譯介丨Alexander Rostov:《極樂迪斯科》引言


3樓貓 發佈時間:2022-12-20 09:39:55 作者:大概是龍套 Language

Nothing exists in a vacuum, not even video game art. Every individual is a product of their material conditions and historical context and sometimes it is interesting to trace it all back to a few specific events.
沒有事情是從虛無中誕生的,就連電子遊戲美術也不例外。任何個體都是他們的物質條件與歷史背景的產物,有時追溯到幾個具體的事件之中是一件有意思的事情。
I grew up in the post-apocalypse. Amid the ruins of the Soviet Union, a newly born land of arms deals, rapid financialization,, and cowboy capitalists killing one another in public squares. In these interesting circumstances, the traditions of figurative art were, to put it lightly, interrupted.
我出生在後啟示錄時代。在蘇聯的廢墟之上,嶄新的國度同軍火商、快速金融化以及互相置對方於死地的牛仔資本主義商人們一起誕生了。在這種有趣的境況下,我想輕描淡寫地總結一下此時的傳統具象藝術史:它被*打斷*了。
The neoliberal zeitgeist which emerged from the ashes of the Great Project had little appetite for frivolities of painting. In art circles, it was declared that mankind had overcome and thus abandoned drawing and painting, much as it had slavery or speed limits on the Autobahn.
從偉大計劃(蘇聯的兩個五年計劃,1928-1937)殘骸中出現的新自由主義思潮對於對繪畫這種業餘愛好漠不關心。而在藝術圈中,藝術家們聲明人們已經克服並放棄了塗塗畫畫,畫畫對這個時代的人們來說就好像高速公路上的縴夫和限速一樣不合時宜。
In its place, an aggressive conceptual art was taking the soap-in-a-sock to all other forms with what appeared to be vengeance. Nothing short of a complete reset of all truth and institutions of art. In painting, little else remained besides serious abstracts for bank lobbies, financed by the banks, abstract and serious themselves.
在這個時候,極具進攻性的概念藝術復仇般地給與所有其他形式的藝術當頭一棒。無異於對於所有真理與藝術體系的徹底重置。在繪畫領域沒有什麼被留下來,除了對於銀行大廳的嚴肅抽象,由銀行贊助的資金,以及抽象和嚴肅本身。
The world, it seemed, consisted mostly of fast loan ads, alcohol, and imaginative varieties of potato chips.
就好像世界絕大部分是由快速貸款廣告,酒精以及充滿想象力的各類薯片組成的。
Sketchbooks were not among the commodities available in stores. I’m sure you could see how a young man obsessed with painting would find this world bleak and worthy of contempt. Fortunately. My father could bind books and made for me a few to draw in.
在一個就連寫生簿都不在商場供貨清單的環境中,你肯定能想象一個對繪畫痴迷的年輕人會有多麼心灰意冷與憤世嫉俗。幸運的是,我心靈手巧的父親為我製作了一些手工寫生簿,使我能夠繼續練習繪畫。
This is the cultural context that the art of Disco Elysium emerged from.
這就是《極樂迪斯科》美術誕生的文化背景。
The next illuminating moment in the synthesis of the art of Disco Elysium was discovering the works of Craig Mullins (see p.20, image 16). His work was my first serious exposure to expressive brushwork and what you might loosely call impressionist or expressive painting and it completely blew my mind. I spent an entire day in furious thirst after this, for me, never-before-seen quality of pure distilled skill, downloading Mullins’ complete works one-by-one via what surely must have been dial-up internet. For a young artist, this was the discovery of the first master to emulate. There were many others in the years to follow, but the first one is the sweetest.
另一個對《極樂迪斯科》藝術創作綜觀具有啟發性的時刻是在我發現Craig Mullins的作品時。那是我第一次認真地直面如此富於表現力的繪法,你可以輕率地把它稱為印象派/表現派繪畫,但它徹底震撼到我了。我在那個撥號上網的年代花了一整天時間,急不可耐地一件又一件下載著Mullin所有的作品,因為我從未看到過如此精湛的技藝。對一名年輕藝術家來說,這是他找到第一位值得模仿的大師的時刻。在這之後他還會遇到很多大師,但第一位總是最甜蜜的。
In a visceral way, what really hits in the works of Craig Mullins is how the image seems to come together without much hassle. In truth, of course, this loose brushwork and seemingly effortless manner actually take a lot of effort. In there lies the appeal of mastery, of understanding how to work the material, how to handle the brush and color. But also in understanding optics, how to accurately model by intuition and mental calculus the way light illuminates a scene. Perhaps most strikingly, an intuitive understanding of how much needs to be depicted to trick you into seeing something that’s not entirely there. It is painterly anarchy on top of rigid and true fundamentals.
發自肺腑地說,Craig Mullins的作品真正打動我的原因在於他行雲流水地組織畫面的高超技巧。他那隨心所欲的繪法看似毫不費力,實際上當然傾注了心血。那種對於如何表現材質,如何處理筆繪與顏料的駕馭能力令人神往。在對於光影的理解,如何憑藉直覺和心智去準確地建構光源是如何照亮整個場景的能力同樣使人陶醉。或許最引人入勝的是,他有一種對於需要多大程度的描寫,就能夠誘使你去關注一些完全不存在於畫中之物的直觀理解。這是位於教條與真實性基礎之上的一種繪畫性的無秩序狀態。
It immediately struck me as the most intellectual mode of painting.
我深信這就是世界上最具智慧的作品。
Craig Mullins 作品

