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  • (adventurous music)

  • - In many ways, the star of The Witcher 3: Wild Hunt

  • isn't Geralt or Ciri,

  • but the world in which they inhabit.

  • So today, we're gonna talk to the folks at CD Projekt,

  • about creating that world,

  • everything from the locations of points of interest,

  • to the communities that live in those places,

  • right down to the food in everyone's cupboards.

  • To do this, we must talk to the team

  • about three key areas,

  • level design, environmental design, and open world design.

  • Creating a world this size is a monumental effort.

  • The final version of Wild Hunt features large cities, farms,

  • bandit camps, monster spawners, hidden castles,

  • quiet cottages, and plenty more.

  • But, years before of any of those features

  • will be finished,

  • the team would start with a blank landmass.

  • - [Len Voiceover] We all have our little specialties.

  • We have one, senior environment artist,

  • all he does is trees.

  • (Danny laughing)

  • Since Witcher one, I think,

  • like, trees.

  • Some of us do landscaping.

  • Some of us like pretty much, set up villages.

  • Others do, like, the meshes of the actual houses.

  • Some of us go through the entire world,

  • and just put pots and pans, basically.

  • What you see right now, in this tavern, right,

  • everything that you see right here,

  • we were putting them on the level.

  • - It's easy to make a place look really, really nice,

  • and just, like ah, let's add more stuff to it!

  • But, at some point, you have to wonder, how do I play this?

  • Can I even navigate it,

  • or do I get stuck on every single thing

  • that has collision there?

  • And to sort of help guide this process,

  • and make sure that our environment, obviously,

  • don't get too crazy,

  • that's sort of where our level designers sit.

  • We communicate a lot with the gameplay team,

  • the quest designers, to see what their needs are,

  • and make sure that everything is implemented properly

  • on the world.

  • And, on the side, we also try to, sort of,

  • plan how the open world works, or looks like,

  • where we have forests, where we have mountains,

  • where villages are,

  • how dense the amount of villages is on the map,

  • and how often players should pop into some event.

  • - So, we had points of interest,

  • which were combined with environmental points of interest.

  • Things like bandit camp fires,

  • abundance of lands, like like hidden treasures.

  • Then, we had points of encounters.

  • So, simple spawners of monsters in the woods,

  • or bandits in the woods.

  • And then, the communities.

  • Integration of citizen, in villages.

  • - [Miles Voiceover] The studio

  • had never done an open world game.

  • So, neither did I, neither did the other level designers.

  • And so, we were sitting there, going,

  • all right, I guess we need places that we should visit,

  • but the real question was, how many places do we need,

  • and what kind of content do we put into these?

  • So, we started out very roughly,

  • by taking a 2D screenshot of our world,

  • and just, and Photoshop,

  • just placing different items, little markers on the world,

  • where we thought there should be locations of sorts.

  • And we roughly define them as well,

  • to make sure that they're consistent.

  • So, maybe on this area, we have farming settlements right,

  • and what could be a POI, maybe a broken down mill

  • on top of a hill.

  • And, of course, the farm itself.

  • But, we also try to make sure that everything is...

  • The infrastructure is consistent,

  • so we would try to put these places close to each other,

  • connected by main roads, et cetera.

  • But, after that, we just took literally blue cylinders,

  • I remember vividly, there were blue cylinders,

  • and we placed them on the map, in 3D,

  • where we thought these places would be,

  • and then we started just running in between them,

  • and taking their time.

  • Basically going, all right, so,

  • now, it seems that every minute I run

  • into one of these occasions, which could be of any size,

  • like, we didn't really define if this is a major location,

  • or just your average campfire.

  • - [Bartosz Voiceover] We did some tests,

  • and we found out that...

  • Player is focused on stuff which we produce,

  • like every 40 seconds, they should see something,

  • and focus on it, like a pack of deers, some opponents.

  • Some NPCs wandering about.

  • So, we have our rule of 40 seconds.

  • On Skellige, we add a lot of water.

  • - [Danny] Right!

  • - So, there was a problem with smuggler's caches on the water.

  • - [Miles Voiceover] So, it used to be that the,

  • the bay, with the clan village,

  • it used to be facing away from Ard Skellig,

  • which resulted in players

  • either docking on the wrong side of the island,

  • going from...

  • Ard Skellig.

  • Or, having to go all the way around it, and...

  • Boat speed used to be much, much slower back then!

  • (chuckles) I remember we had tests run,

  • where (exclaims) you going, from one island to the other,

  • like the bigger islands,

  • to somewhere in between 25 and 45 minutes.

