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Здесь будут публиковаться только новости о ДА 3 и ссылки на них. Обсуждать нельзя. Новости обсуждаются в Таверне Покусанный Инквизитор.

Если берете перевод, а не оригинал, то указываете откуда. Не ссылкой, а текстом!
На оригинал - давайте, пожалуйста, ссылку, так мы сможем постить ваши новости на сайт.

Берите, пожалуйста, новости, из оригинальных источников. Например, можно почитать

ДА 4 будет но не скоро.

твиттер-аккаунты всех, кто так или иначе занят в производстве DAI

 


Mark Darrah - DA series Executive Producer --> Dragon Age, исполнительный продюсер, Марк Дарра

Mike Laidlaw - DA series Creative Director --> Dragon Age, креативный директор, Майк Лэйдлоу

Aaryn Flynn - Bioware Edmonton and Montreal studios General Manager --> директор студий BioWare в Эдмонтоне и Монреале, Аарин Флинн

Jonathan Perry - Bioware Cinematic Lead --> режиссер анимации, Джонатан Перри

John Epler - cinematic design, forum regular --> дизайнер анимации, завсегдатай социалки, Джон Эпплер

Allan Schumacher - Bioware QA analyst, BSN fan-wrangler --> анализатор вопросов и ответов, ковбой Социальной Сети BioWare, Аллан Шумахер

Mary Kirby - Writer --> сценарист, Мэри Керби

Sylvia Feketekuty - Writer --> сценарист, Сильвия ... О_о

Tonia Laird - Writer --> сценарист, Тоня Лерд

Sheryl Chee - Writer --> сценарист, Шерил Чи

Patrick Weekes - Writer, scientist salarian --> сценарист, саларианский ученый, Патрик Уикс

Ben Gelinas - Editor, co-author of The World of Thedas Vol. 1 --> редактор, соавтор 1 тома «Мира Тедаса», Бен Гелина

Caroline Livingstone - Bioware Director of Voice Acting, producer --> продюсер, режиссер озвучания, Кэролайн Ливингстоун

Alistair McNally - Senior Director of Creative Development --> директор по творческому развития (по рекламе, в общем) Алистер МакНелли

Fernando Melo - Director of Online Development for DA/ME --> онлайн продюсер ДА и МЕ, Фернандо Мело

Christina McSherry - Associate Producer, produces Dragon Age Keep --> директор Dragon Age Keep, Кристина МакШерри

Scylla Costa - Producer --> продюсер, Сцилла Коста

Liz Lehtonen - Producer --> продюсер, Лиз Лехтонен

Cameron Lee - Producer, combat team (?) --> продюсер, разработчик боевой системы, Кэмерон Ли

Alain Baxter - Producer --> продюсер, Алан Бакстер

Colleen Perman - Development Manager --> менеджер по развитию, Колин Перман

Jason Barlow - Bioware Project Manager --> руководитель проекта, Джейсон Барлоу

Sebastian Hanlon - gameplay designer --> дизайнер геймплея, Себастьян Хэнлон

Michael Liaw - gameplay designer --> дизайнер геймплея Майкл Лью

Jos Hendriks - designer --> дизайнер, Джос Хендрикс

Tyler Lee - user interface lead --> разработчик интерфейса, Тайлер Ли

Kyle Scott - producer --> продюсер, Кайл Скотт

Nick Sadler - envirommental artist --> художник уличных локаций (!!!) кто найдет перевод, тому пирожок) Ник Сэдлер

Nick Thornborrow - concept artist --> художник концептов, Ник Торнборроу

Barbara Klimek - QA analyst --> анализатор вопросов и ответов, Барбара Климек

Josh Stiksma - Senior Gameplay Designer --> старший дизайнер геймплея, Джош Стиксма

Ryan Treadwell - Bioware Development Manager --> менеджер по развитию, Райан Тредвелл

Andreas Papathanasis - developer --> разработчик, Андреас Папатанасис

Blair Brown - developer, games journalism celebrity --> разработчик, звезда игровой журналистики, Блэр Браун

Mark Wilson - level designer --> дизайнер уровней, Марк Уилсон

Jason Hill - level designer --> дизайнер уровней, Джейсон Хилл

Kaelin Lavallee - level designer --> дизайнер уровней, Кэлин Лавалли

Andre Santos - lighting/environment artist --> художник уличных сцен, Андре Сантос

Dean Roskell - senior designer --> старший дизайнер, Дин Роскелл

Jocelyn Legault - senior programmer --> старший программист, Джослин ЛегО

Ash Matheson - senior software engineer --> главный инженер-программист, Эш Мэйтсон

Aidan Scanlan - Assistant Director of Design (?) --> помощник старшего дизайнера (???) Эйдан Скэнлан

Matt Rhodes - Bioware senior concept artist, was responsible for DA2 companion concepts. --> главный художник концептов, Мэтт Родс

Jarrett Lee - Bioware marketing lead --> директор по маректингу, Джаррет Ли

Nick Clifford - EA product manager for Dragon Age/Mass Effect --> менеджер по ДА и МЕ от ЕА, Ник Клиффорд

Brianne Batty - сценарист
 

Пролистайте пару страниц перед тем как постить новости.