Craig Mullins 作品

Not only was Craig Mullins my first introduction to serious painting, he’s also historically remarkable. Mullins was there at the advent of early Photoshop and Wacom tablets, one of the first to drop gouache in favor of the digital round brush. Digital art tended to have the surface finish of air brushed marshmallows before Mullins introduced texture and bravado. Any future history books on the art of painting that omit his name can be considered incomplete.
Craig Mullins不僅是帶我走進嚴肅繪畫的第一位老師,他在現代繪畫史上也值得一提。你可以在Photoshop和數位板剛問世時見到他的身影,Mullins是首批拋下水粉顏料轉而使用圓形數位筆的人。在Mullins引入他的紋理和個人風格之前,數字藝術作品都像是被空氣噴槍塗抹過的棉花糖一樣平滑而溫和。我認為任何略去他的名字的藝術史書籍都是不完整的。
Suffice to say, post-apocalyptic conditions were hardly ideal for the study of art, and in isolation, one develops an uneven skillset. At the same time, these early difficulties and mistakes led to idiosyncratic approaches which have ended up influencing the art of Disco Elysium in fundamental ways. The autodidact must find ways to cover for their shortcomings and put forth their strengths.
不得不說,後啟示錄時代對於一個希望鑽研藝術的個體來說很難稱得上是一個理想的環境,在這種與真正藝術世界隔絕的情況下,他的各項能力沒法均衡發展。同時,這些早期的困難與挫折促成具有古怪氣質的實踐之道,最終卻以極其根基性的方式影響了《極樂迪斯科》的美術設計。自學成才者必須設法揚長避短。
An example: One prominent technique that arose from these conditions is the use of abstract flashes of color, splats of paint,and aggressive use of edge hierarchies which are necessary to make up for shortcomings and impatience in composition. Where I fail to lock down the image in its early stages I tend to use abstraction to finish it later. It is a bit like constructing when it threatens to tumble over. As far as learning how to paint goes, I do not recommend this approach - after a while, you start building tilted houses on purpose.
舉個例子:為了遮蔽構圖上地草率與缺陷,我們使用了一些顯眼的技巧,比如不切實際的色彩運用,顏料的飛濺,以及激進的邊緣層次。畫面中那些沒法在早期確定下來的部分,之後我會使用抽象的方式矇混過關。這有點像修建一座搖搖欲墜的大廈。就我目前的經歷,我不鼓勵這種做法——久而久之,你會將修建豆腐渣工程本身作為目的。
《極樂迪斯科》立繪創作過程

