天琴协议

The Rookies is a community platform and online global contest that enables students to share their work with the world. Last year’s winner of the PC & Console Game of the Year award, Lyra: The Traitor Lyngrave, shares their learnings and advice for students.

The Rookies是一个社区平台和在线全球竞赛,使学生能够与世界分享他们的作品。 去年的“年度最佳PC和控制台游戏”奖获得者,Lyra:The Traitor Lyngrave向学生分享了他们的学习和建议。

This year’s iteration of The Rookies, a community platform and online global contest, brings even more opportunity and competition than the last and enables students to showcase their work to the world. With an amazing lineup of industry supporters and judges, these projects are given a stage to shine. Lyra: The Traitor Lyngrave, created by a handful of university students in the UK, won the PC & Console Game of the Year at The Rookies 2018 and went on to take the title of Best Student Project for the 2018 Unity Awards.

今年的 The Rookies 迭代 ,是一个社区平台和在线全球性竞赛 ,与去年相比,带来了更多的机会和竞争,并使学生能够向世界展示他们的作品。 凭借行业支持者和评委的惊人阵容,这些项目被赋予了崭露头角的舞台。 天琴座(Lyra):由英国一些大学生创建的Traitor Lyngrave在The Rookies 2018上赢得了年度PC和主机游戏大奖,并获得了2018 Unity Awards的最佳学生项目称号。

新秀 (The Rookies)

The story of The Rookies stretches back to 2009, when co-founders Andrew McDonald and Alwyn Hunt saw a problem for burgeoning visual effects (VFX) professionals graduating college. They noticed that despite a booming industry over the last ten years and the high demand for VFX artists, it was challenging to find skilled graduates – with students learning curriculum that didn’t entirely fit the needs of studios using continually evolving technology.

The Rookies的故事可以追溯到2009年,当时,联合创始人Andrew McDonald和Alwyn Hunt看到了视觉效果(VFX)专业人士正在大学毕业的问题。 他们注意到,尽管在过去十年中行业蓬勃发展,并且对VFX艺术家的需求很高,但要找到熟练的毕业生仍然是一项挑战,因为学生学习的课程并不完全符合使用不断发展的技术的工作室的需求。

“When I was working in London as Head of Modeling in 2006, we were seeing a constant stream of people applying for jobs that simply didn’t have the right training for the positions we needed to fill,” explained co-founder McDonald.

联合创始人麦当劳(McDonald)解释说:“当我2006年在伦敦担任建模负责人时,我们看到一堆恒定的人正在申请工作,而这些工作根本就没有适合我们需要填补的职位的正确培训。”

The Rookies provides young creatives the opportunity to join this annual competition and have their projects seen by incredible studios in the industry. Because of this, the experience of the participants has really shined through, showing the abilities of students. Projects like Lyra or TerraChi (featured in our Global Student Challenge) stood out amongst the incredible talent that exists all around the world.

新秀们为年轻的创意者提供了参加这一年度竞赛的机会,并使他们的项目得到业内令人难以置信的工作室的观看。 因此,参加者的经历真正闪耀,显示出学生的能力。 在全球学生挑战赛中, Lyra或 TerraChi 等项目 (在我们的全球学生挑战赛中 得以体现 )脱颖而出。

“The competition really is fierce for those wanting to get into games. Particularly across environment and character art, there’s a mass of absolutely killer young artists out there. . . there’s clearly a great passion for pushing the medium rather than just rehashing well-trodden themes.” – Callum Tweedie-Walker, Technical Lead on Lyra: The Traitor Lyngrave

“对于那些想参加游戏的人来说,竞争的确很激烈。 特别是在环境和人物艺术方面,那里有大量绝对致命的年轻艺术家。 。 。 显然,人们对推动媒体发展充满热情,而不仅仅是重新散布流行的主题。” –天琴座技术负责人Callum Tweedie-Walker:《叛逆者》林格雷夫

天琴座:叛逆者林格雷夫 (Lyra: The Traitor Lyngrave)

The small team from the UK, dubbed Montebearo, was comprised of two core members from the University of Hertfordshire – Alec Thomas on Art Lead and Callum Tweedie-Walker on Technical Lead. With the help of teammates like Dan Farley, sound designer, and composer, and Haeun Kang, animator, they brought together a cross-disciplinary team to create a project inspired by fantasy series like Redwall. Games like The Banner Saga Trilogy provided heavy influences in both dialogue and combat. Combined, they imagined a world that was darker and grittier in tone. Driven by a passion for narrative, they felt games provided a pretty unique medium for storytelling.