 

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Описанеи из файлов

<CharacterName> Dorian Pavus

  <CharacterDescription> Dorian is an aristocratic mage from the Tevinter Imperium— a foreign land where mages rule (even though everywhere else it’s the opposite, and mages are oppressed). Mages from his homeland are considered evil, and for good reason. They’re corrupt, and use forbidden arts as a matter of course. Dorian wants to change that. He’s an idealist, fighting to change his homeland even if he knows it might be hopeless. He’s intelligent, witty and talented— and also confident, to the point of being cocky.
  <SpeechPattern> Dorian is very educated, coming from an aristocratic background. He should come across as intelligent, witty and sarcastic. He speaks quickly, a patter which could leave others in the dust, and he’s not about to wait for them to catch up. It’s important that he still come across as likeable— for all his witty banter, he is still a good person at heart.
  <Appearance> Stylish, slicked-back black hair, piercings— Dorian is handsome and he knows it. He wears Tevinter mage robes of high quality, and is very fussy about his appearance.
  <CharacterArchetype> The Clever Rogue
 
  <CharacterName> Cassandra Pentaghast
  <CharacterDescription> A headstrong member of the Seekers of Truth— a warrior order that exists within the Templars that serves as a “watchdog” force. They command Templars and investigate both reports of abuse as well as unusual magical disturbances that the Templars themselves cannot deal with— or, at least, they did until the Seekers broke off from the Chantry for the rebellion. Cassandra refused to rebel with the rest of her Order and remained loyal to the Divine, only to end up in the Inquisition after the Divine’s death. She believes in reform for the Chantry and is an idealist at heart— indeed, she’s a closet romantic who has a vision of what a fair and just world would look like, even if she denies this to others because she needs to be tough and often uncompromising.
  <SpeechPattern> Gruff and often angry— she confronts everything head-on, having little patience for diplomacy and subtle maneuvering. She’s not stupid, however, and when someone gives her reason to stop and think about something she will. Force is her favorite solution, however— a straight line is the practical way to deal with any problem. Some people wouldn’t think she has a sense of humor, and that’s because she treats most things very seriously, but when her guard is down she can be quite funny in a subtle way. When her guard is up, and her armor is on, then she’s all business.
  <Appearance> Short black hair, sharp (and perhaps even masculine) features, she’s quite strong and is most often seen in her heavy black Inquisition armor. She prides herself on being a formidable warrior.
  <CharacterArchetype> The Crusader
  
  <CharacterName> Varric
  <CharacterDescription> He is conscripted. DA2’s easy-going rogue merchant is out of his element now. Cassandra, who has heard rumors of the red lyrium being found elsewhere, “strongly suggests” that Varric put his talents to work for the Inquisition…. or she can go find Hawke, if he’d prefer. Initially, Varric is just trying to protect his friends from the Inquisition. Once he realizes how much of the current crisis is his fault, he does a full Tony Stark: He wants to protect the people he’s put in harm’s way.
  
  <CharacterName> Solas
  <CharacterDescription> Solas is an elf who has lived most of his life as a solitary apostate. He is an expert on the Fade, the world of spirits and dreams. He is polite, reserved, calm, and difficult to antagonize. Years of study and seclusion have made him incredibly intelligent, but also skeptical of the value of most poltiical goals and ideals. As such, he tends to pragmatism rather than idealism. He responds well to people who are intelligent and clever, and thinks less of people who are thuggish and crude. Note that some of his lines are marked “ancient times”, which is when Solas is remembering something profound he experienced in the Fade. These lines are written with a specific cadence. They should NOT be sung or forced into a sing-song voice pattern, but knowing that there is a bit of rhythm there might help the actor.
 
  <CharacterName> Sera
  <CharacterDescription> Sera is young, raw, frenetic. An activist passionate about causes, but also a selfish criminal. Robs from the rich, keeps it. She’s young and hasn’t thought her beliefs through yet. She is impulsive, and it?’s often not about what’s right, it’s about what’s right now. Has next to no self awareness.
 