  • (Danny laughing)

  • (chuckles) We quickly realized that this is not,

  • this is not gonna cut it.

  • And ended up, rotating the entire island by 180 degrees!

  • So that players would actually goes,

  • we'd be able to go straight,

  • and that cut down the traveling time,

  • to do that harbor, by 15 minutes or so.

  • It was nuts.

  • I think what we did for forests

  • is we sort of started embracing the fact

  • that it is hard to see things,

  • because most of the time,

  • when you're walking around the open world,

  • you kind of have a pretty good idea where you're headed.

  • You know, maybe you'll find yourself in Skellige,

  • and you see Ard Skellig,

  • the fortress with gray castle.

  • The way we designed the world,

  • was that maybe you'd have the starting point,

  • from one village,

  • and you'd see the point in the distance, like that castle,

  • but somewhere in between,

  • the road would be lost, right?

  • So, you'd see your starting point of your adventure,

  • which is where you are. (chuckles)

  • You know the end,

  • and you know the rough general direction that you head for,

  • but sometimes we put a forest in between,

  • just to get, to allow the player to get lost.

  • When we did that, we usually, still had our main roads,

  • the more safer spaces,

  • that if you were to just ride through them,

  • you shouldn't really be attacked by most monsters,

  • unless we really wanted you to.

  • - Ghoul nest.

  • Oughta just destroy it.

  • Now, how long are you gonna have me wait?

  • - [Miles Voiceover] Making POIs,

  • that allow the player to navigate the world much easier,

  • that just simply looking around, and like,

  • ah, there was this, this fort on the hill

  • that I've seen a couple times here,

  • but now, I seem to see it from this side,

  • so I know, in relation to that, this is where I am,

  • I think the landscape does help with that,

  • and Novigrad sort of lended itself to this,

  • with the temple island being there, the...

  • The most highest point,

  • and then you have the richer areas,

  • which are higher than the poor area,

  • so you have this gradient throughout the city,

  • and I guess some clever road placement.

  • Overall, if you look at the city,

  • there's just a handful of main roads.

  • I think there's like two,

  • and the areas can be very broadly defined, like the harbor,

  • you have the fish market, you have the main square,

  • the poor area, the rich area, and the temple island, so...

  • This definitely helps allowing the player

  • to sort of figure his way, his way around the city,

  • without actually having to consult the map all the time.

  • - [Danny] Right.

  • - So, the...

  • work starts in our environmental team,

  • they preparing buildings,

  • like a whole setup of the village.

  • Then, my team is deciding what kind of purposes

  • people have in those spots.

  • Then, we are recasting animations,

  • and preparing dialogues for them.

  • So then, we will have,

  • we have the whole village prepared.

  • For example, we have a village on the coast,

  • of the Ard Skellig,

  • so we need to set up like a fishermen community,

  • so requesting rocks for fishermen,

  • and then preparing dialogues for them,

  • and then, together, everything creates believable settlement.

  • - So, some of us do, like,

  • more, more or less, rough paths.

  • So, we put the house there, we put the road there,

  • and we put the couple of wheel barrows,

  • and then it just looks like that.

  • The houses are empty, nothing.

  • And then, another guy comes in,

  • or potentially stumbles upon it, in our editor,

  • and they're like, this looks so bare!

  • I need to do something about it!

  • (Danny laughing)

  • And so, they're like, okay, let me plant some flowers,

  • and stuff like that!

  • Like, let me put some more rocks, and stuff like that,

  • or like...

  • Let's add more decals on the wall,

  • like a little bit more moss,

  • so it looks a little bit more detailed,

  • and then they leave, because they're like,

  • okay, my work is done.

  • It looks okay, now.

  • And then, the quest guy comes in, and he's like,

  • oh, what's this cute, little village?

  • Ah, let me put something in it!

  • But it, the houses are empty.

  • And then, they put on a request,

  • take it, and put something in there, you know?

  • And so, some of us go right in,

  • and we start decorating,

  • and we interview, actually, the quest designer.

  • What's your story about?

  • Like, who are the characters involved?

  • Do they get along?

  • What, this person is dead?

  • Okay, are they supposed to be dead inside the house,

  • or are they supposed to,

  • you know, and these kinds of questions.

  • You take that into account,

  • and with that bit of information,

  • we designed inside of the house,

  • the tailor, that kind of personality,

  • or other people looking in it.

  • And then, after that, we leave the house, and we're like,

  • this place is still quite barren, you know?

  • And then, I'll just sneak in a couple of barrels over here.

  • And then, little by little,

  • people just like, were sweeping through he landscape,

  • are like, this feels so...

  • I plant a little bit more here, and you know?

