welcome to Electronic Arts Electronic Arts Inc is a leading global interactive
entertainment software company that delivers games through different devices
and experiences one of the most beloved PC franchises the Sims has been in
production at EA for over 18 years the Sims has been entertaining millions of
people across the globe and garnering recognition as one of the best-selling
PC games of all time come join us on a glimpse of game development on the Sims
4 Laura me Ailee Electronic Arts chief studio officer
Lora Mae Lee is Electronic Arts chief studio officer Bailey is an influential
veteran in the game industry who has been at EA for over 22 years she is
passionate about games and has led publishing marketing and analytic roles
in franchises such as Star Wars and battlefield to name a few
Lindsay Pearson is the executive producer on the sims 4 at Electronic
Arts she is passionate about games and the sims she has been working for The
Sims for more than a decade what does a producer do you ask they take the
overall design vision and work with all disciplines to make it come to life
during execution producers make sure the game is fun and maintain the quality
gameplay and players desire the Sims is a life simulation game that gives the
player the tools to create and control Sims in-game players can create unique
Sims build their homes discover beautiful worlds and play with your Sims
life this gives players the opportunity to be creative express themselves and
tell their stories play with life designing for The Sims here at Maxis
game designers transform ideas and concepts into interactive experiences
for players to enjoy for the Sims this means distilling our daily and exciting
human lives into a set of rules behaviors and achievements how do we
turn the complexity of life into a fun game while providing behind-the-scenes
systems that reflect the reality of the world designers think about how players
can poke at these virtual beings through a few stages
including research ideation prototyping and iteration research how has a new
feature like vampires been represented before to better understand players
perception of something designers engage with popular media like
books movies and TV shows they also investigate existing video and board
games to understand how their rules and mechanics drive player behavior ideation
the power of a design team lies in exploratory collaboration with everyone
bringing their best ideas from their unique viewpoints here a brainstorm
session generates ideas for vampire powers and designers give feedback on
the benefits and risks of individual powers prototyping turning ideas into a
playable game is a big leap and a stepping stone in the middle a prototype
can prove invaluable this early prototype allowed for the evaluation of
a social system under consideration without requiring other game systems to
be functional iteration nothing comes out perfectly at first how powerful
should our Ram pyres be how many resources should a power take using
tools to be able to update behaviors and tweet numbers can be vital to making the
game fun to play art for the sims in this room you see the tools artists used
to create assets from start to finish and there are many steps an asset in a
game goes through before player can experience it many 3d assets for games
have more restrictions than the visual effects in movies and TV models made for
the sims must be built efficiently as well as stay visually consistent with
other models Sims and V effects in game in the example here a market stand has
been requested by designers and producers to add unique gameplay in a
new type of lot brainstorming and reference general reference related to
an asset is collected then many ideas are written down and discussed among
artists although they may also do loose sketches assets are put together into
room view sketches to show what an area might look like the
pieces that are the best fit are discussed with art direction before work
on final concept art begins concept art concept artists visualize what elements
will be important to a 3d model in 2d traditional tools are still sometimes
used but final concept art is done in 2d software color Theory materials an
understanding function are important to create compelling concept art that
translates easily into 3d creating the 3d model 3d modelers use information
from animators engineers and concept art to create a 3d template for a model for
prototyping then create a final model to go in game the textures are created in
2d in a separate program then applied on the object like wrapping paper it's in
the game in addition to creating 3d models environment artists use software
made for the sims to create the world they set up all houses and Parks you see
when playing the game the ground is sculpted and then individual assets are
placed including lights and visual effect emitters making sims move once
designs have been written and 3d models have been built
it's the animation team's turn to bring it all to life through the digital art
of motion from architecting movement flow reflecting designs vision to acting
out zany reference videos animators are responsible for every step in the
process to create believable entertaining and often dramatic physical
performances of our loveable Sims here you can see the entire process creating
animation for gpo for vampires a vampire power to mesmerize translating design
into motion all animation for the sims starts with a conversation between
designers which then gets translated into an animation flow plan also known
as an animation state machine in image a designer is describing wanting a
vampire to have a special power to fully take control of a sim leaving the poor
sim in a looping mesmerised state for up to eight sim hours an animator then
translates this request into what animations will be needed to make this
possible in order to have animation play for a variable amount of time the
animation needs to be made up of a short loop which can be broken out of at any
point the designer wishes this is what a looping animation structure for
mesmerise looks like it consists of a start a looping animation and a stop the
book ends of this come from and go to our default standing pose allowing the
sim to return to doing normal actions within the game planning animation using
reference video animators shoot reference as the first step in
translating their ideas into movement this allows the animator to capture the
