古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

GDC(2013)特刊:古墓丽影创建一个代入感极强的摄像机(英文稿)

发表时间:2013/05/04 00:00:00  来源:“ZZer”转载  作者:GDC RECAP  浏览次数:2027  
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原文:

[GDC RECAP] Creating an Emotionally Engaging Camera in Tomb Raider

Now that Tomb Raider is on the market, we’re eager to show fans some of the impressive technology under the game’s hood. A handful of Crystal Dynamics’ staffers recently attended the annual Game Developer’s Conference in San Francisco, presenting on Tomb Raider’s system design, tools, camera, and more. I’ve culled down their presentations into a slightly more digestible format to give you some insider information on making the game! 

Next up to bat is Remi Lacoste, Lead Camera Designer, speaking to retooling Tomb Raider’s camera. 

Camerawork is a contentious topic when it comes to Tomb Raider, being one of the notable franchise shortcomings fans struggled with in the past. The unfortunate challenge with camera design is that a team’s hard work often goes unnoticed unless something is broken. When a camera is working well, it works on a subconscious level, so the importance of a successful camera is often underestimated. 

In rebooting Tomb Raider, Remi and the team wanted to ensure that the camera was not only functional, but that it engaged players and helped them become more emotionally involved in the game through unique systems and stylistic considerations. 

Remi spearheaded this initiative through the role of Lead Camera Designer at Crystal Dynamics. What exactly does this position entail? Camera Designers are a rare species – a hybrid roll of an art designer that works to develop tools with programmers.

Remi kicked off his GDC presentation with a laundry list of why carefully crafted cameras are so important to the overall gameplay experience.

  • The camera tells a story: A dynamic camera can give the player information without the protagonist having to orate it. For example, as an injured Lara proceeds into the scavenger stronghold, the camera tightens in on the chopper as a point of interest.
  • The camera develops a mood: As Remi put it; the camera is window to the game’s soul. Lights, visual effects, and sound design play essential roles in creating atmosphere, and the camera contributes by following and reacting to Lara as she moves through the environment. It’s unseen, but imperative.
  • The camera can evoke emotions: A well-developed camera can emphasize emotion – such as the tight, low shot on Lara’s face as she expresses remorse after killing a deer. Similarly, close shots can exaggerate a stressful situation, like when Lara is cornered without a weapon.
  • The camera can facilitate interactions: The camera can also help with problem solving by moving and tracking a relevant piece of a puzzle to illustrate cause and effect. This was demonstrated nicely on the Endurance wreck when Lara attempts to move debris in order to reach Alex.
  • The camera can guide the player: The camera can also guide the player by illustrating a specific path or providing information about the outcome of an uncertain action.
  • The camera can introduce characters & locations: Last but not least, the camera can make a strong first impression when introducing characters. The arrival of a new character archetype in the middle of combat, for example, deserves special attention. A bit of flair is also needed when introducing new locations. Remember when Lara first stumbles into the scavenger stronghold? The camera slowly pans upwards from the ramshackle structures to the ancient temples above – highlighting the size and thematic scope of the area. 

The duties above are the foundation of what is expected from a hard working camera, but flair was needed to carve out a unique character for Tomb Raider. The camera had to be retooled to fit a new reality of a grounded and human protagonist, and as such Remi and the team set several stylistic goals for their work:

  • Documentary style: The team wanted to ensure the camera made the experience feel live and unrehearsed, as if the player was on the adventure alongside Lara.
  • Organic: As a means of furthering this documentary style, the camera also needed to feel organic – handheld and always in movement.
  • Personal: The goal was set to have the camera show the world from Lara’s point of view – not in terms of being a first person perspective, but in regards to communicating the emotions that Lara is feeling.
  • Physical: The camera also needed to have weight and react to the world, such as shaking violently after an explosion.
  • Simulation: Last but not least, the team desired to have the camera simulate reality through rain and blood drops, lens flares, and so on. 

The above stylistic decisions helped work towards a singular goal of creating an emotionally engaging experience – something that was gripping, mesmerizing, and involved. To ensure they hit the mark, however, the team established one final set of camera criteria.

  • Active: A camera is more engaging when reacting alongside the protagonist. For example, as you pry open a door in Tomb Raider the camera closes in progressively, and then pulls back violently when the door rockets open.
  • Close: A closer camera is also more engaging, creating a sense of empathy and facilitating identification with the protagonist. How many of you felt claustrophobic as Lara navigated through the flooded passageway in the scavenger den?
  • Crafted: Crafted cameras are also more engaging. A crafted camera is unique to each situation and makes moments feel distinctive. For example, when Lara is escaping the scavenger den she needs to mash the triggers to climb towards safety. This “exotic gameplay” sequence allows for a unique camera composition with the rule of third implemented.
  • Dynamic: A dynamic camera is characterized by continuous changes in distance and angle. Again at the beginning of the game, as Lara pulls the metal spike out of her side, the camera gives subtle feedback, pulsing with her movements.
  • Fluid: Transitions between cameras needed to be smooth and seamless – the mechanics must to stay invisible, as any hiccup will disengage the player. The handheld movement helps to establish the character in a more physical world and aids with transitions. 

Many fans commented on how our newest Tomb Raider felt cinematic, captivating, and engaging. Remi and the camera team had a significant hand in helping to achieve this level of immersion though careful camerawork. Tune into the video above to use your newfound knowledge of camera craft to spot these techniques at work. 

Did you miss our other GDC recaps? Senior Systems Designer Jonathan Hamel talked about Emotional Synchronization in Tomb Raider, while Senior Rendering Engineer Jason Lacroix debuted a pair of panels talking to TressFX and Light-Based Rendering. Most recently, Jason Yao dove into Tomb Raider’s toolsets

 

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