Chapter 293: Shoko's mentality collapsed.

"Chris"

A terrible thought flashed through Li Jinglin's mind.

I can't hold it back at all.

"What a good Shoko."

This thought was just a flash, and Li Jinglin hurriedly shook it, dispelling this immoral idea.

"No, it's not going to work."

Although, this Chris will definitely be an excellent Xiangzi, and he is also a Xiangzi that makes others have to treat him as Xiangzi

But he still can't think of him as Shoko.

For a while, Li Jinglin seemed to know why there were some cases where he would treat his graduate students as coolies.

Two papers on fuel consumption per 100 kilometers, this is really hard and strong.

"You guys go help Chris, too."

Li Jinglin shook his head.

With a few students, I walked to the office.

For a company as large as Ubisoft, it's easy to free up an office.

It doesn't even need to be cleaned.

The work inside is fully equipped, and the computer is also very powerful, whether it is modeling, drawing, rendering motion capture, or arranging, it is no problem at all.

"First of all, you have to have a detailed understanding of the game's soundtrack by organizing your work and plan."

Take students on one side.

Li Jinglin also "reviewed" by himself.

Jobs like this are valuable experiences.

Accumulate experience, and if you encounter similar projects in the future, you will avoid a lot of detours.

"You have to understand the soundtrack of the game, and the process that gradually takes shape and expands as the overall production of the game develops."

"First of all, they will have the overall game plot, as well as various settings, at this time, what they have to do is to read through the information in the entire pre-game preparation text."

"This is the direction of the initial condensation of content creation."

"For example, the protagonist character? That's the Viking warrior, the Sage, the transition from honor to affection with the clan, with family, tenacious, irascible, but also poetic."

"What big things has he been through in the game? What kind of background style are these major events? ”

Li Jinglin gathered all the students.

Earnestly talk about the process and experience.

Even Chris, who is in a hurry to be a cow and horse, is no exception.

Although, I can't say anything about it.

But at the very least, this will make people mentally prepared and have a general direction in advance, so that they will not get confused and bump around like flies.

"Once you have a general idea of that, it's Chris, and what you need to do."

Li Jinglin spread out the classification he had sorted out.

"Judging from the progress of the overall structure of the game at present, some of the already CG clips, or the special hints built into the game, these places can already start the soundtrack, so you need to extract these passages and count the duration."

A few classmates looked over.

The paper is clear and detailed.

After all, it is a Frenchman, Ubisoft, Assassin's Creed, and a well-known game company and game IP in France.

Even if you don't play, at least you understand.

On the paper, Li Jinglin outlined the classification in detail.

【Synchronization of overlook points】

【Entering a new area】

【Switching within the region】

And so on and so forth.

And, among them, there are also regional subdivisions.

Say.

【Synchronization of overlook points - East Anglia, Oxford, Cambridgeshire】

Spanning the whole of England, and including maps of Vinland and Norway, as well as Asgard in the divine realm, Niforheim in the underworld, etc., the bird's-eye view of these places needs to have regional characteristics.

It is precisely because of these environments that there are grasslands, city-states and villages, flaming magma, ice and snow

It is also necessary to have a corresponding music color scheme.

For example, in the snow and ice, the sound of the instruments must resemble the sound of a harp, a water organ, a piano, or some metal "cool" sound.

And if you come to the lava field, the sound of the instrument will naturally change to warm tones.

It is even necessary to create a feeling of "hot and dry".

"After planning these, count the time, so that we can better make targeted production."

"Other games have the same goal, identify some key nodes of the game, and then summarize the paragraphs and count the duration."

Several students nodded knowingly.

Not to mention ordinary people.

Those who are engaged in music may not be proficient.

The reason why the production of the game's soundtrack has a high threshold is that the ability to control this aspect is also one of them.

"Professor Li, if it's the soundtrack of the CG plot, do we need to narrate the musical language?"

Chris asked subconsciously.

"Say a hammer."

Li Jinglin pursed his lips.

"You need to look beyond being a composer and understand the game at a macro level."

"It's all played CG, CG is already telling a story, and your music is still a hammer."

"If you have the ability, in the music section, you can hint at the fate of the characters and describe the characteristics of the characters, but at the beginning, don't focus on this side."

"Where's that?"

Chris couldn't help but ask again.

Li Jinglin immediately covered his face.

I don't know if it's because the authorities are obsessed, or if most of the students are a little bit stupid.

The simple answer is right in front of you, why do you have to take a detour?

Of course.

I don't understand it though.

But Li Jinglin didn't say much, but taught carefully.

After all, contemporary crispy students also need to pay attention to psychological care.

"Mood, atmosphere!"

Li Jinglin explained.

"In the case where the artist is responsible for expressing the overall aesthetic tone, the plot of the game, the content of the story, and the text to express its literary content and narrative, what music needs is to deepen the sense of substitution."

"There is only one purpose, and that is to increase the mood swings of the players in the form of psychological suggestion by creating the atmosphere it should be!"

Game this thing.

Feel the blood boiling during the battle, feel the horror and depression before the battle, and tear-jerking in some touching plot performances.

The reason why I was able to play a game was a very intense mood swing.

Almost, most of the hints, all in the music.

Immersion, substitution.

This is an important factor that makes up the gaming experience.

If you turn off the sound of the game, the gameplay experience will plummet.

When it's supposed to be scary, there's no music, when it's time to be hot, there's no music, and when it's time to be touching, there's still no music.

Then the player is basically expressionless.

"Almost all good soundtracks put all their energy into channeling the emotions of the players."

Speaking of this, Li Jinglin couldn't help but pout, his face was slightly complicated.

"When you play a good game, the emotional feedback is very rich, but after you finish playing, how much music can you remember?"

