How to give users a ‘feel’ – Transition

  • topic : Transition: Game Utilization and Analysis
  • Speaker: Inhyuk Park – Project Cloud Games / CEO
  • Field : Development
  • hour : 2022.11.18 (Fri) 14:00 ~ 14:50
  • summary : Park In-hyeok, CEO of Project Cloud Games, made full use of his talent, the transition technique, while developing a game called Project Relic. CEO Park, who said he wanted to incorporate all of his experiences of participating in blockbuster movies and other large-scale video content into the game, was sincere to provide users with a high-quality experience.

  • ■ Project Relic – It is a fun game when ‘feeling’ is emphasized


    Throughout the lecture, CEO Park In-hyuk emphasized ‘feeling’ while explaining various transition techniques used in Project Relic, an action RPG genre. He said that when he and the members of Project Cloud Games develop games, the goal is to give users a certain feeling. I think it happened because I participated in a lot of video work. In doing so, he explained a total of four keywords.

    It was realism, thrill, continuity, and completeness. He said that realism is the most important part to give users the feeling that they are actually participating in a battle in the game. In addition, there was a similar but different thrill, continuity that made these two keywords feel continuously, and finally the completeness of the game itself. CEO Park said that transition is what penetrates keywords.

    Transition originally means video conversion technology. Or, he said, it acts as a bridge connecting the other two. For example, in the simple formula ‘1+1=2’, ‘+’ was explained as a transition. He said that the most important factor in a game is fun, and the transition technique plays a role in connecting fun.


    ■ Examples of techniques – Four transitions and representative games


    According to CEO Park In-hyuk, there are many transitions used in the game. It was a transition of directing, a transition in concept-modeling, a lighting transition, and an environment and object transition.

    First, the transition of directing is divided into not only the connection between the cut scene and the in-game play, but also the connection between the field and the boss room, and the connection between events and quests, that is, the story. This serves to increase the immersion of users.

    Looking at recent game trends, four techniques are mainly used for transitions in directing. The first is the film one-take technique. It is used mainly in the God of War series to create the connection between the in-game camera and the first cutscene. This is mainly used because it enhances the immersion of users despite the disadvantage of not being able to jump the quantum of time.

    The second is to link the final cutscene with the in-game camera. This was mainly adopted in the Last of Us series. When you arrive at a certain place, the camera moves naturally and leads to a cut scene. Here is the connection between the final cutscene and the in-game camera. This also means that a cutscene starts when you arrive at a certain place, and the last scene is naturally shown on the in-game screen. It is also a method mainly adopted in the Monster Hunter series. This contributes to maintaining the immersion of users.

    Lastly, there is a way to have continuity between the last shot of the cutscene and the in-game camera. This was mainly used in Eldin Ring. It means that the last action taken by the boss monster in the cutscene is reproduced as it is in the process of being naturally connected to the in-game camera.

    In addition to directing, transitions are used in various in-game systems. CEO Park In-hyuk continued to explain how transitions are used in games by explaining various examples used in Project Relic, which they are developing.


    ■ Transitions in Project Relic – Efforts to maximize user immersion and realism

    Related Articles:  Explore the Exciting New Features of Cyberpunk 2077 2.1 Update for Xbox Series X|S, PlayStation 5, and PC

    The first thing explained was the boss door. The boss door literally serves to connect the field and the boss room where the boss exists. This could also be implemented through a specific event. In Project Relic, when a character reaches a certain boss room, it is also announced that it is a boss door by expressing a boss monster that appears after trampling on two monsters that were already fighting each other there. Among the ‘feelings’ emphasized by CEO Park In-hyuk, this is also a device that raises the sense of immersion by causing surprise to users.

    Also, another example utilized in Project Relic was related to continuity. One of the boss monsters takes a motion of throwing an object at the character at the end of the cutscene, and this was directly connected to the in-game camera to give continuity.

    Next, the introduction of the transition in concept and modeling continued. CEO Park In-hyuk said that it has the effect of making it easy to understand the worldview in the game, and that it is an important device that allows us to infer what the surrounding environment of each character is like.

    In fact, within Project Relic, there was an effort to apply this to modeling by considering the situation or surrounding environment of each monster or NPC. There were various modeling approaches such as pus to inform the concept of a disease on the skin for a character who became a boss monster after suffering from a disease.

    Lighting, that is, a transition that uses light, was also applied to Project Relic. It was mainly used when moving from one area to another. In terms of video, it is a kind of dissolve, explained CEO Park In-hyuk. World of Warcraft was mentioned as an example of another game. The game used a completely different directing by applying light differently depending on the atmosphere of each region, and this was also a lighting transition. A similar transition was used in Project Relic.

    What gave me the most strength in Project Relic was the transition between the environment and objects. This was to show the process of changing objects or environments in real time. When a playable character or boss monster takes a specific action during battle, the transition technique is used to make surrounding objects react differently. CEO Park In-hyuk added that this was not implemented with a physical engine, and that Project Relic is being produced through a simulation method.

    Lastly, CEO Park In-hyuk said that he tried to include as many of the transitions introduced and emphasized above as possible in Project Relic. Numerous transitions such as the above eventually give users a sense of realism, thrill, and continuity, allowing them to enjoy more fun in play, and ultimately, it is a device that brings out the ‘feel’ sought after in Project Cloud Gaming and is a way to improve the completeness of the game. sorted out

    Leave a Comment

    This site uses Akismet to reduce spam. Learn how your comment data is processed.