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The Art of Inferno 游戏美术

Concept Art  原画设计



The concept art for the project uses generative AI (ChatGPT & Midjourney) to provide inspiration and support rapid iteration. The production process compresses the conventional industry workflow in which concept art is first created and the environment is then built from the concept and blockout. Instead, the blockout is treated as architecture through which form (environment art) and function (level design) are developed simultaneously, while sketches and prompts are used throughout the process to generate large numbers of concept images that help determine form, materials, lighting, and other elements.



本作的原画设计使用生成式AI(ChatGPT&Mid Journey)进行灵感提供和快速迭代。制作流程上将传统的先制作原画再依照原画和白盒搭建场景的工业流程进行了压缩,将白盒当作建筑同时设计形式(环境美术)和功能(关卡设计),在途中使用草稿和提示词生成大量原画辅助决定形态、材料、光照等要素。




Environment Art  环境美术



Environment art is the central selling point of the game. From different chapters of Dante's Inferno, the project extracts three elements for each circle: the description of its environment, the sins committed by the souls within it, and the corresponding punishments they receive, translating them into environment art and architectural design. Unlike conventional depictions of Hell in film and games, which often rely on symbols such as fire, skeletons, and Gothic architecture, this project combines a range of contemporary architectural languages with historical styles from different periods to create distinctive hellish spaces. In addition to 3D assets created specifically for the game by the developer, the project utilizes assets from the Fab Marketplace and 3D assets generated with AI (Hunyuan 3D & Tripo AI).



本作的环境美术是游戏的核心卖点,游戏从《神曲·地狱篇》的不同章节提取每一层地狱的三个要素,分别是每一层地狱的环境描写,这层地狱中亡魂所犯的罪孽和其受到的相应惩罚,并将其转译到环境美术和建筑设计中。和传统影视游戏中依赖诸如火焰、骷髅和哥特式建筑等符号来设计地狱不同,本作尝试结合多元化的当代建筑设计语言和不同时代的历史建筑风格创造出独一无二的地狱空间。除了个人为游戏专门制作的3D资产,游戏还使用了来自Fab市场的通用3D资产和AI(Hunyuan 3D&Tripo AI)生成的3D资产。



Game Animation  游戏动画 



The project adopted a first-person perspective early in development in order to minimise the amount of animation production required. Hand animations, firearm animations, and monster animation assets were purchased from the Fab Marketplace and integrated into the custom character animation Blueprints after skeleton retargeting, motion adjustment, and animation optimization. The project later plans to use AI motion capture (Kimodo) to create some unique animation assets needed. The game also includes cutscenes primarily presented through a first-person camera, helping players experience the narrative immersively.



本作在开发初期就决定使用第一人称来最大程度减少动画制作的需求。游戏的手部动画、枪械动画和怪物动作资产都采购自Fab市场,在经过骨骼匹配、动作调整、动画优化后整合进自主编写的角色动画蓝图中,后续计划使用AI动作捕捉(Kimodo)制作需要的独特动画资产。游戏中还包含了第一人称镜头为主的过场动画,辅助玩家沉浸式地体验游戏剧情。



UI Design  界面交互设计



The game's UI design follows a minimalist approach, drawing primarily from the survival horror games Resident Evil 7 and Silent Hill 2. When the player is outside combat and no interactable object is nearby, the interface contains no HUD elements at all. Prompt icons and text only appear when an interactable object is within range. The ammunition UI uses a relatively realistic design: without opening the inventory, the player can only check the current weapon's loaded and reserve ammunition by reloading. Health is not displayed through a conventional numerical value or health bar; instead, the density of the blood-vein effect around the edges of the screen provides a blurred indication of the player's remaining health. Some 2D assets, including item icons, UI elements, interface backgrounds, and collectable texts were created with AI (ChatGPT).



游戏的界面交互设计遵循极简原则,主要参考了生存恐怖游戏《生化危机7》和《寂静岭2》。在没有互动物品和脱离战斗的状态下,界面完全没有任何HUD存在。只有当玩家范围内有可互动的物品时,才会出现提示图标和文字。游戏的弹药UI使用相对拟真的设计,玩家在不打开背包的状态下只能通过换弹查看当前武器的弹药数量和备弹。血量也没有使用常规的生命值或血条显示,而是通过屏幕边缘的血丝浓度模糊提示剩余血量。 游戏的物品图标、UI、界面背景、文本等素材部分使用了AI(ChatGPT)进行制作。