  <CharacterName> Vivienne
  <CharacterDescription> She is refinement. A commoner, born in the Free Marches, who has risen through the Orlesian Imperial Court, mistress of a powerful noble on the Council of Heralds, official Enchanter of the Imperial Court (a position now threatened by Morrigan) and leader of the last remnant of the Circle. She is connected. She knows anyone, can befriend anyone, and if she can’t… well, she can manipulate them instead. She is ruthless and will do anything to accomplish her goals. Vivenne is somewhere between Mrs. Coulter and the Wicked Queen from Snow White. Elegant and charming with a heart of solid ice and an obsessive need for order. She is never direct. She will not antagonize an Inquisitor for disagreeing with her. She will try to charm her adversaries first, and if that fails, resort to guile and manipulation. When she does criticize, it is through catty, biting comments. Her temper, though rarely seen, is utterly terrifying.
  <SpeechPattern> Educated, superior, extremely polished.

  <CharacterName> Blackwall
  <CharacterDescription> Blackwall is a criminal masquerading as a Grey Warden. He believes that pretending to be a Grey Warden will give him the opportunity to do enough good to make up for the terrible things he did in his past.
  <SpeechPattern> Gruff, plain.
 
  <CharacterName> Iron Bull
  <CharacterDescription> Iron Bull is a Qunari, a massive guy with huge horns and a monstrous ogrelike appearance. Most Qunari speak in a flat, reserved tone, but Iron Bull breaks the stereotype. He is boisterous, good-natured, confident, and relaxed. He’s a guy who is always happy to indulge his appetites, whether you’re talking food, drink, or women. It would be easy for him to come off as a thug, but he’s just so damn likeable and charismatic that he pulls it off. Picture a former athlete who retired a couple of years ago and is now doing sideline commentary, happy to joke around and still confident that he could get out there and play if he wanted to. Iron Bull is almost always casual. It’s difficult to scare him (unless demons are involved), and the most you’re going to get by way of disagreement is a wordless “Oh, you gotta be kidding me” grumble like you’d from somebody who just stepped in dog poop. Most of this casual attitude comes from the fact that Iron Bull was essentially part of the secret police in his former life. He doesn’t hide it, but in his life as a mercenary who occasionally sends reports, he’s hiding FROM it. That grim resolve and constant paranoia burned him out, and he’s afraid that if he takes things too seriously again, he’ll just find more disappointment. Life is too short for that kind of pain, and it’s a lot easier to relax and have fun.
  <Appearance> Tall, broad, and heavy. A big massive warrior. He lost an eye somewhere, and it gives him a savage appearance, but he’s got an infectious grin that makes him look less scary
 
  <CharacterName> Cole
  <CharacterDescription> Cole appears to be a young man, shy and uncertain, who speaks with odd non sequitors that don’t always make a ton of sense. In reality, however, Cole is a spirit who has crossed into this world, and who is trying to find out whether he is a spirit, a demon, or a real person.
Cole is first and foremost compassionate. He cares about people and cannot bear to see harm come to them. He tries to help people in the most direct (and often least beneficial, long-term) way possible. Most of the time, Cole hides from everyone — most people cannot see him, or forget him after they interact with him, thanks to innate magic on Cole’s part. He is only remembered by people important to him.
He thinks in terms of feelings and emotions, often unconsciously reading the feelings of others (though never in a way concrete enough to let the player really take advantage of it), so a lot of times, he’ll be speaking thoughts that aren’t his. He also uses synesthesia at times — thinking of how a feeling tastes, or smells, or sounds. When he focuses enough to say something simple and direct, it is often an effort.
In his follower plot, Cole can be urged more toward the Spirit or Human side of things, which results in him either becoming more gentle and free-form in his thoughts, or more human and grounded.
Cole has a few distinct flavors that show up in almost all scenes. I’ve marked lines with these as a useful shorthand to give general voice feeling, although most lines will also have a specific context that should be respected as well:
Sensory: On these lines, Cole is either trying to interpret something outside the realm of human understanding or is reading someone’s minds. These are going to have a lot of weird sensory crossover. Treat all punctuation here as essentially optional. Cole may be talking in a happy dreamy voice or rattling something off with urgent intensity, depending on the scene, but it’s always going to have this disjointed, run-on-sentence feeling to it, and the actor should run with that and use whatever read works best.
Empathic: On these lines, Cole is getting into someone else’s mind, either lightly (in which case he might say, “She sees the body on the table”) or deeply (in which case he would say, “I see the body on the table,” talking from the point of view of the person he’s reading). These often go along with the sensory lines, but I’ll try to mark them specifically for when weird pronoun usage pops up.
More Spirit: Lines marked “Spirit Only” or “More Spirit” can sound a bit more flowing and loose, as though Cole is looking calmly and distantly at whatever is happening. Individual lines will have specific reads, of course, but in general, Cole as a spirit is much calmer and more relaxed about everything.
More Human: Lines marked “Human Only” or “More Human” should have Cole sounding as close to “normal” as he gets. He usually makes more sense, and whether he’s offering normal advice or arguing or whatever, he should sound very close to “normal person saying this”, with little of the free-association rambling that marks his other lines.
  <Appearance> A nondescript young man in a floppy shapeless hat, thin and always in motion. He can move with amazing speed and disappear into the shadows without a trace. 
 
