He spoke very arrogantly.
But there really wasn't a problem.
Those with stronger production capital than Gamenova may not necessarily have such a deep IP foundation.
Even those with abundant IP resources may not have the same star-making ability as Gamenova.
In terms of influence, and even in terms of production, IP library, cast, and industrial capabilities, Gamenova has long since achieved full-chain coverage.
For Hollywood, Lin Lixin may not be the man who truly sits on the throne.
But he must be a the Godfather- level figure, whose word is law.
Hollywood, or rather California, has always been Gamenova's home turf.
If you're so capable, even a complete idiot can be forcibly built up by piling on resources.
Besides, none of the members of the Jackie Chan Stunt Team are incompetent.
Which one of them isn't one of the top figures in the stunt industry?
"You can focus on making your film, and of course, our collaborative project. I'll handle everything else, okay?" "... That's fine too."
For Jackie, maintaining the current Jackie Chan Stunt Team is not impossible.
He's a top action movie star in Hong Kong these days; he's not exactly rolling in money, but he's certainly well-off enough to live comfortably for the rest of his life.
The salaries of a mere few dozen people are a trivial matter.
What truly disheartened him was the fact that after decades of risking his life together, they would go their separate ways due to conflicts of interest.
This clash between reality and idealism is indeed very difficult for an older brother who cherishes "brotherly" bonds to accept.
Frankly speaking, Lin Lixin's proposed solution is by no means perfect.
At least for Jackie, this plan was right on his toes.
but...
This solution did indeed solve the problem he couldn't solve at the moment.
It could also open the final hurdle for the Jackie Chan Stunt Team to Hollywood.
From now on, everything will go smoothly. "Keep people safe first, then consider other things."
Seeing the situation, Lin Lixin added the last straw.
Gamenova's corporate philosophy has always been people-oriented.
Talent reserves are always the most important thing.
If Lin Lixin hadn't gritted his teeth and allocated a large sum of money to establish a scholarship fund back then, universities wouldn't have such a large pool of professionals with Gamenova-related expertise today.
Invest in the future!
Tokyo Metropolis Shinagawa Ward, Tokyo.
Sega Business Division, AM2 Development Team.
Not only Yu Suzuki, but all the developers present were momentarily stunned when they saw Jackie appear.
Although he hasn't yet broken into Hollywood, his global influence is currently very limited. In Europe and America, Bruce's cultural legacy still dominates.
But this is Japan.
In most parts of East Asia, probably no one would not recognize this face.
This is the epitome of East Asia popular culture, especially action movie culture.
It means...
Mr. Lin went out all morning, had lunch and drinks with some people, and then immediately brought Jackie's entire team over to join him in making games??
What the heck is this?!
Well, Sage Lin's big hands do indeed have that kind of ability.
Such surprise is really unnecessary.
"Mr. Jackie! I'm a huge fan of yours, Mr. Jackie! I've watched the VHS tape of ' Police Story ' ten times!"
Although Hollywood has not yet begun to exert its influence.
But Jackie Chan had already dominated the Japan action film market. His 1986 film, * Police Story *, became the 8th highest-grossing foreign film.
Just like when United States think of China Kung-Fu Master, the first image that comes to mind is the classic image of Bruce.
For Japan audiences, Jackie's unique style of Kung-Fu Master comedy combined with stunt performances is particularly popular.
With the support of Japan's unique pop culture, his status in the Japan pop culture circle is frighteningly high.
"Jackie will serve as the motion director for this project. Of course, after the initial planning work is completed, he will fly to California to lead the team for the subsequent motion capture recording work."
Lin Lixin gave everyone a brief explanation.
Even now, in the early stages of preparation, an excellent motion director can spot problems at a glance just by looking at the planning document and some draft designs of the movements.
For example...
What does "frame count" mean?
He looked at the contents of the paper with a puzzled expression.
Because it came so suddenly, the development team hadn't had time to prepare multilingual printouts.
I could only show him the English version temporarily.
On several storyboard drafts of the action design, the words "frame count" are clearly marked, preceded by different numbers.
He naturally knew about frame rate; it refers to the number of static images within a certain period of time. The higher the frame rate, the smoother the picture.
But in the current context, it doesn't quite feel like that.
"It refers to the duration of an action; the shorter the duration, the faster the move."
"I see."
Jackie nodded knowingly.
The world of video games typically uses frame rate as the basis for judgment, rather than the more precise, controllable, and intuitive unit of time found in reality.
For example, milliseconds (ms).
Working backwards, it's not difficult to calculate the actual duration of these actions.
But it was precisely because of this that he suddenly felt something was off.
