SPAL Gacha – 遊戲抽卡動畫

為SPAL手機遊戲製作的角色抽卡動畫,沿用了系列一貫的太空科幻主題,以「羊駝們接受召喚,乘坐太空艙降落」為主軸,製作了短影片。除了主要遊戲角色與背景使用了Blender 3D製作外,這次過程中也加入了2D手繪作為輔助,令畫面更具視覺衝擊。
The character summoning animation (Gacha) created for the SPAL mobile game maintains the series’ consistent space science fiction theme, featuring characters answering the call and landing in space pods. A short video was produced to showcase this concept. Besides utilizing Blender 3D for the main game characters and backgrounds, 2D hand-drawn techniques were integrated into the process to amplify the visual impact.
Client: SPAL
 
Production: Late Studio
太空玩家角色發出召喚信號(抽卡信號)。
The space player character sends out a summoning signal (gacha signal)
太空艙(角色)應召而來。
The space cabin (character) responds to the call.
太空艙華麗降落(很火爆喔~)
The space cabin lands in a magnificent and explosive manner
5星角色從太空艙裡出現。
A 5-star character emerges from the space cabin.
我們為SPAL的抽卡,設計了2個版本,分別對應抽到角色的稀有程度,抽到1星至4星角色時,會使用普通版本,只有抽到5星時才會有特別版本。上文展示的是稀有的特別版。
For SPAL’s gacha, we have designed two versions corresponding to the rarity of the characters drawn. The normal version is used when drawing 1 to 4-star characters, and the special version is only used when drawing a 5-star character. The text above shows the rare special version.
普通版本的降落(1至4星),太空艙不會爆炸,而是正常降落。
The landing of the normal version (1 to 4 stars) is a standard descent where the space cabin does not explode but lands normally.

前期分鏡

Storyboard Stage

我們使用Miro進行前中後期的資料整合,包括前期分鏡也是直接用ipad在Miro board上繪製。主要是idea構思作用,storyboard也是畫的很潦草 XD
We use Miro for data integration in the pre, mid, and post-production stages, including drawing storyboards directly on the Miro board using iPad for the initial stage. It mainly serves as an ideation tool, and the storyboards are also drawn quite roughly haha.

草稿到完成品的演化

Draft Animatic to Final Piece

我們在過程中,用Photoshop畫了一些2D草稿,用來指引3D動態,也小部分的2D layer直接經過合成,用到最終畫面上。

During the process, we used Photoshop to create some 2D sketches to guide the 3D animation. Additionally, a small portion of the 2D layers were directly composited and used in the final scene.

在3D中融入日本動畫 - 黑白閃

Black White Flash

因為喜歡日本動畫,一直希望在作品中融入日本動畫特色,例如黑白閃就是一直想嘗試的元素。

Because I like Japanese animation, I have always hoped to incorporate Japanese animation characteristics into my work, such as the black white flashes that I have always wanted to try as an element.

後期合成 - Nuke

Compositing

我們使用Nuke作為後期合成軟件,合成過程清晰整潔,讓我們對畫面更有掌控力
We use Nuke as our post-production compositing software. The compositing process is clear and tidy, allowing us to have more control over the visuals.
透過拆分Layer的方式,也方便我們針對單一效果,進行不同的嘗試
By splitting the layers, it also makes it easier for us to experiment with different effects individually.

手機比例影片

Phone Ratio

因為是手機遊戲,最後影片像素需求是1125×2436,所以除了橫版以外,也會調整一個手機直版。
As it is a mobile game, the final video pixel requirement is 1125×2436, so in addition to the landscape version, we will also adjust a portrait version for mobile phones.

影片 - Video