  <CharacterName> Leliana
  <CharacterDescription> Leliana was once the companion of the Hero of Ferelden. After the Blight, she became the Left Hand of the Divine, and was tasked with handling the spies who worked for Divine Justinia V. She is now the Inquisition’s spymaster. He methods are efficient, but often ruthless.

  <CharacterName> Cullen
  <CharacterDescription> After serving as a templar for over ten years, Cullen is now Commander of the Inquisition’s forces. He believes in the Inquisition’s cause and is proving to be a strong leader. Cullen is trying to move on from the events of his past. Since DA2, he has taken a step back from his more extreme views. He still distrusts magic, but is less prejudice towards mages as people. Wishing to break from his old life, Cullen has stopped taking lyrium. Cullen has been working with Leliana (the Inquisition’s Spymaster) and Josephine (the Inquisition’s Ambassador) for the past few months. During meetings, Cullen acts as a military advisor and tends to prefer the direct approach. 
  
  <CharacterName> Josephine
  <CharacterDescription> The Ambassador to the Inquisition, Josephine Montilyet is a potential love interest in her late 20s. Prim, orderly, and educated, her manner is proper and professional. Josephine strongly wants to convey a sense of dignity befitting her position as an Antivan noblewoman and a diplomat.
An old acquaintance of the Divine’s Left Hand, Josephine was asked by Leliana to become the Inquisition’s Ambassador, a trusted diplomat who forges alliances and bridges hostilities with tact, favors, and connections. Josephine is a planner who understands something as audacious as resurrecting the Inquisition requires substantial support from Thedas’ rich and powerful. Fortunately she enjoys a challenge, and believes the Inquisition is in the best way to halt the chaos stemming from the death of the Divine. The pragmatic Josephine wants stability to return in the quickest fashion possible. 
Josephine is the eldest child of an old house of nobility that was driven to exile in Antiva. She feels responsible for the fortunes of her family, since she’s first in line to become the head of her household. Josephine ambitiously dreams of bringing the name Montilyet the clout she feels its ancient lineage deserves. There’s a spark of an idealist in Josephine “rules and orders should be used to make people’s lives better” but she doesn’t know it’s there yet.
 
  <CharacterName >Morrigan
  <CharacterDescription> This is the character from Dragon Age Origins— a “Witch of the Wilds” who has lived apart from the rest of society in the marshes of the Korcari Wilds for most of her life. She is abrasive, mysterious, and very much has her own agenda… which is to preserve the ancient magic that the stupidity of mankind has been destroying for centuries. She is contemptuous of the Chantry and pays little heed to fools. Most recently she has become a Rasputin-like figure within the Orlesian court, dazzling the Empress with her knowledge of ancient lore until the Empress appointed her a close advisor. Nobody trusts her, but she doesn’t care. She is in the court for her own reasons, and sees little reason to explain those reasons to anyone.
  <SpeechPattern> Sarcastic, sometimes abrasive. Her voice should be educated but not prissy— she speaks in a straightforward manner, with an archaic lilt that marks her as “foreign” to most speakers.</SpeechPattern>
  <Appearance> Dresses in an exotic manner— even in the Orlesian court, she’ll wear a gown but it will be black and very different from everyone else’s dresses. She enjoys standing out and even shocking people. Little attention to modesty, and she rather enjoys the effect that dressing provocatively will have on others.
  
  <CharacterName> Magister Pavus
  <CharacterDescription> This is Dorian’s father, a respected and wealthy magister back in Tevinter. Deep down he’s a principled man, but he’s very traditional. He believes that duty to the family should come first, and thus he doesn’t understand why his son and heir would willingly cast aside everything he considers important to pursue “idle pleasures”. Since Dorian wouldn’t see reason, he resorted to forbidden magic to try and change him— and that’s what split Dorian and his father apart. He knows it was wrong, but he was desperate. Appearances in Tevinter are everything, and to Dorian’s father this is just his duty to keep the family legacy from falling apart.

