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Foreign media interviewed the "Black Myth" team: picture development, action design concept

Recently, Game Science's developers were interviewed by Famitsu about the development experience and some of the design concepts of Black Myth Wukong.

Q: How did you decide to work on the Black Myth Wukong project?

In 2008, we developed the online game God of War for Tencent, but due to various constraints, we were unable to realize our vision. After that we left there and founded Game Science in 2014. We wanted to use our previous experience to make a game with the theme of "Journey to the West" again, and so "Black Myth Wukong" was born. The plot tells what happened after "Journey to the West", where the "Mandate of Heaven" embarked on a journey, overcame many difficulties in various places, and overcame the fate imposed on him.

Q: I believe that "Journey to the West" is very special to you, can you talk about it briefly?

Yes, "Journey to the West" is a well-known mythological story in China, so the ease of resonance is also a big factor. In Black Myth: Wukong, the entire development team did an in-depth study of Journey to the West, and I am confident that we were able to successfully reflect the background and atmosphere of the myth into the game.

Foreign media interviewed the "Black Myth" team: picture development, action design concept

Q: What were some of the ideas you had in mind when developing the Actions section?

What we want to recreate is a battle against powerful enemies such as gods and monsters. In order to allow players to enjoy the game while operating, we put a lot of effort into the attacks and enemy movements. Different bosses have very different attacks and moves, so players need to change their strategies according to the different characteristics of the enemies to keep the combat fresh. The gods and monsters that players face are not just enemies, they are endowed with personality and character.

Foreign media interviewed the "Black Myth" team: picture development, action design concept

Q: How did you manage the game's graphics to a level of realism?

We scanned real temples, Buddha statues, forests, rocks, etc., and then made drawings of objects, buildings, and landscapes one by one. To make them look more realistic, we've also used advanced technologies like Unreal Engine 5 and NVIDIA's ray tracing. This kind of realistic effect is not often seen in action RPGs, so I hope you will experience it in the game.

In order to recreate the world of Journey to the West, our goal was to create life-like graphics, and we wanted to make the picture as realistic as possible, even if the player knew they were playing a game, and still see realistic plants, trees, and water on the screen.

Q: Finally, is there anything you would like to say to the players?

We would like to thank all of our players for their support, and we have received various feedback from many different places that will help us take Black Myth: Wukong to the next level. Stay tuned for the full release!

Foreign media interviewed the "Black Myth" team: picture development, action design concept

Famitsu also previously released the actual screen and experience of the closed trial of "Black Myth: Wukong", which can be viewed by interested players.

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