  • And eventually, the village is made.

  • - [Danny Voiceover] It takes a village to build a village,

  • and the process involves a number of steps,

  • first figuring out where to put them, how to design them,

  • then building houses, then furnishing said houses,

  • and finally, populating those villages

  • with communities of people, with their own roles, routines,

  • and dialogue.

  • And from talking to Len, Miles, and Bartosz

  • about those processes,

  • it's clear, that each step in that process

  • has its own set of challenges.

  • - [Bartosz Voiceover] So, the obvious one would be Skellige,

  • right, where everything's cold, so people try to stay warm.

  • We're doing research on viking houses,

  • and we saw that most of them had open fireplaces.

  • We decided, it will be the center every place,

  • because people tried to stay warm.

  • - [Miles Voiceover] To us, this was very real.

  • It's not like, yeah, we're making a game,

  • and I'm making a village that is on a hillside,

  • and they have to.

  • In my mind, this is why they make the scaffold.

  • Actually, we had the height map done already, right,

  • and we decided okay, this is probably the best place

  • for a village here, so let's make it here.

  • This is where I would build a village,

  • because it seems easiest, and natural,

  • for me to build it here.

  • But sometimes, and again,

  • you have to go and make something where there, it shouldn't be,

  • so maybe a hillside village,

  • or maybe in a hazardous environment, even,

  • high up in the mountain,

  • and then you would start thinking,

  • all right, if you really wanted,

  • if people really wanted to settle here,

  • there must A, be a good reason,

  • and B, we need to see how they sort of started coping

  • with the environments, right?

  • So, maybe, the Skellige village, high up in the mountains,

  • which is built on like 90 degree angles.

  • There's gold next, nearby to it, right?

  • So, this is why they decide,

  • we need to build a village here,

  • because we can get that gold,

  • and we show that there's mining infrastructure

  • between the village, and the mines that they build.

  • Yeah, we were definitely thinking about these things,

  • while making locations.

  • You go, aw man, this is probably a very humid environment,

  • so let's add more moss to the walls,

  • and maybe have them be decayed by fungus, right?

  • - I would pack the port houses with all of this, you know,

  • minus all of the shining stuff.

  • But, that's a little bit more like it,

  • because when you go through the slums, in the Philippines,

  • you'd see that all of their stuff is exposed.

  • The bedrooms aren't necessarily segregated.

  • Sometimes, they're just curtains, you know.

  • So, these theories kind of applied also, in Witcher.

  • A while back, because we'd been given the task,

  • to add interiors to every house in the world...

  • Because, they were empty. (chuckles)

  • So, we decided that, all right, we have two weeks.

  • How do we do this shit?

  • So, we had the board, and we were like, alright,

  • let's put this like, let's do a competition.

  • - That was a competition born out of necessity. (chuckles)

  • So yeah, we realized way too quick, all right,

  • by this point, we have made too many houses,

  • to just easily make interiors,

  • so we came up with some simple math calculations.

  • We thought, all right, we have couple sets of houses.

  • The Skellige houses, the Novigrad houses,

  • No Man's Land houses,

  • and then, let's say, three to four house types, per set.

  • So, we thought, all right,

  • let's make a couple of, we called it,

  • decoration sets, for each house,

  • depending on how often this exists in the world,

  • let's try to find out a way, where players will not notice

  • that these tend to repeat themselves over the world.

  • So, we were pretty generous.

  • We thought, from our lesson,

  • we could probably have done less variations,

  • but we wanted to make sure that it is not obvious

  • that these houses repeat themselves.

  • - [Len Voiceover] Those things at the back,

  • yeah, the kegs,

  • they used to barrels, this big.

  • And then, we were like, we don't have kegs in the world!

  • (Danny laughing)

  • (Len shushing)

  • - [Danny] Oh, really?

  • (both laughing)

  • - We have kegs now!

  • Yeah, so yeah.

  • - [Danny Voiceover] How many houses

  • would there have been in total, like ball park?

  • - [Miles Voiceover] There were a lot.

  • I couldn't give you an exact number, but it's,

  • I think, Novigrad, alone,

  • features more than 80 accessible houses.

  • (man coughing)

  • - [Bartosz Voiceover] It was something,

  • like 15,000 lines for communities.

  • And sometimes, it was...

  • Easier to write those lines.

  • Sometimes, it was harder, because, you know,

  • let's imagine that you have to write 50 times "Hi,"

  • in a different way,

  • and you need to do that, to achieve...

  • Believable community, in the city.

  • I was supposed to prepare, like, a coherent design

  • for parts of the world,

  • so Novigrad designs, they have different subjects.