visual blueprint for acting in a quick and cheap format it can be reshot
quickly per the director's feedback to hone in on an idea prior to beginning to
animate if an animator were to take the time to animate the idea without
reference it could cause unnecessary rework in this example animators are
defining the acting choices for our vampire and the mesmerised sim process
of animation animators working on the sims use the pose-to-pose method to
block out full-body key poses defining acting landmarks for where the animation
is headed this method allows the director to provide feedback on timing
weight and visual interest from the very beginning of the animation once blocking
poses and timing are approved the animator begins to breakdown the motion
by defining arcs and weight and finally polishing the animation by adding facial
animation and finger detail testing animation in game an animators job is
not done once an animation is final they still need to test that
animations and the flow they've set up works properly in the game
animators on the Sims test every animation clip one by one looking for
technical problems such as this in this image our animator is debugging why
there simipour shrunken in the game in this rare case an animator has
accidentally connected their adult sim vampire animation to a child sim
animation skeleton easily fixed by going back to the animation state machine and
correcting the connections making the Sims speak in a simulated game where the
player has total control the player strives to make a life for their sims
what the Sims do and say is critical to the players experience and storytelling
abilities the sims use a made-up language Simlish to create an assortment
of conversation for the players to interpret the sims voices need to be
believable without having specific meaning behind their words acting with
emotion and humor are the process by which the audio team achieves this
director's chair the voice director prepares for each animation the actors
will perform against by assessing what is the intention behind the animation
what emotion or emotions would be meaningful
how can Simlish add value and/or humor where appropriate during the session the
voice director sits here and guides the actors to give a great performance
engineer station after setting up the microphones and recording software the
engineer works the session from here they listen and adjust the equipment for
audio levels and frequency balances to best capture the voice acting actors
actors are chosen for their voice qualities emotional performance range
and improvisational skills Simlish is comprised of partially defined words and
improvised syllables to create emotional meaning the actors perform to the
animation renders on a big screen while the voice director talks to them through
the headphones synthesizers and effects musical instruments synthesizers and
special effects can add character and personality to one's normal voice
transforming it into otherworldly characters like ghosts vampires aliens
and the grim reaper pitch changing time delay and modulation are the basic
effects building behavior for the sims our games inspiration is life itself
sims are unique individuals that interact with the world to generate
experiences sims gather and socialize with each other based on their
personalities cultural backgrounds and even their current emotions over long
periods of time these interactions develop permanent relationships once a
sim starts a family they become part of a large network of ancestry gameplay
engineering combines art and design with programming to create fun filled yet
believable player experiences this group of developers is iterating on working
features that originated from the whiteboard brainstorms socialization
sims are social beings they go to school have jobs exercise and of course party
sims enjoy the company of their friends at gatherings prank coworkers share
stories discuss similar interests can be mean to each other and sometimes wish to
simply stay alone at home all this behavior is created with engineering
social positioning when sims socialize they must position themselves
appropriately non-touching socials require sims to be nearby and visible
for socials like chatting while touching socials require reserved space for
socials like hugging and kissing and some socials may even center around an
object like a chess table Sims can multitask and socialize while cooking or
watching TV and even prefer to be near Sims with positive relationships
relationships sims build long-term relationships with every sim and object
they interact with with other sims it can manifest as
friendship or romance with inanimate objects it can be their favorite toy or
a comforting family memorabilia Sims interact differently with a long-lost
friend an ex-boyfriend a best friend forever or a romantic interest which can
drive them into new types of relationships building ancestry
engineers build simple representations called data structures to solve
real-world problems by recording each Sims parents grandparents and spouse the
game can generate complex family trees designers can use these structures to
build socials that only show up between an uncle and a nephew or a husband and
wife bringing the Sims to our players as development nears completion its
marketing's job to get players excited about the game and want to purchase it
marketing helps players understand what's unique about the game sets its
price organises its promotion and works with various retail stores to sell it to
help make these decisions it's important for marketing to understand who their
players are and what they want in the game experience creating marketing
materials every game needs unique artwork to help sell it at a store or
online accompanied by engaging sales copy videos and images these materials
are some of the most important resources that marketing leverages to promote the
game promoting the game promotion generates awareness that the game is
available for purchase common methods of promotion include advertisements press
interviews and even YouTube live streams where the developers demonstrate the
game and answer questions directly from players tracking performance as soon as
it's released marketing reviews the games sales performance and feedback
from players they use this information to see how they are tracking to their
sales goal and to refine their marketing approach going forward
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