While our engine team is working on both the engine and another blog related to the tech we use, our Production Director, Alex Bolle, wanted to share some of the processes the development team undergoes at Arrowhead.
엔진 팀이 좆뺑이 돌때 우리 프로덕션 디렉터 알렉스 볼이 화살두의 개발에 대해 한마디 하시겠다
Question: Alex, can you introduce the production role on Helldivers 2. Can you tell people what that role means to the game that they love?
알렉스 우리 게임을 사랑하는 친구들한테 무슨 일 하는지 소개해봐라
Answer: Absolutely. I see the producer as a chaos manager. We're here to make sure that the creative direction of my fellow directors turns into something concrete, a plan basically.
안녕 작은 헬다이버들아, 나는 디렉터들이 지들같은 아이디어만 내고 삥땅칠때 병신들아 제대로된 컨텐츠 내오라고 갈구는 카오스 매니저다
What do we do with the features that they have in mind, with the improvements that we want for the game in a clear timeline with the people we need to make it happen and make sure that this is released on time, and in a state we know we need to be better at.
쟤들이 다이너마이트 수류탄같은거 생각해오면 내가 업무 배분하고 일정 짜서 제대로 돌아가게 만들어준다 감사해라
Question:
Timing and the cycles in the major updates are something that everybody gets excited about. How do you look at that internally?
주요 업데이트 소식 뜨면 환장하지않냐, 내부적으로 어떻게 일정을 정하냐
Answer:
Preparing an arc is a recipe that we’re always trying to improve, sometimes it’s too salty, sometimes it needs more salt. We’re constantly trying to improve the live service experience.
It usually starts with a very strong fantasy: “what do we want the players to experience?”, then from that we create a list of initiatives for the game, from features, to major orders, the warbonds and so on.
소식을 줄때는 너무 짜도 밍밍해도 안된다 우리는 '라이브 서비스' 경험을 주려고 노력하고있다 "우리 헬다이버들이 또 어떤걸 경험하게 만들어야 재밌을까?" 라는 질문으로 시작해서 주요명령이랑 채권같은거 뚝딱한다
In fact what’s interesting here is that for the longest time, our recipe was rather unbalanced, some would say way too spicy (but I’m from Corsica, I love spices). We were focused a lot on content. Listening to the players, we realized as a team that there is more than that. So we’re changing our approach. Some initiatives are all about cleaning our live features, introducing quality of life… We’re in the early stages of this, but so far when I look at future arcs, it’s promising and something I’m eager to let the community taste.
제일 흥미로운건 사실 음식점으로 비유하자면 우리 간 존나 못맞췄다 존나 매웠다(난 코르시카 출신이라 매운거 좋아한다) 우리가 너무 컨텐츠 제공에 매몰되어 있었다 플레이어들이 말하는거 듣고 아 이렇게 만들면 좆되는구나 하고 느꼈다 그래서 이제 좀 더 게임 흐름이 수월해지는 방향으로 고치려고 한다 아직 초기 단계지만 앞으로 더 그런식으로 업데이트 할거라고 약속한다
Question: So if we look at that, there's some progress that you and the team have been making towards the hardening, tell me more about that.
니 팀이 게임을 어떻게 단단하게 하는지 좀 말해봐라
Answer: So, hardening is our last step in the development process before release, and it’s been something that we’ve pledged to take as a main priority moving forward. We are currently addressing the issues and looking for more before we release more goodness for the players.
For the longest time our features would be considered ready and implemented in the release build at the very last minute. We’re working with the teams to stop that. We use the term “functional” as a minimum standard for when features should be in the game. For example, the Hive Lord, as functional, was a very rough version of what players experienced.
개발 막판에 보통 한다 작업물이 제대로 나오게 하는거다. 문제 찾아서 알려준다던가 플레이어들한테 이득이 될만한게 뭔지 검토한다 출시할때 어떻게 나올지 준비가 되어있도록 하는게 목표다 마지막의 마지막에 뿅 완성이랍시고 내는거 방지하고있다. 최소기준을 만들어서 기한 내에 작동하는 수준이 되도록 검사한다.
Question: How is the development team structured?
개발팀은 어떻게 구성되냐
Answer: We have big groups of teams that we call Areas, and I love to talk about these as the whole Helldivers’ experience.
Picture this: The first Area you experience as a player is Meta. Meta is responsible for the entire Galaxy’s systems, they define the rules of the whole game, and you’ll find your beloved Game Masters in this Area!
대충 현학적인 지들이 부서를 구역이라고 따로 부른다는 설명
메타 부서는 플레이어의 경험이 게임마스터한테 반영된다는 지루한 설명
It’s time to Dive into the enemies lines, here comes GameWorld: they are world builders, a bunch of talented people creating new biomes like the Hive Worlds, and the missions the Helldivers will accomplish in the name of democracy. They have some of the “hottest” stuff cooking in right now, but not before we get things in order!
대단한 인간들이 게임 월드 부서에서 새 지형이랑 스테이지 구성 짠다는 이야기와 아주 쩔어주는것중 하나를 만든다는 또 이상한 음식점 비유
제대로 순서를 정하지 않으면 안된다
It’s time for combat! And we call the next Area… combat (don’t ask a producer to be too creative)! These teams are behind the mightiest enemies encountered, but you all know that you need some good firepower to stomps bugs, so yes, warbonds are done here!
There are two areas remaining, very important ones: The first one is what we call the Tech platform, they are running our game engine, and the tools that the rest of the develo.pers will use.
Last but not least, our own Ministry Of Truth: The marketing and communication Area, it’s pretty self explanatory, this is our voice. Actually, I wouldn't write this if they weren’t here!
게임 엔진 개선하는 부서도 있고 마지막으로 진리부(마케팅) 부서가 홍보 해준다는 설명
진리부 없었으면 난 이 글 안썼다
Thank you for diving and we'll see you next time!
고맙다
다음에 또 보자
오역 지적 환영
고마어야
식당으로 비유하면..
주방장이 계란후라이도 못하는데 철학타령을 한다는거임..
ㅋㅋ