余金谈劳拉系列游戏的艺术设计
Kam Yu Talks Art and Design in the Lara Croft Games
2025年2月26日
Feb 26, 2025
我们采访了古墓丽影衍生作品《劳拉与光之守护者》和《劳拉与奥西里斯神庙》的角色艺术家余金,了解了将劳拉调整为等距视角以及创造霸王龙和“Chompy”鱼等重点敌人的过程。余金还分享了团队如何从阿兹特克文化中汲取灵感,塑造游戏的世界和角色。
We spoke with Kam Yu, Character Artist for the Tomb Raider spin-offs Lara Croft and the The Guardian of Light and Lara Croft and the Temple of Osiris, about the process of adapting Lara Croft’s design for an isometric perspective and creating standout enemies like the T-Rex and "Chompy" the fish. Kam Yu also shares how the team drew inspiration from Aztec culture to shape the game’s world and characters.
问:为适应等距视角游戏,在劳拉·克劳馥的模型和形象调整过程中面临了哪些挑战?
Q: What were the challenges in adapting Lara Croft’s model and design to fit an isometric game?
金:将劳拉·克劳馥的形象调整为等距视角绝非易事。其中一项主要挑战是确保她在新的视角中依然突出且易于辨认,这是我们在之前的游戏中未曾探索过的视角。此外,她还需要看起来与屏幕上动态的环境和生物一样惊艳,在保持标志性形象的同时无缝融入等距视角的世界。
Kam: Adapting Lara Croft's model to an isometric perspective was no small feat. One of the main challenges was ensuring she stood out and remained recognizable from this new angle, a perspective we hadn't explored in previous games. Additionally, she needed to look just as stunning as the dynamic environments and creatures on-screen with her, maintaining her iconic presence while seamlessly integrating into the isometric world.
《劳拉与光之守护者》关键艺术 - 无logo图
LC GoL Key Art - Puzzle No logo
问:在设计或重新设计《光之守护者》中的敌人时,你最喜欢哪个?
Q: What was your favorite enemy to design or redesign for Guardian of Light?
金:这很难选,因为设计每个敌人时我都很开心,但对我来说最突出的必须是那只被亲切地称为“Chompy”的巨型鱼。从它夸张的动作到推动它前进的超大手臂,Chompy的设计处处都透露着极致的乐趣。虽然我对它的行为设定有大致的框架,但设计的很多部分都留给了我自由发挥。我从深海鱼身上汲取灵感,它们对我来说既迷人又可怕。
Kam: It's tough to pick just one, as I had a blast designing each enemy, but the standout for me has to be the giant fish, affectionately named "Chompy." Everything about Chompy's design screamed over-the-top fun, from his exaggerated movements to his oversized arms propelling him along. While I was given broad parameters for his behavior, much of the design was left to my creativity. I took inspiration from the deep-sea fish, which are both fascinating and terrifying to me.
Chompy
紧随其后的就是霸王龙。我喜欢给它添加棘和装甲板,让它看起来凶猛而强大。在游戏中看到它活灵活现的样子,感觉非常满足。
A close second would be the T-Rex. I loved adding spines and armor plating to make him look formidable and powerful. Seeing him come to life in-game was incredibly satisfying.
问:游戏中是否包含了一些粉丝喜爱的元素,但你需要重新构思以更好地融入阿兹特克文化?我看到霸王龙出现了!
Q: Were there any fan favorites that were included in the game that you had to reconceptualize to better mesh with Aztec cultures? I saw the T-Rex made an appearance!
金:当然有!我们的所有敌人都被设计成能够无缝融入阿兹特克主题。它们的服装、盔甲和武器都有详细的阿兹特克文化参考,共享统一的设计语言。骨骼图案是一个反复出现的元素,出现在它们的服装和生物设计中,丰富了游戏的文化真实性。就连霸王龙在改造后也显得更加凶猛!
