| Interview mit Kam Yu - Teil 1: Lara Croft |
| Geschrieben von Nick56 | |||||
| 31/07/2010 | |||||
|
Diese Woche hat Keir Edmonds das Interview mit dem Character Designer Kam Yu von Crystal Dynamics veröffentlicht, welches die Fragen den Community bezüglich dem Charakter-Design von Lara Croft behandelt. Wir haben eine Übersetzung sowie neue Ingame Model Render online. Nächste Woche folgt Teil 2, der sich mit Totec befasst. ![]()
Eine Übersetzung des nun folgenden Interviews findet ihr unten bei den Links sowie unsere Galerie mit dem neuen Lara Croft Ingame Model von Kam Yu. Die Übersetzung wurde uns freundlicherweise von unserer Partnerseite Laraslevelbase bereitgestellt. Vielen Dank dafür. Nun folgt das Interview, doch zuerst noch ein Bild von Kam Yu selbst:
NightWish from tombraiderforums.com: Kam: Actually, we didn’t approach this project with the intent of radically changing Lara’s appearance. In Underworld, we were able to establish a look that could be used in other games like LC:GOL. However, some degree of optimization needed to be done on the model, the textures and materials. Also, a few improvements, like the thighs, were done to enhance her looks and visibility in the game. Personally, I think the more muscular thighs look better than the skinny ones! Lara Fan 4Life from tombraiderforums.com:
This was a really hard decision for us to make. On one hand, the backpack and gloves are an integral part of Lara’s image. However, we had to make compromises in order to increase her visibility in the game. Since this game features an isometric, top-down camera, Lara appears much smaller than she does in her main titles. Having a simpler, cleaner outline was essential in this case to make her stand out against the background. But aside from the backpack and gloves, Lara does have all her other accessories that she’s come to be known for. aussie500 from tombraiderforums.com:
Lara, up until now, has been consciously designed to look not quite “real”. Even though we’ve made her rendering appear more realistic with better technology, her proportions and face are based, in part, on precedence set by earlier games. Our goal has been to retain that certain look that has made her famous. Altair from tombraiderforums.com:
First of all, working on Lara has been one of the highlights of my career! I truly believe she is still one of the most interesting characters in video games today. Moreover, she is one of the most recognizable characters in the industry. Her fans are among the most loyal in gaming (MANY THANKS!). That is why it's also the most nerve wracking thing I've done in my career. There is a constant struggle between the desire to innovate and the need to remain true to the legacy of Lara Croft. larafan25 from tombraiderforums.com:
Yes, there was a conscious decision during the production of Underworld to increase the length of her legs. We did this for a couple of reasons. First, with the camera always slightly above her, we didn't want her to look short. That's always a danger when it comes to third-person type games. The longer legs also made her appear more graceful when performing her characteristic moves like climbing and jumping. Zebra from tombraiderforums.com:
The question of the ponytail is not an easy one to answer. People probably don't realize how many agonizing hours I've spent trying to decide whether Lara will wear the classic braided ponytail or a straight up non-braided one. Luckily for me, decisions like this are what I'm consumed with every day! While others crunch numbers, I get to decide how high the ponytail rests on the back of her head and how long her hair flows. Braider from tombraiderforums.com:
One thing about designing characters for games is that you always have to consider the format in which they will appear. In this case, with a top-down camera, we did have to make a few concessions. As mentioned before, we had to get rid of the backpack and gloves. Memory limitations played a role as well. Her textures and material use had to be scaled back. Her poly count was brought down but she still has a considerable amount (~10k), even compared to other AAA titles. Mikky from tombraiderforums.com:
I'm a big fan of Lara's classic turquoise color. I think it truly defines her looks so I try to bring it back as often as I can! If I can't use it as a main color I'll use it for accent colors on her outfit. Billy959 from tombraiderforums.com:
I love looking through the forums to get a feel for what the fans are thinking. After all, what better source of inspiration is there than the people who love Lara the most? I also draw upon as many different resourses as possible when designing Lara’s looks. I try not to restrict myself to one form of media but also draw influence from comic books and even classic art. t-raider26 from tombraiderforums.com:
Lara is not really influenced by any single person. She is an amalgam of different people but also hugely influenced by her own history. I study all the work that was done before and draw inspiration from them. In my mind, she is always evolving, but never so radically that people won’t recognize her any more. She should always possess that element which makes her instantly recongizable to her fans right away. RoombelinaUK from Eidos forums:
I always try to design a character with aesthetics and function in mind. Foremost, she has to look good and be alluring to the player. However, she also needs to fulfill certain technical requirements as well. How does she appear in the game? Does the camera make her look short? Do the animations work well with her body structure? For example, her legs are disproportionately long to make her movements more elegant. Also, from the slightly top down perspective, which is how we see her most of the time, they won’t look so stumpy. Max 28 from Eidos forums:
This is a great question! I’ve spent countless hours trying to determine the single most important element in Lara’s design. The obvious and crass answer would be her feminine assets but I believe it’s more than that. There are plenty of other characters out in the market that have pushed those boundaries far more than we have. Yet, Lara is still in a class all by herself! I think her most defining feature is her uncomplicated design. Lara is an explorer. She’s single-minded in that endeavor and her appearance always reinforces that fact. That is something that was successfully conveyed by the people at CORE and that is something that I’ve tried really hard to continue. Evan C. from tombraiderforums.com:
I feel very lucky to have had the opportunity to work on Tomb Raider and Lara Croft. I remember playing TR1 as a kid and thinking it was the most amazing thing I’d ever seen. Having wonderful fans who feel so passionately about the character has also been great! ---ENDE--- Ein zweiter Part mit Totec in der Hauptrolle folgt nächste Woche.
Lara Croft and the Guardian of Light erscheint ausschließlich als digitaler Download für PC (Steam), PlayStation 3 (PSN) und XBOX 360 (Xbox Live Marketplace Arcade, Release: 18. August 2010). Das Spiel, welches die Wartezeit bis zum nächsten Tomb Raider-Titel verkürzen soll, bietet erstmals einen Singleplayer- und Multiplayermodus mit den spielbaren Charakteren Lara Croft und dem Mayakrieger Totec.
Powered by !JoomlaComment 3.12 Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved. |
|||||
