  <SpeechPattern> Cultured, stern but not unkind. He’s a good man, a paternal authority figure. 

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Перевод (паинт мад скиллз алерт)

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https://twitter.com/PatrickWeekes/status/548332608505913345

Вопрос: Почему Инк долиец не в курсе о Митал и должен спрашивать о ней у Морриган?

— Возможно, ошибка скрипта. В большинстве случаев долийцы имеют уникальные реплики, создавая впечатление, что Инквизитор знает больше, чем знает игрок.

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Нашли новую пасхалку. Надеюсь, это намек на то, что будет происходить в  длц)

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Известная студия BioWare опубликовала интересную статистику по их последнему проекту Dragon Age: Inquisition. Её суть заключается в драконах.

Так, благодаря ей мы теперь знаем, что всего в этой игре пользователи смогли совершить уже порядка 2,6 миллионов убийств драконов, а самым частым местом их смерти стал Орлей. На него приходит 58% из всех драконих смертей. Полная статистика ниже.

 

RvdnDxQ.jpg

 
 
 
 
 
 
 
 
 
 
 
 
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Последний Полет Глава 6

Переводчики: 

Ananore,  Snowgist , Резчица

Глава 6.txt

Глава 6.txt

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DAI преодолела отметку в 3 млн. реализованных физических копий (актуально на 3 января 2015).

8izxSAM.png

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выложили список исправлений в грядущем 3-ем патче. сам патч говорят небольшой, только самое необходимое правит.

добавили кнопку ходьбы и сделали диалоги между партийцами не такими рандомными (не говорят, что исправили баг, но теперь не должно быть больших промежутков между разговорами)

 

вот полный список.

From a development standpoint, Patch 3 was a small, bug-fix only patch to address some high-frequency issues affecting the majority of our players.

General

Added key binding that allows players to walk.

Added mouse cursor scaling.

Fixed issue that could result in the mouse getting stuck in mouse-look mode when players alt-tabbed out of the game in full-screen mode.

Fixed display bars to correctly reflect items that alter maximum health.

Single-Player

Changed party banter system to be less random to prevent extra-long periods where no conversations would occur.

Fixed issue that could result in one of Dorian’s conversations not being available for some players.

Fixed issue that could result in a cutscene not firing for Dorian’s plot when players enter the Gull and Lantern.

Fixed issue that could result in Sera’s Verchiel plot being broken.

Fixed issue with the demon that could spawn during Solas’s personal quest.

Changed Tactical Camera so that it no longer re-centers when the player changes party members.

Fixed exploit that allowed for infinite influence.

Fixed issue that allowed players to exploit their gold value in single-player mode.

Fixed allied mage AI so they did not dispel targets that the player had frozen.

Fixed issue that caused the bar displaying armor rating to not update correctly for crafted gear.

Fixed issue that caused extra potions granted by items to be lost when players return to Skyhold.

Fixed issue that caused Mind Blast’s upgrade, Fortifying Blast, to not provide additional barrier.

Fixed issue that could result in the opt-in conversation UI continuing to be displayed if players opted out very quickly as the UI was starting to be displayed.

Fixed issue that could result in the world map being permanently displayed in the Storm Coast.

Fixed issue that could result in being unable to switch party members after looting.

Fixed issue that could result in party members not following orders to revive a party member in Tactical Camera mode.

Fixed issue that could result in people being unable to discover all the regions in the Exalted Plains.

Fixed issue that could cause dragons to become unresponsive.

Fixed issue that would cause dragons to freeze during their roar.

Fixed issue that could cause some conversations to be “hitchy.”

Fixed issue that could cause Varric’s legs to do odd things in some opt-in conversations.

Fixed Masterwork Prowler Armor so it no longer distorts on certain characters.

Fixed issue that could cause Harmon to disappear in certain circumstances.

Fixed a few non-herb crafting materials that were showing up in the Herbs section of the inventory. They are now correctly in the Other section.

Multiplayer

Enabled push-to-talk functionality in the multiplayer end of match screen.

Enabled push-to-talk in the multiplayer armor upgrade menu.

Fixed issue where changing multiplayer match settings would take effect without confirming changes.

Fixed issue that could result in players entering multiplayer matches without any mapped abilities in certain circumstances.

Fixed case that could cause keys to not drop in multiplayer mode.