Jackie mentally simulated it for a moment, then, as if feeling it wasn't quite enough, actually did a real "Iron Mountain Lean. "Sure enough, its frame rate is designed to be a bit too low."
He pointed to one of the draft moves for " Akira Yuki ".
While a shorter time can give a sense of fluidity and agility, it can also diminish the feeling of power.
There is a time required for force to be transmitted from its generation to its explosion.
How to manage this period is the key to the so-called "sense of impact".
A difference of a few frames, or a difference in the design of a single shot, can significantly reduce the impact of the attack.
Even if the action choreography is very beautiful, it can still make the fight scenes look weak and unconvincing.
"I adjusted this myself, is there anything wrong with it?"
Lin Lixin stepped forward and looked at the contents of the document.
"It's too short. Look, the Iron Mountain Lean requires you to first sink your shoulders, stabilize your lower body with your feet, and at the same time push your hips forward, pressing your whole body forward. Only then can you generate enough power."
"Oh..."
Indeed, in his demonstration, it was quite obvious that the more fluid and precise version was much more powerful. The original moves looked more like a rehearsed routine, with an overly performative feel.
"This definitely needs to be modified, but... we can still experiment more with the frame rate design."
Lin Lixin pondered.
The action design in video games is actually quite different from that in reality.
Don't be fooled by the fact that Gamenova adopted motion capture technology early on.
Even in earlier times, there were techniques such as rotoscoping.
But Lin Lixin never simply took pre-recorded movements and used them directly.
Motion capture data requires a lot of processing before it can be truly integrated into the game.
Take fighting games, for example.
In fighting games, many moves are much shorter than in real life.
However, actions like punching are shown a few frames longer than in reality.
This isn't an error caused by outdated technology, but rather a deliberate design flaw. For real boxing masters in reality, the transition from lowering the shoulder to throwing a punch is almost instantaneous.
The opponent standing opposite him might only catch a slight twitch of his shoulder before the world goes completely dark.
That's cool.
That's true, at least in a practical sense.
But in the game world, if it were actually designed like that, it would be absolutely terrible.
Because players have no reaction window, this design completely undermines the feasibility of the game.
Therefore, in fighting games, an action is often designed separately, from the start of the move to the effective hitbox and the recovery animation.
Some actions have their wind-up animation intentionally lengthened, but the effective hit window may only be a few frames in the middle, accompanied by a wind-up animation that is the same length as or even longer than the wind-up animation.
This is the window for playing rock-paper-scissors.
Provides players with ample room for strategic maneuvering.
"There's no other way; we can only refine and debug these things ourselves. Talking about it on paper is not very useful."
Lin Lixin shook his head helplessly. Fighting games are a genre with a very low skill floor and a very high skill ceiling.
It's not difficult to implement; the technical aspects mainly lie in input buffering and fault tolerance.
In other places, anyone in the industry can make it by hand.
But how do you refine it to perfection?
That would require a lot of effort.
Sometimes, even a seemingly insignificant frame or two can affect the overall quality of a game.
The feedback upon hitting the target: should we add a freeze-frame? Should we incorporate camera shake? If so, how should we determine the intensity?
Each element must be meticulously refined, constantly tested, and repeatedly adjusted based on feedback from testers.
This is also why Lin Lixin wanted to create a special effects action team that belonged to Gamenova.
Having choreography guidance versus not having it makes worlds apart.
"I see."
Once you understand this, re-examining these movement designs becomes a completely different matter. "Ah, so you compressed the time window for these combos..."
Jackie suddenly noticed some simple connections that followed.
With this in mind, it's easy to understand why animations should be designed in frames.
By calculating based on the frame number range of the judgment window, it can be found that these seemingly scattered actions are actually an integrated whole.
The frame rate directly determines whether two actions can be connected, and how they should be connected.
In this respect, the popular arcade game " The King of Fighters " in Hong Kong makes extensive use of this technique.
In terms of combo design, the King of Fighters is absolutely visually appealing.
Starting with the jump, the sequence consists of continuous light and heavy attacks, special moves, and finally a super special move.
A true master can make even the most passive observers feel happy with a single combo.
It's so visually appealing; it's a real treat to watch.
Beneath these dazzling moves lies Gamenova's masterful control over frame rate.
The action experience he gained during his Street Fighter days was extensively applied to this project. Now, Jackie finally understands the underlying principles.
Time window design accurate to the frame number.
"Fighting games, they're really amazing..."
This is a completely new field, unlike action movies.
"Don't forget, Jackie, the real strength of ' Virtua Fighter ' lies in... 3D."