DataLife Engine > AION TOWER OF ETERNITY NEWS > Interview with Art Director Kim Hyung Jun [graphics]
Interview with Art Director Kim Hyung Jun [graphics]24 November 2007. Ðàçìåñòèë: ORZ |
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Source:thisisgame
Translated by:Jameinkaiser ![]() There’s been a lot of praise regarding the game’s extravagant graphics and scenery. What do you think of this? We were told that the scenery is really pretty, but that doesn’t necessarily equate to being a good thing. It’s easy to become bored of the pretty graphics. To make sure that doesn’t happen, we’re relying not only on pretty scenery but also on diversity. The game will feature diverse environments such as sandy dunes, snowy terrain as well as lava-filled environments to make sure players don’t become bored of the scenery so quickly. What sources did you refer to as you were designing the scenery, characters, etc? Mainly surrealist arts. Large floating objects can be seen in-game. Do these mean anything? These are a type of an underplot ( Aion Novel ). Aion will have a lot of mystical elements through the beginning half of the game. Players will ask “why?” and they will find the answers as they progress through the game. What’s the environmental concept behind Asmodian and the Abyss landscape? The Asmodians share a common root with the Elyos. Therefore the landscape needs to show some similarity with the Elyos. What we’ve implemented is the concept of “light and darkness”. The Asmodian landscape uses the theme of darkness more than the Elyos, but at the same time offers the ability to view beautiful lights in contrast with the darkness, in short a ‘festival of light and darkness’ is what the Asmodian scenery could be described as. As for the Abyss, the concept features a fourth-dimensional, surreal space-like visual. What are the features you paid the most attention to as you created the three factions? Aion was designed from the beginning to appeal to the players. For example, the Elyos males have ‘handsome and gentle’ images while the females were designed to look ‘innocent and active’. Equipments were designed with bright and cheerful colours as well. Asmodians, on the other hand, were designed to give the impression that they were surviving in a cold and harsh environment. Males were designed to look ‘wild’ and the females ‘sexy’. As for the Balaur, we wanted to break the traditional look of Western dragons. They’ve almost become science fiction style ‘aliens’ at this point, but we’re planning to expand even more. Of course the traditional RPG-style dragons are featured as well. The Drakonic lineages are as follows: Lizardmen -> Naga -> Drakan -> Dragons Do you have any personally favoured race or monsters? The Kerubims. Their personalities are set to show diversity. There are the aggressive, angry ones as well as the ones waiting patiently for an opportunity. The game didn’t implement 100% of what we wanted, but you will be able to observe a good amount of Kerubim actions. Tags: AION , AION THE TOWER OF ETERNTY , AION TOWER OF ETERNITY . |