How to give users a feeling -transition

  • Topic: Transition: Use and analysis of games

  • Lecturer: Park In-hyuk-project cloud games / CEO

  • Field: Development

  • Time: 2022.11.18 (Fri) 14:00 ~ 14:50

  • Summary: Park In-home, the representative of the project cloud games, developed a game named Project Lelia and used his long-term transition technique. Park, who wanted to melt all the experiences of participating in large video contents such as blockbuster movies, was sincere to provide users with a high quality experience.

■ Project Relic -'feeling' is an interesting game to be emphasized. Park In-home emphasized 'feeling' by explaining the various transition techniques used in the action RPG genre of project relic throughout the lecture. Self and project cloud game members said that the goal is to give users a feeling when developing games. I think it was like that because I participated in the video work. He explained a total of four keywords.

It was a sense of realism, thrilling, continuity, and perfection. The sense of reality is that the user is really involved in the game when the battle is made in the game, and it is the most important part. In addition, there was a similar but another thrill, the two keywords that were constantly felt, and finally the game itself was completely. Park said that it is a transition that penetrates the keywords.

The transition refers to the original video conversion technology. Or it was also said to act as a bridge that connects the other two. For example, in a simple formula '1+1 = 2', it was a transition. The most important factor in the game is fun, and the transition technique is said to play a role in connecting fun.

■ Example of techniques -The four transitions and representative games According to Park In-home, there are many transitions used in the game. The transition and concept of directing were transitions, lighting transactions, environment and object transitions in modeling.

First, the transition of the direction is divided into connecting the field-boss room, as well as the cut scene and the in-gameplay, and the event and the quest, the story. This plays a role in increasing users' immersion.

In recent years, four techniques are mainly used for directing transitions. The first is the film one-take technique. It is mainly used in the God of War series by creating a connection part of the in-game camera and the first cut scene. This is mainly used because it has the disadvantage of not being able to jump quantum jumps.

Second is to connect the last cut scene and the in-game camera. This was mainly adopted in the Last of Earth series. When you arrive at a specific place, the camera naturally moves and leads to a cut scene. The following is the connection between the last cut scene and the in-game camera. This also means that when you arrive at a specific place, the cut scene begins and the last scene is naturally seen on the in-game screen. It is also used mainly in the Monster Hunter series. This contributes to maintaining the immersion of users.

Lastly, the last shot of the cut scene and the in-game camera are continuous. This was mainly used in El Dining. It means that the last thing that the boss monster took in the cut scene was naturally connected to the in-game camera.

Activating

In addition to directing, transitions are used for various in-game systems. Park In-home explained the various examples used in the project relic he is developing, and continued to explain how the transition is used in the game.

■ Transition in Project Relick-Efforts to maximize the user's immersion and realism The first explanation was the boss silk. The boss silk is literally a leading role in connecting the boss room where fields and bosses exist. This could also be implemented through certain events. In the project, when the character reached a specific boss room, he also announced that it was a boss door by expressing the boss monster that appeared on the two monsters that had already been fighting there. This is also a device that increases the sense of immersion by causing the surprise of users among the 'feels' emphasized by Park In-home.

In addition, another example used in Project Relic was related to continuity. One of the boss monsters takes the character to throw an object at the end of the cut scene, which directly connects it with the in-game camera to give a continuity.

Next, the introduction of the concept and transition in the concept and modeling continued. Park In-home said that it has the effect of making it easier to understand the worldview in the game, and it is an important device that allows each character to infer what the surrounding environment of the characters.

In fact, in the project relic, there was an effort to combine them into modeling in consideration of the situation of each monster or NPC or the surrounding environment. The character who became a boss monster with illness had various modeling approaches, including pus to inform the concept of disease to the skin.

Lighting, or transitions that utilize light, are also applied to projectrelik. This was mainly used to move from a certain area to another. In the video, Park In-home explained. An example of another game is World of Warcraft. The game used the lights that changed differently depending on the atmosphere of each region, which was also a lighting transition. Projectrelik also used a similar transition.

The most powerful in the project, Lelia, was the transition of the environment and objects. This showed the process of changing objects or environments in real time. If playable characters and boss monsters take specific actions during the battle, the transition technique was used to make the surrounding objects differ in response. This is not implemented as a physical engine and is being produced through the simulation method, Park In-home added.

Lastly, Park In-home said that he tried to capture the most of the transitions he introduced and emphasized in the project. Many of the transitions above eventually give users a sense of realism, thrilling, and continuity, making it more fun to play, and ultimately a device that draws the 'feeling' pursued in the project cloud gaming and increases the completion of the game. I organized it.

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