Almighty Game Designer

Chapter 882: We Are the Mainstream Art Style

The painting was a little messy and flashed a lot of people's hips.

Everyone's first reaction is a little confusing, Chan. Is this about to let yourself go again?

It has to be said that Chen Stranger always makes some totally unexpected designs, even completely contrary to the expectations of the players.

While it's good to get some surprises often, sometimes it's not good for players to doubt their IQ because of these surprises...

“Wait, I don't get it. Chen Jiao, this new game, how do you play cards and ventilation? ”

“Oops, this is not a card ventilation, this is... um... oil painting style! Watercolor wind! ”

“In short, it seems to be a bit contrary to the prevailing style today… it reminds me of some of the comics. ”

“Yeah, actually, the scenery looks good, mainly this guy, it doesn't look like he's used to it. ”

“But the style of the characters and the landscape is very consistent. There's nothing wrong with that. ”

“Well, after all, it's Chen Yu, he can play as much as he wants...”

After half a day of discussion, everyone agreed that it was good, there were many different styles of games, nothing wrong with it.

But... what kind of game is this?

What kind of game would do that?

Although most players have an unconditional trust in Chan, seeing this style of painting, many people say "quite well”, in fact, the interest in the game slowly dropped.

After all, the vast majority of people like to see the face value, and for today's VR games, high face value means realism, simulation, exaggeration, the effect is cool, like "Mysterious Seas", just to see the tiny pores on the person's face, many players can't help but want to buy it.

It has to be said that the first original painting released by the Legend of Zelda is really not very appealing...

……

There are also some players who have expressed legitimate concerns about this painting, but… have not received any response from the stranger.

It's normal not to respond. In fact, Chan's Weibo receives thousands of private messages every day. Whether he reads them or not is an unknown number, let alone returns them.

For Chen, Weibo is the equivalent of a platform for the release of new travel news, similar to the meaning of a leader in a previous life, Twitter.

At headquarters, Qian Qian also asked questions that many people were asking.

“Manager, what's so good about this art style? ”

Money is very clear. Is this art style time-saving? Not to mention... because the vast majority of the resources in the library are realistic styles, basically Mysterious Seas and Assassin's Creed, and doing the Art Style of the Legend of Zelda means that the art of the project team needs a lot more work.

Especially considering that the Legend of Zelda is an open world and that it is resource-intensive.

However, before doing so, Chen Jiao had deliberately emphasized two key words: animation style and exterior appearance.

The so-called animation style is the bright and dark style. Simply put, bright and dark faces are gradual transitions in the light of reality; in many Japanese animations, the bright and dark faces are often simply summarized, eliminating the gradient in the middle.

For example, in some cartoons, such as the shadow of a person's green pants under the influence of light, it should be gradual in reality and in the style of realistic art; in the cartoon, the whole bright face is light green, the whole dark side is dark green, there is a very obvious demarcation between the two, and there are only two colors, no gradient color.

Outdoor light assignment means that when drawing a landscape map outdoors, painters need to quickly grasp the landscape features, summarize them with color blocks and strokes, and complete the work before the color changes.

Specifically, in "Breath of the Wilderness", it is a large color block, hand painted feeling, exaggerated atmospheric perspective, giving people a watercolor feeling.

And to match this image effect, the effect in Legend of Zelda is not a particle effect, but a frame-by-frame animation. This effect is clearer, more striking and more recognizable.

But for the art style itself, Qian Qian really can't figure out why to do it.

Chen Qiao asked: "What are the advantages and disadvantages of this practice? ”

Qian Qian thought about it: “Perhaps the advantage is that the rendering volume is small, reducing the hardware burden? As for the disadvantages… it goes against the prevailing art style. ”

Chen smiled and Qian Xiao has always had little responsibility for art design, mainly system and numerical aspects, so it is normal that he, like many players, does not understand this style.

"Firstly, it greatly reduces the hardware burden, allowing Legend of Zelda to play with high frame rates and high picture texture on Switchpro; secondly, the style is almost non-obsolete. Physical rendering is updated every year, the realistic style is stronger every year than every other year, and if you do it with the realistic style, the image of the game will look out of order in a year or two. ”

“And most importantly, it can highlight a romantic colour. Legend of Zelda is not a big story or history, it is a fairy tale, so this style is best suited to Legend of Zelda. ”

“As for contradicting mainstream art… what is mainstream art style? What we do is mainstream art. ”

Qian Qiu muttered for half a day and said: "... bullshit. ”

……

In fact, in the past life of Chen, the art style of Legend of Zelda has also been questioned by some players.

A lot of people come to blacken the heart of The Legend of Zelda, and the point is, isn't that why you have to do it because you can't do it? This is a coincidence!

In fact, this rhetoric is only laughed at by many professionals.

Even on a powerful ps4, there are many games that don't have a realistic style, such as Wind Traveler.

Not because they can't, but because the designer combines the features of the game to create the art style that best suits his game.

In fact, the cartoon style is harder to control simply from the point of view of the art style. After all, the realistic style needs to be made real, and the cartoon style needs to add a lot of art design.

Of course, it's not that these two styles are superior or inferior, but for the Legend of Zelda, a kind of fairy tale game, this animation style is the most suitable art style.

Even for many players, the Art Style of the Legend of Zelda is the most critical addition and the most distinctive feature that distinguishes it from other games.

Perhaps many players in parallel worlds don't understand exactly where this art style is, but it doesn't matter.

When the game comes out, they'll understand.