  • There's gossips, and...

  • On the Skellige Islands, completely different topics,

  • and the same in Velen.

  • (scattered conversations)

  • I was supposed to create really different, different world,

  • using just lines.

  • We had something like a main subject,

  • and then, smaller subjects for each village.

  • But, for example, the Guardians,

  • who are focused on military topics, thinking about strategy,

  • or missing their wives and children.

  • In Velen, the main topic was family.

  • On Skellige, we had honor and sea, and like viking stuff.

  • You need to achieve something, which is not catchy, at all,

  • because this is the background.

  • But sometimes, because you have dialogue lines,

  • and players are focused on them,

  • but to be honest,

  • this is like a small percentage of the game.

  • Mostly, you are just...

  • Wandering about, going from one place to the other place,

  • and you keep hearing those things.

  • So, you have to create that background,

  • but also leave to the players some diamonds, small diamonds.

  • This is small, like a...

  • A case for him to just grab it, to hear it,

  • and just say, wow, that's nice!

  • - [Baron's Guard] Well, bring out the gimp.

  • - [Man] Think the gimp's sleepin'.

  • - Well, guess you just have to go wake him up now,

  • won't ya?

  • (whimsical music)

  • - [Len Voiceover] We have a lot of funny bugs.

  • There was one point, when we were like,

  • let's implement this whole skidding thing that Geralt does

  • when he's on the slope, thing.

  • And, people had just too much fun with it,

  • but we decided to have, like,

  • let's try this again, on this mountain.

  • And let's just fix Geralt's textures,

  • so that he looks like a ski,

  • like a snowboarder, sorry.

  • And then, they just let him go,

  • and then made him skid through there.

  • Yeah.

  • One of them is, the zero-zero bug,

  • and what basically the zero-zero bug does, is that...

  • Let's say, I put a house,

  • no, actually, no.

  • Let's start with something small, right?

  • I put one of those tankards right here,

  • and then I was like,

  • doesn't look right, control-Z,

  • and then it disappears.

  • I'm like...

  • - We were doing optimization passes,

  • and part of that was figuring out physics, right?

  • How many physical objects are you going to actually move around,

  • can we have?

  • And I remember, we were being told that,

  • there's an area where there's a lot,

  • and this one house is really weird where it drops,

  • and then, the items, or something disappears, and something,

  • and we had to actually do research as to,

  • where do these land?

  • - Somewhere in the world, that tankard actually pops up.

  • That's what control-Z did.

  • Puts it in the middle of the world.

  • - We have this asset selection, right, you see a list,

  • you select it and you see that

  • transform data, the coordinates in the world,

  • read zero-zero-zero,

  • and we're like, huh?

  • Start looking there, and then,

  • (chuckles) it was amazing.

  • It was like opening the box of Pandora,

  • and like trees, houses, you had swords!

  • I don't know, there were NPC meshes.

  • We had this reference guy,

  • who was basically just a gray person of 190 height.

  • We just placed next to objects,

  • to see how large our cave, or whatever we made would be.

  • He was there! (chuckles) (Danny laughing)

  • He was having himself a party,

  • with all sort of market stands, it was crazy!

  • - It was somewhere in Velen. (chuckles)

  • And you'd travel from Baron's Castle,

  • and you'd see this pool, with I don't know, cupboards,

  • and walls, and stuff.

  • - There's a house, and 500 tankards,

  • and a horse, and a chair, and a bench,

  • and it's just all just there!

  • - We ended up deleting most of it.

  • I know most of those places,

  • and Skellige is in the bay of Ard Skellig, and...

  • - [Danny Voiceover] He just drops into the water? (laughs)

  • - [Miles Voiceover] (chuckles) Yeah, and...

  • The coolest thing, is actually that, in No Man's Land,

  • the spot was above ground level,

  • so we marked this one with a special tree,

  • there's a forest with a little, a little creek, I guess,

  • and there's this one rotten looking tree,

  • that stands right in the middle,

  • and he stands right on zero-zero-zero.

  • - [Danny Voiceover] To ensure that bugs, glitches,

  • and inconsistencies were spotted,

  • the various teams at CD Projekt had a lot of dialogue

  • between one another.

  • Teams would discuss areas of design over lunch,

  • give pointers, and watch each other's backs.

  • One good example of this collaboration working,

  • came when somebody on the open world team realized

  • that the environmental team hadn't accounted

  • for the famine in Velen.

  • - [Bartosz Voiceover] So, we had a famine over there, so

  • we were trying to...

  • Get rid of all these cows, pigs, and chickens.

