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Pockettactics· Daz Skubich·· 9 小时前AI 评分30

“我们不像其他游戏”——Delta Force 艺术总监谈角色设计、外观与社区

"We're not like other games" - Delta Force's Art Director on character design, cosmetics, and community

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Delta Force 艺术总监 William 谈及角色设计、外观与社区,称该作“不像其他游戏”。

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While visiting Tencent's headquarters in Shenzhen, China, I got to sit down with the Art Director for Delta Force and discuss the process behind making this unique extraction shooter. Thanks to my visit to Tencent's 3D scanning and mocap studio, as well as a Delta Force eSports match in Chongqing, I truly got a feel for the passionate team and community behind this young mobile shooter. In case you're unfamiliar, Delta Force is a cross-platform FPS game for mobile, PC, and consoles that started as an extraction shooter, but has since added other game modes. Whether you want some Battlefield-style tugs of war to fight for territory or PvPvE tension akin to Arc Raiders, Delta Force is unabashedly throwing everything at the wall. The team recently celebrated the game's 2nd birthday with Anniversary: Season Reorientation, and announced a bunch of upcoming content for its third year, including Detonation, a bomb diffusal mode, the Siege: Valkyrie Operations map, and the addition of tons of Unreal Engine 5 features. During this very exciting time for the game, I got to sit down with William, Delta Force's Art Director, and pick his brain about the more creative and aesthetically-driven elements. When researching for this interview, I saw that the global Delta Force X account had recently asked the community for feedback on a change, so I asked William about the importance of player feedback to the development process.

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