Exploring The Fictional World Of Medici In Just Cause 3

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A lot of developers will buy photo books or travel videos based on the locations they're designing a game around;
Avalanche Studios collects vacation photos. Anytime someone on staff gets back from a trip to the Mediterranean they send over their photos to Avalanche's art team and writes it off as a travel expense.
Avalanche has used this database of photos to create the fictional world of Medici, the setting for Just Cause 3.
To get a better understanding of this new world,
we spoke with art director Zach Schlappi who walked us through the game's entire ecosphere.

ゲームの舞台を作る際、写真集や旅行のビデオなんかを参考にするだろう。
アヴァランチスタジオは様々なスタッフを地中海へ向かわせ、アートチームに写真を遅らせている。もちろん経費でな。
そうやって蓄積された写真データベースを元にメディチという架空の国を作り上げるのだ。
我々はこの世界をもっと知りたいので、
以前我々をゲームの世界に案内してくれたアートディレクターのザック・シュラッピー氏に話を伺った。


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"For Just Cause 3, we wanted a sort of new location, and no one has tackled the Mediterranean in the way we saw it.
Of course, Assassin's Creed had Florence and Italy, but we were looking at Monaco and the central/southern Mediterranean. It's such a good area because it's a little bit of everything.
Everyone's done South America. Everyone has done Eastern Russia, but we thought that the Mediterranean was an untapped resource.
I looked at a span of places from Sicily to Northern Africa to Greece to Albania, which gave us a nice quilt to work with. There are some great dusty environments, and you get some of that hot hazy feeling, those beautiful emerald waters,
and those great big skies. It seems like a great area to lay waste to, because it was so beautiful."

「ジャストコーズ3の為の舞台探しをしてたんだけど、誰もどういう風に地中海を舞台にすればいいのか思い浮かばなかった。
そんな中でアサシンクリードは当然のようにイタリアとフィレンツェを舞台にしたんだけど、
僕等は違った、モナコや中央/南地中海あたりにしようと思ってたんだ。こういう場所はありふれてないいい場所だし、
南米や東ロシアはやった事があっけど、地中海はまだ手を付けてなかった。
シチリアや北アフリカ、グリースやアルバニアはとてもいい素材を提供してくれたよ。僕はそれらを繋ぎ合わせた場所を作ったんだ。
どこか懐かしく、暑く霞んでいる感じ、美しいエメラルド色の海、広く青い空、暴れるのにもってこいな美しい場所だよ。」

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"A deep world has to have some culture, it has to have a lot of meaning, it can't be something that's throw-away or disposable.
Medici is believable and yet very approachable. It's a place you might want to go on vacation, yet it has trouble.
It has a dictatorship. After that, I wanted to ask ourselves, 'How do you play with that language in the environment?' So, I created a system of colors: grey, yellow, and red are the colors of oppression. While the pristine world is full of more natural colors. If you look at any picture of the Mediterranean you see blue skies, wheat fields, and a lot of lavender. If you look at all our concept art there is a constant color theme of golden ochre versus teal blue. It's always those two complementary colors bouncing around."

「重厚な世界観には多様な文化が必要だ、ありふれた物やどっかのパクリとかじゃいけないよね。
メディチはとても親しみやすい場所だよ。君も旅行に行きたくなる筈だ。だけど、独裁国家という裏の顔があるけどね。
だからこの環境にどういう風にその要素を混ぜるか追求したんだ。
灰色、黄色、赤なんかの抑圧的な色を自然溢れる世界に入れてみたんだ。
地中海の写真を見れば、青い空や小麦畑、無数のラベンダーが目に映るはずだ。
このコンセプトアートにも



"We have five different biomes and they all have there own palette feel. Each one has an identity. There is an air of exploration and expanse as people travel the world. We have two different coasts. One that is brutal with jagged rocks and deep sea cliffs, and the other is very smooth and sandy were all the tourist go. As you wander further inland you have the pastoral areas, which are full of fields of lavender and sunflowers like in Italy or Spain. That adds a sense of the human element to the game; this is a place where people live. It also creates a contrast for the scrublands which is like the Mediterranean wild west, which is full of industry and deforestation. Beyond that you have the forest, which are full of mystery and have a smokey atmosphere. Finally, players will approach the icy mountains. So players have this full sense of progression of all representations of water, from mountain snow to watery coasts."

For more details on Avalanche's upcoming open-world title be sure to check out our cover hub, which is filled with exclusive content such as hands-on impressions and a video history of the studio.

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最終更新:2015年01月06日 17:04