Fixed issue that would cause the potion mapped to the first slot to also be used when pushing the 9 key in multiplayer mode.

Fixed issue that would cause the camera to spin at the end of a multiplayer match and not display the end of match screen.

Fixed issue in multiplayer mode that would result in the healing portion of Rampage to stop working in certain circumstances.

Tuned Strength of Spirits to be more useful in multiplayer mode.

Tweaked the balance of the Demon Commander in multiplayer mode.

Fixed issue that could result in items not displaying their cards when chests are opened in multiplayer mode.

Fixed issue that could cause pots to respawn in certain circumstances in multiplayer mode.

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если было, просьба удалить

 

 

Mark Darrah also announced that the development team is actively looking for a way to allow players to alter their character’s appearance inside Dragon Age: Inquisition. At this time, the only time that users can modify the Inquisitor’s physical looks is during initial character creation. Bioware is now hoping to add a new feature to the game that will give fans the option to further edit their facial features at any time.

в будующем Био собираются дать игрокам возможность изменять внешность уже созданному ГГ, покаместь думая как это реализовать в игре

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Dragon Age: Inquisition наградили за разнообразное представление ЛГБТ-сообщества организацией GLAAD.

В частности, DAI получит специальную премию за отражение "множества комплексных и уникальных ЛГБТ персонажей, которые значительно представлены в игре."

GLAAD обычно не дает награды видеоиграм, однако организация сообщила, что специальная премия рассчитана на "выдающиеся медиа-проекты, для которых нет отдельной категории".

Напомним, что Dragon Age: Inquisition впервые в серии включает исключительно гомосексуальных персонажей – Дориан и Сера.

 

via shazoo

 

Как же они о Крем забыли... :) ЛГБТ! Полный же набор в игре! Биовары, чем Вы нас удивите в следующий раз?!

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http://dgaider.tumblr.com/

30 января Дэвид гейдер удалит свой блог с тумблера, но у вас еще есть время сохранить понраившиеся статьи.

Как попасть писателем в Биовар

http://tmblr.co/ZIsNntYvCawI

http://blog.bioware.com/2009/03/04/how-do-i-become-a-writer-for-video-games-p1/

Technically this isn’t part of narrative design, but it’s the question I get asked THE most often: how does one get a job working as a writer in the games industry? The real short answer is: you don’t… but that doesn’t necessarily mean you shouldn’t try. So the slightly longer answer, should you be willing to try, I’ll relate here. (I also did this once before in a series of three articles for the BioWare blog: Part 1, Part 2 and Part 3).

 

Am I the right sort of candidate?

The first thing you should ask yourself is why you want the job. If what you have in mind is being able to direct the story for a game, to have full control over its vision, you probably don’t want to be a writer… you want to be a Lead Designer. Possibly more than that, you want to own your own company. As a writer, you’re not going to be sitting back and spending your time dreaming up what you want to do and working on that, you’re going to be working on a project that’s been assigned to you. Even should you get the Lead Writer position, you exchange greater say over what the current project is for greater responsibility over your team’s management.

But Lead Designer or Lead Writer definitely isn’t where you’re going to start. You’ll have to start off getting your feet wet and working on small parts of the game and probably feeling like you have very little influence over the project at large at all. And that’s just at BioWare… depending on the company, your role may involve even less control. Some companies bring writers in at a very late stage, to add story to a game that’s already mostly created. For some people who think writing for games is the same as writing a novel or writing fanfiction, as in you are the primary creative force involved, it’s a deal-breaker.

So, let’s say you don’t have any misapprehensions about what you’re getting into. What are the qualifications then?

Do I need a University degree?

Technically, no, you don’t. That doesn’t mean you shouldn’t get one, of course. If you do, with an eye at getting into the industry, certainly don’t look on it as a degree that you can directly exchange for a job— that applies more to one getting into Art or Programming. For Writing, treat your education as a way to work on your skills. Creative writing courses or an English degree will help you, and indeed any sort of degree can give you knowledge from which to draw and that’s helpful… heck, even a Medieval History degree could be useful. There are also some schools that offer internships— which we do use, so that’s not an invalid route to take. I can’t answer which schools do so, however. The few writing interns we’ve had have come from very different places indeed, so that would require investigation on your part.

Having an education also makes you a more serious candidate. It makes it more likely you’ll get noticed by HR if they have a lot of resumes to sift through— you’ll look more like someone who’s serious, as opposed to someone who just applied for the heck of it. Not that the latter can’t get the job, it’s just an extra hurdle you’ll need to clear.

Do I need experience?

