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Absolution art director Roberto Marchesi says game

 
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PostWysłany: Sob 17:36, 31 Sie 2013    Temat postu: Absolution art director Roberto Marchesi says game

Absolution art director Roberto Marchesi says game about letting you feel
Within the Hitman games, players guide the bald, bar-code tattooed killer via a series of sandbox-style missions in which they need to neutralise specific targets using stealth, lethal force along with a variety of tools,[link widoczny dla zalogowanych], tricks and disguises.
Obviously, if you not the type for sneaking about within the shadows, you perfectly thanks for visiting pull out 47 signature pistols and massacre your way with the missions although you generally rewarded to take the more subtle approach.
Why shall we be so attracted to the grim realm of Agent 47? For just one,[link widoczny dla zalogowanych], the games are a lot of fun to play but Roberto Marchesi, art director of the latest game in the series, says it all about letting players enjoy fantasy.
Because the game art director, it had been Roberto job to produce everyone around you that Agent 47 will wreak damage to, and he says he took inspiration from some unexpected places.
artist which had a powerful relation to the design of Hitman: Absolution was Johnny Cash. The way he sings, the planet he sings about is extremely much in tune using the world that people trying to contained in Absolution.
David Lynch would be a huge influence. His movies are great,[link widoczny dla zalogowanych], his main cast is excellent, but what is really cool about his movies is all the things round the main cast. says that Lynch films were influential in shifting some of the focus of Hitman: Absolution from its star, and turning into an ensemble game.
secondary characters, the guys chilling out without anyone's knowledge who have a couple of lines after which they out. They're what make Lynch movies interesting in my experience,[link widoczny dla zalogowanych], because you have a big palette that is very credible.
building a persons palette of Hitman: Absolution,[link widoczny dla zalogowanych], which was really influential. It not just the target and the main cast,[link widoczny dla zalogowanych], but everyone surrounding it. />
A lot has changed within the six years because the last game,[link widoczny dla zalogowanych], Hitman: Blood Money,[link widoczny dla zalogowanych], was launched - Absolution features new gameplay features, including a multiplayer mode called which blends creation and competition, as well as improvements in performance. But how has the game changed visually?
wanted to make a hyper-realistic game with a noir feel to it,[link widoczny dla zalogowanych], says Mr Marchesi.
course,[link widoczny dla zalogowanych], we've got a higher graphical fidelity,[link widoczny dla zalogowanych], a higher poly count, the typical stuff. But crowds have changed too.
were a pillar from the gameplay in Blood Money, but this time around we really looked at crowds and improved them.
notice how dense it feels when you enter a place with crowds and just how they affect you.
Even though you may not always notice it, he admits that that the job of the art director isn just to make something interesting to look at,[link widoczny dla zalogowanych], but to use things like lighting to guide a person attention.
has made huge leaps since the last game. Dynamic lights are affected by how you behave,[link widoczny dla zalogowanych], and the lighting hanging around has a very strong communicative element.
will see an extremely pretty picture when they play the game,[link widoczny dla zalogowanych], but through lighting they also be getting enough detailed information online,[link widoczny dla zalogowanych], without necessarily being conscious of it.
games are becoming more complicated, which is a two edged sword, because communication wise it might be harder to tell a player what relevant.
when you played a game title, one enters a room and the only high resolution object within the room was the one you can connect to. Now the graphics are so detailed, that you simply don always understand what is relevant.
art direction is essential because it alleviates this by lighting things correctly, colouring them correctly, providing them with the right placement so that they feel natural and also the player understands that he can connect to it instead of that. />相关的主题文章:


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