Wizard 3 Wild Hunt (the Witcher 3:wild Hunt) Game event Workflow http://game.watch.impress.co.jp/docs/news/20160320_749169.html CD PROJEKT Red's main program, Piotr Tomsinski on the last day of GDC2016, 18th,CD PROJEKT Red's main path Piotr Tomsinski, to "The Witcher 3: The behind the scenes of wild hunting (BEHIND The SCENES of the WITCHER 3:wild HUNT)"for the title, a commentary on the development process of the event dialogue system for the action RPG" Witcher 3: Wild Hunt ". In addition,"Witcher 3: Wild Hunting" was also selected as the "Game of the Year" by the developers of GDC 2016.Awards". "Starts with"The Witcher 3: The Wild Hunt"Introduction to the Presentation"Tomsinski put"Witcher 3: Wild hunting" is defined as "an open-world RPG that is not based on a mainline story," and the story is the life of the present. After the introduction of this presentation,Tomsinski's event Dialogue system provides an explanation of the importance of choosing the right choice according to the player's own ideas, as well as an option that shakes the emotional meaning of the player. Even so, it takes a lot of animators to make a movie-level event session manually for an animator for more than 35 hours.The simplest shot of the episodic scene (Cut scene) is not counted, but it is obviously unrealistic for the time it takes to craft an RPG session. In theThe story of "The Witcher 3: The Wild Hunt" was controlled by a 35-hour session event system for 2.5 hours of cinematic animation, asTomsinski said, the production cost of the cut-out animation is very expensive. In addition to high consumption outside of important scenarios, the other parts naturally have to adopt different solutions. RPG Game story importance RPG event scene making very painful
The contrast between the scene animation and the dialogue event, the small picture on the right is the cut-off animationTomsinski They developed their own tools for this dialogue event system. The making of the sequence of the storyby the task graph (QUEST GRAPH)and Dialog editor (Dialogue EDITOR)"composition. As a result of developing a large number of tools for this work, making it looks easy. The script writer creates the plot, through the node-based "QUEST GRAPH, the sequence logic of the story is replaced by a certain unit of nodes, and the differences are connected by process lines. Although "QUEST GRAPH"It seems to be hierarchical, but a lot of management is still a problem." However, visualizing the process can be a more convenient and understandable display, which is the advantage of this visual scripting tool. "QUEST GRAPH" of the screen "dialogue EDITOR" of the screen of each node created within the content, is based on timeline "Dialogue EDITOR"Made in. Within each node, there are roles, cameras, light sources, facial expressions, weather and other control changes. In addition to using the system as usual to create event nodes, there are more detailed ways to create more fluid event nodes, this is the use of "GENERATOR"generates a node's timeline through a template. Timeline-based work is easier than creating custom-made transitions, but it's a little bit easier to prepare all the nodes for timeline.
"dialogue editor" in timeline edit "generator" is very handy tool for various standby animation Gaze point management outside of the system and complextaking into account the need to completely save work, in other aspects should be more fastidious. Character on the standby animation,Prepared to stand, one knee kneeling, sitting and other posture, the role of the attack when the state of internal feelings, as well as the number of other characters in the eye and head of the animation, there is quite a lot of data. In order to achieve such a dialogue event system, the artist prepared the total number of animation more than 2,400, young and old women also have to consider, but this is not sufficient. The dialogue of the sub-ethnic monster characters also has, further corresponding to all types. The total number of animations exceeds 2,400 and the conversation of monsters must also have...The "Wizard 3" solution is, in the "Dialogue EDITOR"On, modify partRole ofController Rigof theBasic animation data to make changes to the function. For example, the basic animation directly points to the moment, if the role of confrontation is not proof, in the editor through the node changethe direction of the wrist and the gaze point, you can immediately make a special action. Moreover, most object objects can be attach to other objects, and the animation between attach state objects can be well synchronized. The controller rig controls theDialogue EDITOR"can be changed, not just animation-related content, lighting and atmosphere, such as visual post-processing can also be set freely." Solar light sources that accompany the weather and time can also be controlled, resulting in a variety of final outputs. You can also add magical effects to bring together all the functions required for session events. The "Witcher 3" session event maker is quite successful. Post-processing elements of the production of the session event system concept, as far as the tool itself, there is no novel content. It's just that there's no harm in improving the efficiency of development, no matter who can draw the conclusion. The important thing is that the tool is not a game ontology, or can not be ignored, solid production of various functions of the tool bar. Because it is directly related to the final quality of the game, it must not be easily overlooked. Events using post-processing filters now in order to improve the player's impression, not only RPG, shooting and fighting games are also beginning to pay attention to the scene of the cut-out animation, so the game body also become huge. There is a tradeoff between reducing the production load on the artist and making it hard for highly skilled artists to make cinematic transitions. And how to maintain this balance, the introduction of high-completion games, is also the theme of this Council.
GDC2016 "Witcher 3 Safari" game event workflow