黑暗天使》致敬动画
Tomb Raider: The Angel of Darkness Tribute Animation
到了这一部,我决定为所有经典游戏都做一部。《黑暗天使》是接下来要做的。我很兴奋做这一部,因为它的基调很黑暗,与其他几部截然不同。我有机会改变风格,并选择一些比以往我使用的Kevin MacLeod曲目更能反映其风格的音乐。
By this one, I decided I was just gonna do one for all the classic games. Angel of Darkness was the next on my list. I was excited to do this one because it has such a dark tone to it, so different to the others. I had a chance to change up the style and choose some different music that reflected it more than the Kevin MacLeod track’s I’ve used before too.
我刚做完《历代记》致敬动画,新工作就开始了,所以在那之后的项目,我只能在晚上和周末工作。这真的让项目的制作时间比以前拉长了,所以这是一个挑战。
I’d just finished my Chronicles one before my new job started so any projects after that one, I could only work on it on evenings and weekends. That really stretched out the time on projects compared to before so that was something that was challenging.
我开始这个项目时充满了创意和想法,但当我开始制作动画时,我的心理健康开始出现问题。我们在2023年初失去了养了14年的宠物狗,生活中也发生了一些事情,我感到筋疲力尽、缺乏动力,在家里和工作上都非常疲惫;我的工作也是画画和做动画,所以我觉得太多了。我不得不在更新之间休息很长时间,我担心我会让那些观看我的频道和社交媒体的人失望,但古墓丽影社区非常可爱且善解人意——他们一直如此,我非常感激。我不得不好好休息,谢天谢地,我采取措施调整了自己的状态,当我的动力恢复时,我很高兴能重新开始这个项目。我对它的呈现效果感到非常自豪,我觉得这是我目前最好的作品,我很庆幸能在新年前完成它!
I started this project full of creativity and ideas but after I began animating it, my mental health started really suffering. We’d lost our pet dog of 14 years at the start of 2023, stuff was happening in my life, I was just so drained and unmotivated, very burnt out at home and work; I draw and animate for my job too, so it was just too much, I think. I had to take long breaks between updates and I worried that I was letting people down who watched my channel and socials, but the Tomb Raider community was so lovely and understanding - they always have been and I’m very grateful. I had to take a proper break and thankfully I took steps to sort my head out and I was happy to pick it up again when my motivation returned. I was so proud of how it came out, I felt it was my best yet and I was relieved I got it done just in time for new year!
问:有没有一个特定的过渡效果是你特别自豪的?
Q: Is there a specific transition that you’re especially proud of?
在《古墓丽影III》中有一个地下火车变成伊西斯之眼的过渡效果,我挺自豪的。我想再做一部《古墓丽影III》动画,从那时起,我的技能和风格已经发生了很大的变化,所以我觉得等我把其他游戏做完后,它值得更新一下。有些内容我可能会改变,但这是我肯定会保留并完善的变形之一。
There’s this one in the Tomb Raider III one where the underground train turns into the Eye of Isis that I’m quite proud of. I do want to do another Tomb Raider III animation, my skills and style have changed so much since then that I think it’ll deserve an update by the time I’m done with the other games. There are some things I’d probably change but that’s one of the morphs I’d definitely keep in there and polish up.
问:是什么激发了你创作古墓丽影致敬视频?
Q: What inspired you to create tribute videos for Tomb Raider?
在大学时,我开始参加由Animation Career Review举办的动画比赛,以充实我的作品集。我为电影致敬/恶搞比赛制作了一个《杀死比尔》的动画,反响很好,所以当他们在2018/2019年举办电子游戏比赛时,我立马就想做《古墓丽影III》,因为这是我的最爱。
In uni I started entering animation competitions run by Animation Career Review to get my portfolio filled up. I did a Kill Bill one for a Film Tribute/Parody competition that did really well so when they ran the Video Game one in 2018/2019, straight away I wanted to do Tomb Raider III because it’s my favourite.
除了比赛之外,制作它对我来说也是一种乐趣。当我大学毕业找不到创意工作时,制作致敬动画就成了我的爱好,它让我的技能保持敏锐。即使后来找到了创意工作,我仍然会在业余时间做,而古墓丽影系列是我最爱,所以我一直在做。这些游戏充满了角色、风景和物品,总是给我很多灵感,让我兴奋地去创作。
Outside of the contest it was a joy to make. When I finished at University and was unable to find a creative job, doing tribute animations just became a hobby and it kept my skills sharp. Even after finding a creative job, I still do it in my free time and the Tomb Raider ones are my favourite to do which is why I keep making more. The games are full of characters, scenery and objects that always give me loads of ideas and get me excited to create something.
贝克·威廉姆斯 trv1
Beck WIlliams trv1
问:你的视频具有独特的艺术风格。你是如何选择你的动画风格的?
Q: Your videos have a distinct artistic identity. How did you choose your animation style?
