古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

发表时间:2015-10-30  来源:“ZZer”转载  作者:古墓丽影中文站  浏览次数:49595  
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[目录] [Building the Myths of Rise of the Tomb Raider] [Finding Inspiration for Rise of the Tomb Raider] [Research and Reference in Rise of the Tomb Raider] [Building from Life] [Creating Believable Hair and Fur] [Creating Believable Materials] [Creating Believable Skin and Character Material Effects] [Creating Motion and Emotion with Animation] [Bringing Lara to Life with Blendshapes] [Physically Based Rendering and Post Effects] [Building Larger Worlds with More Fidelity] [Snow Tech and Houdini Simulations] [Scoring Dynamic Combat with Procedural Music] [“I Must Not Fear”] [The Bear Chase] [Rise of the Tomb Raider for Stealth Gamers] [Rise of the Tomb Raider for Puzzle Gamers] [The Evolution of Tomb Raider Hubs] [Expedition Modes] [A Little Thing About A Little Thing]

Dev Blog: Finding Inspiration for Rise of the Tomb Raider
Brian Horton: Game Director

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[Leading into the launch of Rise of the Tomb Raider, we’ll feature a variety of developer blogs that lift the curtain on the creation of Lara’s first great tomb raiding expedition.] 

Creating a game like Tomb Raider will always be a mix of imagination and exhaustive research.  We want our characters, worlds and adventures to be exciting but grounded in the real world so our mythology will be as believable as possible.  Our research takes us down many roads, but we usually start with historical research, location shoots and reference photos but the tone of our games is best expressed through film and fine art. On the reboot, Apocalypse Now and The Descent were very strong examples of survival and a darker narrative tone.

While films are very helpful, our concept artists find paintings to be extremely important to our process of finding the soul of our game’s aesthetic. The Hudson River School were 19th century American painters famous for depicting the untamed west with beauty and reverence. They captured the majestic mountains and valleys, often around a luminous sunset surrounded by with dramatic storm clouds.  These paintings served as a tone for the entire game, an aesthetic we called “Ominous Beauty.”

For Rise of the Tomb Raider, we wanted to maintain the survival tone, but shift our color pallets to reflect the Siberian landscape. The 19th century Russian realists depicted the people, landscapes and myths of that time. 

Ivan Shishkin showcased a detailed and lush expression of the Russian wilderness.  The color pallets are harmonious yet they and showcase the variety of weather and climates. 

Ilya Repin and Ivan Kromskoy depicted the human experience through detailed and expressive portraits. The weathered faces and hands, humble garments and wiry hair and beards tells a story of a life of labor.  Our local population would reflect spirit of the rural life as seen in 19th century Russia.

水晶动力开发日志:《古墓丽影10:崛起》幕后故事
“Vision of Kitezh.” Image via vmdpni.ru 

Russian myths are beautifully expressed in paintings, including some artistic interpretations of Kitezh.  Through research, we discovered many of the Orthodox religious architecture was inspired by Byzantine designs. This was a perfect dovetail with our narrative goals to tie Kitezh to the ancient Byzantine world.

Russian filmmaker, Andrei Tarkovsky inspired us with two of his seminal films, Andrei Rublev and Stalker. Andei Rublev depicts the struggle of 15th Century Monastery during the Tartar Invasion. While the narrative doesn’t directly influence the story, the backdrop is similar to the context of the Mongol invasion of Kitezh. Stalker is a contemporary story that expressed the decay of abandoned architecture, a perfect inspiration for the abandoned Gulags and industrial structures left behind after the fall of the Soviet Union. The characters, locations and drama of these films were another interesting source of inspiration for the tone of Rise of the Tomb Raider.

Tomb Raider has always been a rich canvas to reflect the human experience through history, myths and drama. Our team really enjoys the research process to discover details and emotional that would be impossible to invent in a vacuum. Pulling from many different forms of artistic expressions like films, books and art allows us to think outside of the box of the video game medium and hopefully create a world and characters that sparks the imagination of our fans around the world.

Brian Horton
Game Director, Rise of the Tomb Raider

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

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