Global Game Art Contest June 2020

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著名游戏动画专家
米哈游《原神》游戏动画总监及CG视效负责人
Renowned game animation expert
Game animation director and CG visual effects supervisor of miHoYo's *Genshin Impact*

Cgjoy动画特效论坛版主，国内早期的海外游戏动画demo搬运者。
Moderator of CGJOY Animation and Special Effects Forum, early promoter of overseas game animation demos in China.

首个面向游戏动画师的知识付费短视频，以轻松的剪辑和夹带段子的知识点著称的《临床动画学》联合创始人。“Master of Animation格斗动画大赛”主办成员。
Co-founder of the first knowledge-based short video series for game animators, known for its relaxed editing style and humorous knowledge points, called "Linchuang Animation Studies." Also a member of the organizing team for the "Master of Animation: Fighting Animation Contest."

## Video

**GGAC：聊聊最近的新项目。
Let's talk about the recent new projects.**

董一夫：OK，其实最近公布的就是《原神》了。我们在研的一个项目，这个项目是目前我们所开发过的最难的项目之一。因为想让一个几乎不能在手机上流畅运行的游戏，流畅地运行在手机上，这本身就是一件很违背天理的事情。但是我们还是尽自己最大努力做到了。然后，在这个项目里面我作为开发者也跟小伙伴们同样学到了很多。虽然有的时候我们会有一些不如意，有的时候会遇到一些瓶颈，但是，遇到困难不要怕，微笑着面对他。加油，奥利给！
Dong Yifu: Okay. Actually, the recent announcement is about *Genshin Impact*. It's a project we've been working on. This project is one of the most challenging projects we've developed so far. Because we wanted to make a game that can hardly run smoothly on mobile devices run smoothly on them. This itself is something that goes against the natural order. But we still made every effort to achieve it. And in this project, as a developer, I have learned a lot along with my teammates. Although sometimes we may encounter some difficulties, and sometimes we may face some bottlenecks, but when faced with difficulties, don't be afraid, smile and confront them. Keep it up, let's go!

**GGAC：遇到困难，如何克服？
How to overcome encountered difficulties?**

董一夫：我觉得我们遇到的困难，其实就是我们对于细节的追求。举个例子，比如说动画之间的衔接，比如说走到跑，跑到停下，然后攀爬到站起来这样的动画。如果我们想让它播放得更流畅，这样的话我们需要更多的动画资源堆进去。但是，更多的动画资源，庞大的动画资源量，就会导致庞大的内存占用率。手机如果内存爆了的话，就会产生一个现象，游戏会崩溃跳出。这是一个比手机发热还不可接受的一个体验。但我们一直致力于给手机玩家带来主机的游玩体验，那我们必须做到这样的事情。所以说，每天我们就在绞尽脑汁想，如何才能在保证品质的情况下把更多的资源合理地加载进来。其实这就是我们目前遇到的最大的问题。
Dong Yifu: I think the difficulties we encounter are actually our pursuit of details. Let me give you an example, like the transitions between animations, such as going from walking to running, running to stopping, and then climbing to standing up. If we want them to play more smoothly, we need to incorporate more animation resources. However, more animation resources, a vast amount of them, will lead to a high memory usage. If the memory of a phone gets overloaded, it will cause a phenomenon where the game crashes and exits. This is an experience that is even more unacceptable than the phone overheating. But we have been dedicated to bringing a console gaming experience to mobile players, so we must accomplish such a task. Therefore, every day, we rack our brains to figure out how to load more resources reasonably while ensuring quality. This is currently the biggest problem we are facing.

**GGAC：最有成就感的瞬间？
What was the most fulfilling moment for you?**

董一夫：最有成就感吗？那我觉得可能是年初的时候，因为那段时间爆发疫情嘛，所以说正好在家里宅，然后有时间看一些视频网站。那个时候刚好在网站上看到有一个UP主上传了一个我们的一测时候的游戏视频。他把我们里面的角色的动作和动画、攻击动画还有特效放慢了，录制出来。然后，发到了网上。看到弹幕里面刷的都是对我们的角色这样的性格塑造，以及动画的细节表示肯定。然后我觉得就非常开心。还有就是最近，我们可能会公布一个新的PV角色的PV宣传片。然后在片中我们所用的都是我们游戏中实时的动画，还有特效，都是真实的。然后我觉得，我们可以用游戏中的内容就可以把一个宣传片表达得这么丰满。我觉得我们对于动画的追求，对于细节的追求没有白费。
Dong Yifu: The most fulfilling moment? Well, I think it might have been at the beginning of the year when the epidemic broke out and I happened to stay at home with time to watch videos on streaming websites. It was during that time that I came across a video uploaded by a content creator showcasing our game during its testing phase. They slowed down the movements, animations, attack animations, and special effects of our characters, and shared it online. Seeing the positive comments and appreciation for the character development and attention to animation details in the barrage of comments made me very happy. Additionally, recently we may announce a new character promotional video, where we have used real-time animations and authentic special effects from our game. I believe that using in-game content to create such a comprehensive promotional video is truly rewarding. Our pursuit of animation and attention to detail have not been in vain.

**GGAC：是否在尝试不同的风格项目？
Are you trying different styles of projects?**

董一夫：其实我们一直在尝试各种各样风格的项目，比如说在同一个项目里面我们也在做这样的事情，比如说，《崩坏3》最近更新了新的DLC叫《后崩坏书》，它把一个手机上可以玩起来的ACT游戏拓展出了空战，这个就是我们做的一个很大的努力。当然了，我们还有其他各种类型的产品，后面会慢慢地公布给大家的。
Dong Yifu: Actually, we have been constantly trying various styles of projects. For example, within the same project, we are also doing things like this. For instance, in *Honkai Impact 3rd*, we recently released a new DLC called "Post-Honkai Odyssey," which expands the gameplay of an action game that can be played on a mobile device to include aerial combat. This is a significant effort that we have put in. Of course, we have other types of products as well, which will be gradually announced in the future.

**GGAC：GGAC第三届主题 “山海有灵” 如何理解？
How should we interpret the theme "Mountain and Sea Spirits" for the third GGAC?**

董一夫：这个主题的确很有意思啊，解读出来的意义有很多重。它在阳光的这个标题下面，可能有比较阴暗的一面。的确像刚才说的一样，是一个很有故事性的主题。它的确会给动画师带来很多的发挥空间，可以给人们带来很多反思。
Dong Yifu: This theme is indeed very interesting, and it has multiple layers of meaning when interpreted. Beneath the sunny surface, there may be a darker side. Just as mentioned earlier, it is a theme with a lot of storytelling potential. It can definitely provide animators with ample room for creativity and can provoke deep reflections in people.

**GGAC：2020的工作计划？
2020 work plan?**

董一夫：嗯哈哈，好吧，就是打更多的杂，背更黑的锅！
Dong Yifu: Hahaha, alright, it means taking on more miscellaneous tasks and shouldering heavier blame!

## Notes

1. ↑ 加油 *Jiāyóu*, lit. "add oil" is a figurative expression meaning "Come on!"
2. ↑ 奥利给 *Àolìgěi* is a slang with no direct equivalent in English, and often used as an expression of encouragement, motivation, or support. It was further popularized by a man dubbed Brother Lei (雷哥), whose video from the short-video sharing app Kuaishou is featured throughout this interview.