Kam: Absolutely! All our enemies were designed to fit seamlessly within the Aztec theme. They shared a unified design language, with detailed references to Aztec culture in their clothing, armor, and weapons. Bone iconography was a recurring element, appearing in both their outfits and creature designs, enriching the game's cultural authenticity. Even the T-Rex looked more menacing with its makeover!
《光之守护者》加载画面
GoL loadingscreen
问:在两款游戏中,你们将敌人基于哪些神话生物或实体进行设计?
Q: Can you tell us about what mythical creatures or entities you based enemies off of in both games?
金:当然有阿兹特克神话中的邪恶之灵索洛托,他是火与闪电之神。我们试图将阿兹特克神话的丰富符号融入角色设计中,同时为古墓丽影粉丝带来奇妙而熟悉的感觉。这种方法导致了诸如经典霸王龙等标志性元素的加入,为游戏增添了一抹激动人心、怀旧的气息。此外,我们还加入了骷髅,以唤起玩家劫掠古墓的感觉,增强了游戏的沉浸氛围。
Kam: Of course, there was the evil spirit Xolotl, who was the god of fire and lightning in Aztec mythology. We tried to weave the rich symbols of Aztec mythology into our character designs, blending them with a sense of wonder and familiarity for Tomb Raider fans. This approach led to the inclusion of iconic elements like the classic T-Rex, which added a thrilling, nostalgic touch. Additionally, we incorporated skeletons to evoke the feeling of raiding ancient tombs, enhancing the game's immersive atmosphere.
LC GoL Enemy Lineup
《光之守护者》与《奥西里斯神庙》敌人阵容
问:你在《奥西里斯神庙》和《光之守护者》中都塑造了劳拉的形象。两款游戏中的劳拉形象是否有明显的差异?
Q: You worked on Lara in both Temple of Osiris and Guardian of Light. Were there distinct differences in your Lara iterations between games?
金:的确有。两款游戏都拥有轻松愉快的氛围,我们希望劳拉能反映出这一点。她需要看起来坚强、自信,同时又带着些许顽皮——几乎就像玩家的老朋友一样。让劳拉既亲切又引人入胜,这一点至关重要。
Kam: Yes, indeed. Both games had a fun and casual vibe, and we wanted Lara to reflect that. She needed to appear strong, confident, yet playful—almost like an old friend to the players. It was crucial to strike a balance where Lara was both relatable and engaging.
《光之守护者》与《奥西里斯神庙》模型
LC GoL & ToO Models
问:有没有哪些敌人是你想加入游戏但最终没能实现的?
6. Are there any enemies you wanted to get into the game that didn’t get a chance to make it?
金:我们有一些令人兴奋的概念,但遗憾的是它们没有出现在最终的游戏中。我们的一大雄心是加入更多巨型生物,为战斗增添史诗般的规模感。我记得我们曾设计过一只巨型蜘蛛女王,但遗憾的是她最终没能入选。我们甚至考虑过加入一种类似龙的生物,这将为游戏的敌人阵容带来独特的转折。也许它们会在未来的作品中亮相?
Kam: We had some exciting concepts that unfortunately didn't make it into the final game. One of our ambitions was to include more giant creatures, adding a sense of epic scale to the battles. I remember the design of a giant Spider Queen, which, sadly, never made the cut. We even toyed with the idea of a dragon-like creature, which would have brought a unique twist to the game's roster of enemies. Maybe they’ll make an appearance in a future installment?
《劳拉·克劳馥合集》现已登陆NS,其中包括《劳拉与光之守护者》和《劳拉与奥西里斯神庙》。
The Lara Croft Collection is available now for Nintendo Switch, including both Lara Croft and the Guardian of Light, and Lara Croft and the Temple of Osiris.
《劳拉与光之守护者》将于2025年2月27日登陆iOS和Android平台。观看下方预告片,并在iOS上预购或在Android上预注册!
Lara Croft and the Guardian of Light swings onto iOS & Android on February 27th, 2025. Check out the trailer below, and pre-order on iOS or pre-register on Android today!