来自英国的小团队 蒙特贝罗(Montebearo )由赫特福德郡大学的两名核心成员组成-艺术负责人Alec Thomas和技术主管Callum Tweedie-Walker。 在声音设计师兼作曲家Dan Farley和动画制作人Haeun Kang等团队成员的帮助下,他们召集了一个跨学科团队,创建了一个由Redwall等奇幻系列启发的项目。 旗帜传奇三部曲等游戏在对话和战斗中都产生了重大影响。 结合在一起,他们想象着一个世界在色调上更加黑暗和坚韧。 在对叙事的热情驱使下,他们认为游戏为讲故事提供了一种非常独特的媒介。

“There have been a few titles recently that have made huge strides in this area, but we think it’s still fairly unexplored. As an industry, we haven’t completely cracked how narrative and games best work together; there still seems to be plenty to explore in this space.”

“最近有一些游戏在这一领域取得了长足的进步,但是我们认为它还没有被开发。 作为一个行业,我们还没有完全弄清叙事和游戏如何最好地结合在一起。 在这个空间中似乎仍有很多值得探索的地方。”

Attempting to create interesting worlds filled with rich cultures and characters is exceptionally challenging, and many creatives find it appealing. For the team, games provide a great place to develop these worlds – the very nature of the medium demands immersion by default, so it becomes an ideal place to explore worldbuilding. For this challenge, the team spent several weeks in preproduction, trying to build the mood of the story, the style of the animals, and the finer details of the scenes.

尝试创建一个充满丰富文化和人物的有趣世界是极富挑战性的,许多创意者都认为它很有吸引力。 对于团队而言,游戏为发展这些世界提供了一个绝佳的场所-默认情况下,媒体的本质要求沉浸感,因此它成为探索世界建构的理想场所。 为了应对这一挑战,团队花了数周的预拍时间,试图营造故事情调,动物风格和场景的细节。

A key location in Lyra is the town of Bannered Arches; a bustling trading village that grew around a ruined aqueduct left behind by a past civilization. This area was the focus of most preproduction time, given all the “interview” dialogue events take place in the grounds around the main building. To approach this, they constructed some very basic procedural buildings in Houdini that were parameterized to produce a wide variety of silhouettes, assembled them in various configurations, and then produced several paintover concepts using it.

莱拉(Lyra)的主要地点是横幅拱门镇。 一个熙熙trading的贸易村,生长在过去文明遗留的毁坏的渡槽周围。 由于所有“访谈”对话活动都在主楼周围进行,因此该区域是大多数预生产时间的重点。 为了解决这个问题,他们在Houdini建造了一些非常基础的程序性建筑物,这些建筑物被参数化以产生各种各样的轮廓,将它们组装成各种配置,然后使用它来产生一些绘画概念。

After they had settled on the look of the architecture in Bannered Arches – mostly a ramshackle arrangement of cabins hugging the ancient ruins – Alec painted some color studies to get a feel for the mood and palette we’d use in the game. Finally, after those were complete, we moved on to constructing the actual scenes.

在他们确定了横幅拱门中的建筑外观(主要是摆放古代遗址的摇摇欲坠的小屋)后,Alec进行了一些色彩研究,以感受我们在游戏中使用的心情和调色板。 最后,完成这些步骤后,我们继续构建实际场景。

Each scene in the game is built up of several layers of environment sprites to create a parallaxing effect. Splicing these layers between different sheets of particle effects to add atmospherics like fog and blowing leaves helps build some atmosphere and depth.

游戏中的每个场景都由几层环境精灵组成,以产生视差效果。 将这些层拼接在不同的粒子效果之间,以增加诸如雾和吹树叶的气氛,有助于建立某种气氛和深度。

For all the character animation in the game, the team used Esoteric’s Spine, which allowed them to take advantage of FFD  to achieve a pseudo-3D look on their major forms. Adding this kind of animation brought the characters to life, especially with effects like blinks, subtle head turns, and ear twitches.

对于游戏中的所有角色动画,团队都使用了 Esoteric的Spine ,这使他们可以利用FFD在其主要形式上实现伪3D外观。 添加这种动画使角色栩栩如生,尤其是具有眨眼,微妙的头转弯和耳朵抽搐等效果。

The seamless and adaptive soundtrack was all driven through FMOD, which allowed some fine control in transitioning between scenes and raising certain parts of the score in intense situations, such as combat sequences.