Not really— but that’s only because Writing is a very select field within the games industry. The chances that any candidate has industry experience are going to be quite small, so it’s not something a studio is likely to expect. This also means, however, that getting a job in this field is difficult. You can be really good, and chances are you’re still going to have trouble finding the opportunity… it will take perseverence to find a company that not only has an opening but which wants the particular skills you’re offering.

Many companies that use writers also have them perform other tasks— programming, for instance. They may not even have a set job for it… knowing that you’re interested in writing, they may want to hire you as an artist or programmer or designer, but one who also does some of the writing on the side. So the best way to increase your chance of getting into the industry is to work on acquiring one of those other skills at least to competency. If you want to focus on writing and writing only, that’s fine, but you will indeed limit the places you can work.

I’m a woman— should I bother?

God, yes. Please do. I can’t say that won’t make it harder for you, depending on the company… but if there are companies who balk at hiring you because of your gender (whether they’re aware that’s why or not) then screw ‘em. They don’t deserve you. Most places will accept a candidate based on their merit, and thus more female applicants ultimately means more female hires. So long as you realize you’ll be a noob regardless of your gender, and starting off at the bottom can be challenging no matter who you are, it should still be worth your time to try.

Do I need a submission?

The answer is yes— absolutely. You need to put together a writing submission which ideally shows two things: 1) that you know how to write dialogue, preferably of a sort that shows you know what sort of writing the company you’re applying at uses, and 2) that you know something about quest design.

So put together a simple quest… and I do mean simple. A side quest. More than once we have received submissions where the described quest would need to form the basis for the story of an entire game— which is great, but certainly makes it sound like you’re an aspiring GM who just wants a new world to create, and as I said above we don’t hire anyone at that level to start. So proving you can do something on a limited scale will go a long way to showing you can do the job you’ll be hired for at the start. A simple quest for an application should at the very least:

  • have a scene where the quest is given (whether it’s a literal quest where the player is asked to do something, or just where the player learns about it)
  • have a scene where the quest is resolved
  • allow for the player to make some kind of choice
  • have at least one twist— some kind of complication, or an alternate way for the player to complete the task

And that’s really it. In the scenes you actually write out for the submission, we’ll want to see that you know how to write dialogue (you supply different voices for the player, you know how to use Investigate options and offer choices, etc.) and that you have an idea how RPG’s work— you allow for player agency and are not just railroading the player so they can experience your awesome story, like a GM in a tabletop campaign who is really impressed with their story and wants the players to experience it his way and damn whatever they want (which happens with applications more often than you’d think).

One last thing of which to be aware: the submission will not get you the job. It will get you the interview. Depending on the company, that could be an extended process. For us, it involves not only talking to the candidate but also testing them. We tend to give someone a test— we offer direction and give the candidate a deadline, and see what they can produce in that short time. Our writers have to be fast as well as good, after all, and thus we need to know what you’re capable of without the months you potentially had to perfect your submission. Nerve-wracking? Sure, but what interview process isn’t?

But how do I put together a submission? What’s the format required?

Technically there is no required format. You can use the NWN or Dragon Age: Origins editor if that makes it easier for you… but for a lot of people that does not. We wouldn’t require someone to learn how to mod an entire story complete with scripting and cinematics, but that HAS been done (and worked for some, like Sheryl Chee). We’ve also, however, hired someone whose in-game module consisted of signposts that you clicked on which provided narration/direction and told you which character to click on next for the dialogue. We also accept and have hired people whose submission was sent as a Word document— with the “this is what the quest is about” in pure text and the dialogues written as text and using hyperlinks for the player choices. So long as we can follow along, it’s not a problem.

Do pick an IP belonging to the company where you’re applying— so, for BioWare, that means picking either Mass Effect or Dragon Age. And follow the rules of that IP. So if you’re making a Mass Effect quest, make sure it shows you know what ME is all about. You have Renegade and Paragon options, and follow their dialogue style.

While you should use a company’s IP, I would personally caution against using already-existing characters. It’s possible that the very people who created those characters will be evaluating your writing… and do you want to complicate that evaluation by having them judging not only your writing but also your ability to write those characters? Because they will, no matter how much they’ll try to overlook it. I once had a submission by someone who used Alistair in their quest— clearly from a complimentary standpoint, and likely they thought we’d be impressed by having Alistair in their story. Except it wasn’t Alistair, and everything un-Alistair he did made it very jarring for me in trying to pay attention to what was going on elsewhere in the writing.