  • Our tremendously talented guys, from the environmental,

  • prepared, like a...

  • wonderful villages, with

  • houses, with sausages and pudding here,

  • hanging around,

  • and we go, guys, there's a hanger on the door, so please,

  • get rid of it!

  • - I had, at some point,

  • had to make a set of food decorations,

  • which were just leftovers,

  • because we realized, that all of the food that we had

  • was just like the best apple in the world, you know,

  • it's like, it's a big thing of cabbage,

  • and it didn't make sense, for the lore of No Man's Land,

  • to actually have food.

  • So, for about a week, I was just like, alright,

  • I'm gonna...

  • Fish, I'm gonna strip you down, into just bone!

  • All right, and then, I was just picking all of the food items,

  • and just compiling a set,

  • which would be suitable for a famine-esque situation.

  • - And it was fine, but sometimes,

  • we can still have a guy in there, in some village,

  • that keeps saying that, I am so hungry,

  • and then, you see the pack of deers in the back!

  • So, yeah.

  • - I mean, there were other issues, like this,

  • with loot, for example.

  • Actually, it was the same issue.

  • It'd have food in every crate,

  • and they were talking about

  • being hungry all the time, you know?

  • Or, there were issues with food placement,

  • like you would go into these long, lost tunnels,

  • you know, like these old, ancient, elven tunnels.

  • Nobody sets their foot in there, in 1,000 year,

  • but you'd find a chicken sandwich, or... (laughs)

  • - [Danny Voiceover] While Len made sure

  • the environmental team had rotten apples

  • to place on countertops,

  • other members of the team were emptying cupboards,

  • and inventory of fresh poultry, sandwiches, and milk.

  • It wasn't enough for this world, just to look real,

  • it also had to retain some semblance of continuity.

  • This extends outward into the wilderness,

  • where packs of deer are hunted on by wolves,

  • but areas where bears reside are scant of other predators.

  • Over months and years, the team molded this world,

  • but they did so with a fear,

  • that ultimately, most players would skip over it.

  • Open world games have fast travel systems

  • that let players travel from anywhere they want,

  • but that idea flew in the face of the world

  • they were designing,

  • one where random encounters and points of interest

  • are designed to lead you astray.

  • It was a point of contention,

  • but the team found an elegant solution,

  • to let players only fast travel to and from sign posts,

  • at specific junctions on the map.

  • - [Miles Voiceover] Once we got the green light

  • to do it this way,

  • level designers and environment artists,

  • it screamed us a shout of victory,

  • because for us, it was,

  • yeah, we made this beautiful world,

  • now you players have to look at it!

  • (both laughing)

  • - Yeah, but I think that we really did a good job of it,

  • because players keep running through Velen,

  • and through Skellige, and through Novigrad, and...

  • They were finding those spots, and it was nice.

  • - You know, you get a better sense

  • of the scale of the world that you're traversing.

  • You have a higher chance

  • of actually having something interesting happen to you,

  • and being sidetracked, perhaps,

  • from whatever quests you were following right now,

  • when you are pushed to follow the road for a bit.

  • And at the same time, we thought,

  • obviously, fast travel is very convenient,

  • so let's have you have it, when it's...

  • Unlocked, right?

  • You have to unlock the place, and then you can use it

  • for fast traveling.

  • I realized, that not all players were happy with that,

  • but I think most of them appreciated it really,

  • because some of the most coolest stories that we had,

  • that I read on the Internet,

  • or I saw happening on YouTube, or what you have you,

  • were definitely chance encounters,

  • by people trying to get somewhere,

  • and then being sidetracked by something else.

  • - [Danny Voiceover] As somebody who loved the books,

  • and then loved the first game,

  • and then was able to be part of this crazy story,

  • for CD Projekt,

  • are you proud of the work that you've done?

  • - Yes, I am.

  • Yes, I am.

  • Like...

  • I remember, whole, long moments,

  • moments of the project, Witcher 3, and I was,

  • sometimes I was afraid, sometimes I was tired, but...

  • I felt that we are doing something special,

  • and I really...

  • I was sure, that we're much of it.

  • And now, when I'm watching the parts of the game

  • on the YouTube,

  • I was preparing for that interview today,

  • and I was watching some things, which I've did.

  • I read those lines,

  • and I see that people appreciate those things,

  • and really like Witcher,

  • and it is amazing feeling,

  • like that I'm part of something special,

  • like a special game, and special company.

  • (gentle music)

(adventurous music)

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A2 初級

ウィッチャー3の世界をデザインする (Designing The World of The Witcher 3)

  • 319 10
    Ilers に公開 2021 年 01 月 14 日
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