无缝且自适应的音轨全部通过 FMOD 驱动 ,在激烈的情况下(例如战斗序列),它可以对场景之间的过渡和分数的某些部分进行一些精细控制。

For the team, favorite moments that stood out were getting the music and voice acting in the game. Having characters’ lines be spoken, rather than simply subtitled, breathed an enormous amount of life into them; their cast of actors provided stellar performances, making the whole game come together in an extraordinary way. On perceived production value, few things made the most significant impact than the first time music was dropped in the background; it really created a turning point.

对于团队而言,最引人注目的时刻是在比赛中获得音乐和声音表演。 说出人物的台词,而不是简单地加上字幕,为他们带来了巨大的生命。 他们的演员阵容提供了出色的表演,使整个游戏以一种非凡的方式融合在一起。 在感知的生产价值上,几乎没有什么比第一次在后台放音乐影响最大。 它确实创造了一个转折点。

As for their least favorite moments, the team had this to share:

至于最不喜欢的时刻,团队可以分享一下:

“As everybody who’s involved in game development knows, it can be very trying at times when you’re unsure if everything will pull together and resemble something coherent at the end. Those challenges aside, our least favorite part was probably cutting some sequences that we were fond of for the sake of good pacing, and generally not being able to work into as many sequences as we’d have liked. This was, after all, a university project with a relatively short timeline and hard deadline. On some cinematic sequences, we had to forego a lot of animation in favor of getting the necessary art assets completed.”

“正如参与游戏开发的每个人都知道的那样,有时您不确定是否一切会整合在一起并最终看起来像连贯的东西,这可能是非常尝试的事情。 除了这些挑战之外,我们最不喜欢的部分可能是为了节拍良好而削减了一些我们喜欢的序列,并且通常无法按照我们希望的那样分解成尽可能多的序列。 毕竟,这是一个大学项目,时间表相对较短,期限很艰巨。 在某些电影序列上,我们不得不放弃很多动画,以完成必要的艺术资产。”

The team has now set their sights on their next project, Banners of Ruin, a party based, deck building game set in the same universe as Lyra but many decades before. Moving on from Lyra, their goal is to help familiarize the players with the world behind the game, offering a more exploratory experience and immersing people in the universe to see more of it. In addition to that, they’ve been preparing their internal dialogue and cutscene management tool – Discourse – for release on the Asset Store later this year. You can follow them on Twitter for more updates on everything!

团队现在将目光投向了下一个项目,即 Banners of Ruin ,这是一种基于聚会的甲板建造游戏,与Lyra在同一宇宙中,但几十年前就已经存在。 从Lyra出发,他们的目标是帮助玩家熟悉游戏背后的世界,提供更多探索性体验,并使人们沉浸在宇宙中以了解更多。 除此之外,他们还一直在准备内部对话和场景管理工具-话语-将于今年晚些时候在Asset Store上发布。 您可以 在Twitter上关注他们, 以获取有关所有内容的更多更新!

Mp4 of Discourse:

Mp4话语:

For students trying their hand at The Rookies this year, the team had this to share:

对于今年尝试在The Rookies上学习的学生,团队可以分享以下内容:

“Don’t center your project around large scope or scale. Too often, people try to build the biggest environment they can. It usually ends up either incomplete or just a large area that’s pretty bare of any detail and richness that leads to believability. If the results across all the categories last year proved anything, it’s that the depth of thought behind a project really trumped its scale.

“不要将您的项目放在大范围或大范围的中心。 人们常常试图建立自己能做到的最大环境。 它通常要么是残缺不全的区域,要么只是一个大面积的区域,几乎没有任何细节和丰富性导致可信度下降。 如果去年所有类别的结果都能证明一切,那就是项目背后的思想深度确实超过了其规模。

On top of that, take the time and care to present your work as polished as possible. At the end of the day, your work only looks as good as the quality of its presentation, so you have to make the best of it.”

最重要的是,花一些时间和精力尽可能地展示您的作品。 归根结底,您的作品看起来仅与演示文稿的质量一样好,因此您必须充分利用它。”

演示地址

-

The work of students takes center stage at The Rookies. Take the time to polish and refine the projects you submit, and allow your work the opportunity to shine. With judges from around the industry and peers showcasing their projects from around the world, The Rookies is the place to take the projects you’ve been working on throughout the year and sharing them for others to see.

在The Rookies中,学生的工作成为中心舞台。 花时间完善和完善您提交的项目,并让您的工作有机会发光。 The Rookies吸引了来自业界的评审和来自世界各地的同行来展示他们的项目,是您接管您全年从事的项目并将其分享给其他人观看的地方。

Join The Rookies today and show the world what you can do.

立即加入The Rookies ,向世界展示您可以做什么。

翻译自: https://blogs.unity3d.com/2019/05/10/lyra-behind-the-rookies/

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