講者介紹
Yenyi Wu
阿妍,浮光遊戲的 2D 美術,擁有五年外包經驗和四年遊戲美術資歷。曾與許多知名廠商合作,包括 Acer、Garena、雷亞遊戲和滾石唱片等。職業專長涵蓋插畫繪製、概念設計、介面設計和平面排版。曾為《傳說對決》、《Cytus 2》、《Gadvia》等多款遊戲繪製插畫。目前擔任《星詠之詩 ZOETI》的 2D 美術。
議程介紹
由『浮光遊戲』所開發的《星詠之詩》,是一款回合制策略卡牌 Roguelike 遊戲。 本次議程將會由《星詠之詩》團隊中的美術角度,分享星詠之詩早期發想美術內容經過的各種坑,以及與團隊其他成員如何克服專案期間遇到的困難。
本次議程將會分享在專案時程壓力下,如何有效掌握時間進度,並且分享專案期間團隊曾有的發想與取捨。
在專案資源有限的情況下,認清團隊自身的極限是很重要的事。希望本講題可以成為其他獨立遊戲團隊開立規格時的參考。
內容筆記
開場
星詠之詩介紹
- 回合制卡牌 roguelike 遊戲
- 扮演三種職業之一與怪物進行戰鬥
- 結合回合戰鬥與大老二玩法,組合攻擊
講者主要負責美術:場景、主視覺等。
議程分享內容
- 專案期間遇到的問題
- 個人工作方法
- 一些準備與資源分享
團隊遇到的困難與問題
- 東京電玩展開展前一個月,都還在 N 次修改故事設定。角色設計連外包都無法
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測試玩法與實作 > 發現 Bug > 找出錯誤或修改設計
遊戲劇情 > 人物設定 > 美術繪製
- 遊戲宣傳 v.s. 內部進度:遊戲開發 delay, 也會影響到遊戲宣傳。
- 遊戲內容規模 v.s. 團隊負荷量:企劃不停加入新功能,然而 4 人團隊中美術只有講者 1 人,還須負責 UI
- 有試過外包美術,但是風格不統一也須花時間修改
- AI 圖片:考量版權也不會貿然採用;拆分圖也需時間
- 新鮮感 v.s. 完整性:有時候需要放下自己 100 分的執著,先拉上整體進度。
- ex. 原先想做早中晚的場景切換。然而發現對程式負擔大,整體關卡開發也相對延誤。 -> 最後改增加場景,來取而代之。
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理解專案需求、預防時程風險
遊戲大地圖的問題
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原先希望為左側,且提供各種資訊,而且可縮放。
後來發現資訊過於複雜,於是改提案右側:
- 改以切換方式來呈現檢視大小差異
- 以 UI 方式比較容易針對不同解析度或尺寸做處理
- 原先希望場景與任務內容有關連;然而故事與任務內容不停修改,以左側場景來說,美術需要不停更新
- 左邊花了好幾周;然而右側花了幾天就完成。
換個角度思考問題、觀察其他人如何解決
如果真的照著需求去執行,就會卡很久:
- 考慮上述戰鬥場景、地圖等,若只是單純照著做,恐怕到現在都還沒做完
團隊合作:時間、同理、溝通
- 講者鼓勵多多溝通。若沒有溝通,一些小的思考落差會不斷擴大
個人工作方法分享
講者使用甘特圖來統合任務並觀察自己的進度。
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- 完成時間比期限早,可以拿來優化其他部分或先執行下階段工作
- 每天早上都會看看這張表;並且每天結束時都會更新
- 長期下來,比較不會高估自己的能力,且比較能精準估算花費所需時間
工具 Toggl Track
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時間公式:估算自己(一項項目)的花費時間
用上述習慣統計出平均單件時間後,可以生出時間公式
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條列原則給團隊知道
(沒截圖到QQ)
平日一些準備與資訊
定期整理各種參考資料:把素材歸檔,未來可供參考
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講者的一些習慣建議
- 觀察其他遊戲如何結合視覺要素
- 練習自己感興趣的主題
- 擴展自己的舒適圈
QA
slido連結