Hello everyone: I am the producer of "Hundred Thousand Cold Jokes II". I clearly remember that on the day of "Hundred Thousand Cold Jokes", we were working overtime to update the major version of the first U3D web game project in China. The various barbell-like laughter of my colleagues broke the tranquility of the late night and awakened more sleepy colleagues. On that day, Nezha with loli's face and muscles was deeply reflected in my mind.
Immediately afterwards, a group of characters such as the snake spirit gourd baby Pinocchio made the work "Hundred Thousand Cold Jokes" an absolute explosive point at that time.
This work will be made into a game before it happens. What I didn't expect was that I was appointed as the producer of the sequel, but the mobile game "Hundred Thousand Jokes II" really started like this.
One day, I led the team to make an appointment with the author Han Wu in the hotel. We relied on the large number of people and power to sign many unequal treaties, such as helping to design game-specific memes, plot sorting, character skills setting, etc.
Through this friendly and enthusiastic meeting, we determined the game art style and adopted the 2D style. Indeed, the 100,000 cold jokes are adapted from comics, and the 2D painting style can better restore the work. But as the first batch of U3D development in China, I was also very disappointed at that time.
2D and 3D are not good or bad, but from a game perspective, it is definitely convenient for 3D to be used in 3D. Modeling, scenes, and animation performances can save a lot of effort. If you use 2D, characters, scenes, you have to work hard to draw them.
Especially in terms of movement, it is too convenient to do movements in 3D. If you want to make some movements in 2D, you have to draw them one by one. Just when you are about to fall into trouble, I thought of a so-called solution, which is SPINE animation.
Although it is still 2D, SPINE can use it to a certain extent, and can play an effect comparable to 3D, and the character performance is more refined.
The technology has been selected, but the most difficult thing is the action design. Unlike big IPs such as Pirate Naruto, there are references everywhere. There are not enough references for ten cold products, so I can only think about finding another clever one.
Hard work pays off. I found an action team born in a former American film studio in China. This group of people not only have such a strong passion for domestic animation, but also likes games very much.
From the character design, we have deeply processed the original character design style of Shi Leng. After all, it is a society that looks at faces.
(Xiao Ganggang, the second generation of immortals, we gave him more arrogant arrogance)
(Qiwa's painting style must be different)
(Design and production process)
(The characters in the third season have basically been completed)
After the original painting is finished, use SPINE to make it into a dynamic effect (web page cannot be displayed, enjoy it in the game.)After the character is determined, the scene also needs to be matched
100,000 Jokes 2 Promotional Pictures
(In the Calabash scene, we design the pangolin as a dragon. When we walk in the scene, the character will move on the back of the pangolin. The scene is continuous with two parties, and then give the "'s scene skills") (Scene skills are shared in the next issue, one of the game's special systems)
With the help of martial arts coach from the American Film Studio, the action design can be easily done. We provide simple ideas and diagrams (the company's employees and the mascot are 2 cats on it)
100,000 Jokes 2 Promotional Picture 2
(Basic Action Design)
(Ordinary Attack Design)
(Skill Design)
(Big move design)
It seems that simple, I understand the truth, but we have planned hundreds of characters. . .
Well, the version is coming out. Today's sharing ends here for the time being. I will share the creative points of the gameplay next time, please continue to pay attention.