Lastly, try to keep the submission neat. If you’re putting together a module in NWN or DAO, make sure you give us instructions on how to play it… where should we start? Do we just jump in, or do we need to crack open the conversation files to look at your writing directly? If you’re putting together a submission in Word, keep it legible. Leave spaces, don’t worry about having page breaks between every section or scene in the quest.

——————

The most important part of the application? Understanding that, chances are, it won’t even be looked at. We don’t go through submissions unless we’re actively looking for a writer, and that doesn’t happen often (there’s not a great deal of turn-over here). So you’ll be applying with the hope that your application is present at the same point where an opening comes up, even though it’s unlikely you’ll know when that is and we only hold onto applications for so long.

So you’ll need to be persistent. If you don’t hear back, re-apply six months later. If youdohappen to hear back, and it’s negative, hopefully you’ll also receive some feedback… if you do, pay attention to it. If you don’t, try to evaluate what you submitted for yourself and see what you can do to improve, and try again.

If you’re the sort that gives up easily, or thinks “well I sent something in and heard nothing— I guess that’s it, as that’s the best I can do” then you may as well not make the attempt.

Do you have any suggestions for what I can do to increase my chances?

Become a modder.

Seriously, become a modder. Pick up a toolset, any toolset, and figure out how to make something. Either that or join a modding team… though I’ll warn you, there’s no team that doesn’t have people who offer their help in the form of “well I don’t have any skills, but I guess I could write”. As if that was something one does in the absence of actual skill, I suppose. So don’t be surprised if your offer to write for a mod team gets you eye rolls and little else. Chances are you’ll need to have other skillsets as well, or somehow prove your offer isn’t idle.

And the only way to get those skillsets is to jump in and try. Which means that, whenever I give this answer to people who ask me for a suggestion, their expression is generally one of disappointment… as if they were expecting something easier. But there is no easy answer. Whether you’re looking to get into writing or some other job in the games industry, there is no route which is “insert coin, get job”. If the thought of picking up a toolset and just trying is too daunting for you, then desist. If you’re looking for an entry level position where we’ll train you, then desist. This probably isn’t the job for you.

And that’s it. I have no further advice, short of perhaps looking for a different job in the industry— such as QA tester— and seeing if having your foot in the door makes it easier for you to move elsewhere. It may, though being a QA tester involves its own challenges. They’d roll their eyes at the idea that it’s a great default position for people who don’t have other skills, as much as I do for writing. So I don’t know if that’s a good route to treat as reasonable.

Ultimately, decide what you want to do and work on improving those skills by whatever means you can— whether they be self-taught or whether there’s education out there to help you. The more skills you have, and the better you can demonstrate them, the easier time you’ll have.

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На PAX South разработчики поделились статистикой Dragon Age Keep:

- сервис посещали пользователи из более чем 200 стран мира
- город, где чаще всего заходят в Dragon Age Keep, — внимание — Москва
- наименее популярный выбор — «Шейла была в отряде»

 

EXw9--EzYvc.jpg
 

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PAX South про Keep

-Решения DA:I добавят через 2 недели

-Отображаться они будут по мере прохождения, вообщем сделано всё, что бы не проспойлерить себе лишнего

 

Решения, которые будут учитываться (те, что показали)

 

-Позиция ГГ по своей "избранности Андрасте"

-Как активно и как эффективно использовался военный совет

-Судебные процессы

 

 

Работают над генератором портретов СС и Хоука для дальнейшего использования в серии.

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Внезапно вышел еще один патч или хотфикс. Никакого анонса ни на сайте ни на форуме.

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ВНИМАНИЕ! Песни доступны как в Оригинальном, так и в Орлейско-Французском исполнении. Что бы скачать, в последнем, нужно всего лишь сменить язык на France!

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Список изменений патча от 26 января:

  • Решена проблема со статами скрафченных доспехов и щитов
  • Сведено к минимуму возникновение проблемы с выпадением ключей мультиплеере

Оригинал:

There was a small update for PC players on January 26th, with the following 2 changes: 

  • Fixed an issue with crafted shields and armor values
  • Minimized the occurrence of MP Key Drop issue

http://answers.ea.com/t5/Dragon-Age-Inquisition/INFO-PC-Patch-3-Notes-Updated-Jan-27/td-p/4253620/jump-to/first-unread-message

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Инквизиция стала самой успешной игрой стартового периода за всю историю Bioware согласно финансовому отчету ЕА.

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Инквизиция стала самой успешной игрой стартового периода за всю историю Bioware согласно финансовому отчету ЕА.

 

Не смотря на старт в один день с Far Cry 4, GTA V, Little Big Planet 3 и другими играми

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