我的大学导师建议我看一些澳大利亚动画师亚历克斯·格里格的动画教程。他做了关于在Photoshop中制作动画的教程,我真的很喜欢可以用画笔逐帧制作动画;在大学期间,我尝试使用矢量艺术或Flash动画时,从来都不是特别喜欢,它们对我来说感觉不太自然。我喜欢画画和素描,喜欢它们看起来更粗狂、更有生命力。
My tutor in uni recommended watching some animation tutorials by an Australian animator named Alex Grigg. He did tutorials on animating in Photoshop and I really liked that I could do frame by frame with brushes; I was never really a huge fan of using vector art or flash animation during college when I tried, it didn’t feel as natural for me. I love drawing and sketching and for it to look a little more rough and alive.
但是,因为逐帧制作非常耗时,所以我以每秒12帧而不是24帧的速度工作。这对我来说在风格上是可行的,但说实话,只是为了让我的生活更轻松,并且我一直坚持了下来。我做这件事时,即使是静止图像,我也会画3次,所以它总是有一些动作——虽然我在《黑暗天使》的动画背景中没有这样做。一是因为我尝试时觉得它不适合,二是因为它本来细节就很多,我想节省一些时间。
BUT because frame by frame is so time consuming, I work at 12 frames per second instead of 24. It works stylistically for me but honestly it was just to make my life easier and it's stuck with me. I do this thing where even if it’s a still image, I draw it 3 times so it always has some movement there - something I didn’t do for my Angel of Darkness animation backgrounds though. One: because it didn’t suit it when I tried it and two: it was so jam packed with detail anyway, I wanted to just save some time.
至于变形和过渡,我其实不记得是怎么开始的了。我想我在一个项目中做了一点,我很喜欢,所以就做得更多了。无论是制作动画还是观看动画,我都更喜欢它而不是跳跃剪辑。以创造性的方式将某物变成另一物就像解决问题一样,当你找到一种很酷的方法时,会非常有成就感。
The morphing and transitions, I can’t actually remember how that started. I think I did a bit of it on a project and I liked it, so I did it more. I do prefer it over a jump cut both in terms of making animations and watching them. Turning something into something else in a creative way is like problem solving, it’s very satisfying when you figure out a cool way of doing it.
问:是什么影响或经历塑造了你今天的动画风格?
Q: What influences or experiences have shaped the way you animate today?
天哪,影响因素太多了。当然有古墓丽影,但还有很多其他的。比如约翰·卡朋特和昆汀·塔伦蒂诺的电影,《战士帮》。还有像《漂白剂》和《黑礁》这样的漫画和动画。很多卡通片在我成长过程中影响了我,比如《降世神通:最后的气宗》《探险时光》《日常》和《中国娃娃》。在YouTube之前,我就在新浪潮上看《沙拉手指》和《疯狂格斗》。洛特·雷尼格的剪影动画给了我很大的启发。
God, so many influences. Tomb Raider for sure but there’s so much more. Films by John Carpenter, Quentin Tarantino, The Warriors. Manga and anime like Bleach and Black Lagoon. Loads of cartoons influenced me growing up; Avatar: The Last Airbender, Adventure Time, Regular show, Pucca. I was watching Salad Fingers and Madness Combat on Newgrounds pre-YouTube. Lotte Reiniger’s silhouette animations were a huge inspiration.
当然,也包括一些较短的内容,比如电影、广告、电视和电影片头的制作公司标识。它们需要在极短的时间内以富有创意的方式传达一些信息,因此必须让人过目难忘。Scott Free制作公司的那个小动画就非常精美,时长不到20秒。我保存了不少像这样酷炫内容的播放列表,以从中获得灵感。
It’s the shorter stuff too though; studio logos for films, adverts, tv and movie intros. They have to put across a bit of information in a creative way in a super short amount of time, so they have to make it memorable. There’s this little animation for Scott Free Productions that’s gorgeous and it’s less than 20 seconds long. I have quite a few playlists of cool stuff like that saved for inspiration.
这些年来,我学到的最重要的事情就是专注于创作我想制作的东西,而不是我认为别人想看到的东西,所以其他人喜欢看我的动画对我来说很神奇。我很感激人们在我的作品上留下的点赞和好评,但即使没有得到互动,我仍然会制作它们,因为我喜欢从开始到结束的整个过程。
The biggest thing I’ve learned over the years is to just focus on creating things that I want to make, not what I think other people want to see, so the fact that other people enjoy watching my animations is amazing to me. I’m grateful for all the likes and lovely comments people leave on my stuff but even if I didn’t get the engagement, I’d still be making them because I love the whole process from start to finish.
问:你对即将推出的《古墓丽影IV-VI复刻版》感到兴奋吗?如果是,你认为这些复刻版会如何激发你未来的动画项目?
Q: Are you excited for the upcoming Tomb Raider IV-VI Remasters? If so, how do you think these remasters might inspire your future animation projects?
太兴奋了!实际上,在官方宣布前几周,我才决定在完成我的最新项目后,接下来想做《古墓丽影IV》。这款游戏的视觉效果和埃及主题已经非常漂亮,复刻后一定会令人惊叹。我等不及了,我不会缺少灵感的。
So excited! I actually only decided a couple of weeks before the announcement came that after finishing my latest project, I wanted to do Tomb Raider IV next. The visuals of the game and the Egypt theme are already so beautiful so it’s gonna look incredible when remastered. I can’t wait, I’m not gonna be short of ideas.
你可以在这里关注贝克的作品:
You can follow Beck’s work here:
● YouTube
● Website