"Isn't it hard for good composers to make a piece of music memorable and presence-filled with it?"

“!”

Chris looked up sharply.

The misty eyes are much clearer.

There is a kind of beauty that is enlightened.

Li Jinglin's words made Chris pay attention to some things that he had never paid attention to before.

"That's right!!"

“.”

Look at Chris scratching his head violently.

Li Jinglin's expression became a little more complicated.

"Didn't you ever think about it?"

"No, Professor Li!"

“.”

"It's amazing!"

“.”

Li Jinglin opened his mouth.

In the end, he didn't speak.

Almost all soundtrack artists will consider a "noisy" problem.

In some specific passages, even for the player's sense of experience.

Sometimes simpler, less distinct melodic variations may be used, and the melody may be de-melodic to reduce the memory points of the music.

"This involves the configuration of an ordinary person's brain."

Li Jinglin spoke slowly.

"People have limits, no one's brain is an octa-core processor, and in a limited time and space, people's ability to process the information they receive is also extremely limited."

"If you have too much of a musical presence, then people will always be attracted to your music when they are obviously playing"

"That's going to die a hundred times, which greatly reduces the sense of the game experience."

People are different.

The threshold for music sensitivity is also different.

Anyway, in the gaming world.

Because the soundtrack is so good, it leads to a lot of stunned moments, and the example of being directly killed by the boss in seconds.

It's really not uncommon.

In addition, depending on the nature of the game, it is also necessary to have different production thinking.

It's like the old thief next door.

It's normal for a boss to last a day.

In the overall emphasis on symphony, emotional rendering, and to the death to reduce the fluctuation of the musical melody to weaken the memory point

will be because the players have fought dozens or even hundreds of bosses, and they will be abused to death and come back to life.

Be memorized accurately.

It can well be imagined.

Once the memory point of the music is too strong and straightforward, and it is very impressive at first, it will be really boring after a long time.

No matter how good the music is, if you listen to it for a whole day in a row, listen to it for a hundred days

That's something that anyone wants to throw up.

"Oh, there's a lot going on with that."

Chris nodded abruptly.

Think about it.

That seems to be the case.

In some games, players particularly hate music, and if you listen to it to ordinary people, you may think "this is very good".

And the music that players like is not good, for those who have never played it.

The responses are often polite, "OK", "good", "good".

This is actually because of the "memory" problem.

If the memory point of a piece of music is 100 points, then it will indeed be impressive for the first time.

But players will be repetitive 100 times a hundred times, which will cause the aesthetics of the music to explode directly.

But if it's a memory point, it's one point.

The player listened a hundred times.

Obviously, you're going to love it.

But if you haven't played it, the memory point is only 1 point.

So.

In some scenes, in some cases, the soundtrack is made.

The melodic lines are not particularly noticeable, and almost all the power is used to enhance the atmosphere and promote the mood.

"Professor Li, I understand."

Chris nodded vigorously.

"In other words, the difference in game music is that it focuses more on emotional rendering."

"And there is also a need to lower the memory point of the music."

Look at Chris's confident expression.

Li Jinglin's eyelids twitched a few times.

It's hard to imagine what kind of mental state Brother Lin was in when he saw Chris's confident expression.

"I'm talking about special passages!"

Li Jinglin took a deep breath.

Let your emotions be calm.

He shook his head with a smile.

"This is needed in extremely repetitive links and paragraphs."

"But if it's a specific occasion, it's the exact opposite."

Li Jinglin's words.

Suddenly made Chris stunned.

Lookers-on see most of the game.

Especially when a big guy like Li Jinglin began to teach.

In the process of learning to memorize impressions.

It's really easy to use too much force.

"What if it's an important plot?"

Li Jinglin said seriously.

This serious demeanor can also make several students serious to some extent.

"In a game, there is only one big event, or only two or three important scenes, and in terms of soundtrack, what do you think should be done?"

In a game, you only experience one or two important scenes.

In the process of making the soundtrack, the thinking has to go the other way.

This kind of important and low-frequency scenario.

Music must be memorable.

This is the "famous song" with the "famous scene".

Li Jinglin is a little bit.

Several students nodded suddenly.

On weekdays, when composing, there is not much discussion about memory points.

When writing essays, most of them revolve around the narrative nature of music.

"Emphasis on expression".

Therefore, regarding this kind of composition idea of "the main body is placed in emotional rendering", and "the concentration of music melody memory points is adjusted" according to the situation

Although it cannot be said that there is ignorance.

But it's really not particularly familiar.

Of course, after all, he is also a top talent and top strength of high-achieving students.

After Li Jinglin nodded a little.

They are also able to understand and accept it quickly.

"Got it, I really got it this time!"

"Hmm"

Li Jinglin nodded.

"That's all I'll say first, you guys start trying to sort through the materials."

"While sorting it out, digest what I said."

"At the same time, also make a record of the content of the paper, if there is anything you don't understand in this regard, you can ask me."

Sit down at your desk and open your computer's music arrangement software.

Li Jinglin began to make the game's soundtrack.

"I'll make the part I've sorted out first, and after making a sample, I'll hand it over to you to try out some other changes and changes in the game session and accumulate a little experience."

"There is a chance for you to practice, don't worry about it now, and make preparations."

"No problem!"

Several students immediately cheered up and moved with enthusiasm.

This preparation is really not done by people.

I don't know if I don't do it.

When it really started, Chris and the others suddenly felt as if they had been poured a basin of cold water.

The game is big, it's just too big.

The amount of music content that needs to be included in it is absolutely unimaginable.

If it's just going to be long, that's fine.

The worst thing is

It's all fragmented.

Although several people were mentally prepared, when they really ran into it, they still felt a burst of scalp tingling.

"This is a human thing?!"

(End of chapter)