《極樂迪斯科》立繪創作過程

Truthfully, though, it is fortunate that my natural proclivities for expressive work fed so well into the subjective nature of the story told with Disco Elysium. If I were a true-blue realist, some of the wilder excesses might not have come together the way they did.
說實話,我對於過分表達本能的癖性能與《極樂迪斯科》故事敘述強烈的主觀性結合得如此融洽是一件很幸運的事情。如果我是一名虔誠的現實主義者,《極樂迪斯科》中那些荒誕不經的場景也許就沒法像現在這樣展現出來了。
The video game took five years to make. This is a long time for an art project. Luckily it didn’t take us quite as long as Ghiberti on the Gates of Paradise. He got to witness the transition of what we’ve come to recognize as the Gothic period to the Renaissance while stuck working in a style that fell out of fashion during his own lifetime. Such are the artistic risks with protracted projects. If I allow myself the vanity, I hope Disco Elysium reflects not on the collapse of something, but instead on the tendencies of an incoming new age of more bold and eccentric works of art.
我們花了5年時間創作《極樂迪斯科》。這對一個藝術項目來說是很長的一段時間。不過好在我們沒有像吉貝爾蒂設計天堂之門一樣花那麼多時間。吉貝爾蒂不得不見證了哥特時期到文藝復興的滄海桑田,而歷時20年完成的天堂之門在它誕生的那一刻便成為了老古董。這是一個曠日持久的項目必須承擔的美學風險。假如讓我縱容一下我的自負,我希望《極樂迪斯科》不僅代表某些事物的瓦解,它還會代表一個邁入新時代的趨勢,那時充滿了更加*爭強好勝*,更加*標新立異*的作品將會紛至沓來。
Alexander Rostov, art director Brighton, England December 2020
Alexander Rostov, 美術總監 布萊頓, 英格蘭 2020.12

譯者的話

這篇文章與我翻譯的前一篇《譯介丨ROBERT KURVITZ:《極樂迪斯科》引言》一樣收錄於《極樂迪斯科》Switch限定版的設定集中。說來慚愧,在剛拿到設定集時我就有了翻譯其中幾篇文章的念頭,因為幾位主創真的分享了很多有價值創作經驗,僅僅作為收藏品實在是有點暴殄天物。但藉著工作繁忙、文學藝術水平不足等一系列理由,我遲遲沒有行動。
推動我真正動筆的事件當然是ZA/UM工作室的法律糾紛。說實話,瞭解這件事之後我的第一感受是一種極其自私的憤慨:我花了很多錢買了好幾個版本的《極樂迪斯科》,有些根本沒有打開過,只是為了表達一絲對創作者的支持,可它卻突然變質為對資本者的助紂為虐。我簡直像個智障。接著往下想,我還能為《極樂迪斯科》做些什麼嗎——答案就是這兩篇文章。
接下來也許我還會翻譯幾篇設定集上的文章,就我的能力和效率來看,這裡的幾篇不是泛化量詞。
如果問我對這件事本身有什麼看法,作為一個純粹的理工男,我不僅不善於對這類事件表達看法,我可能根本就沒什麼看法。就像我對《極樂迪斯科》本身的體驗一樣,除了一句“食髓知味永遠是我大哥”以外我也想不到其他更好的評價了,我就好像Alexander所批判的那些新自由主義者一樣。
然而《極樂迪斯科》於我就像Craig Mullins之於Alexander一樣,我深深的受到了震撼。在這裡我找到了我在開放世界中苦苦追尋而不得的真正的自由,我看到了豐富的可能性,我的相對主義世界觀被挑戰了,沒有什麼井水不犯河水,以控制多巴胺為目的的奶頭樂就應該對這種真正的藝術俯首稱臣。
不過奶頭樂可能沒法被消滅,我反抗了,屢戰屢敗。
我買過不少遊戲設定集,但我確實第一次見到遊戲創作者如此詳實且無私地分享自己的開發經驗,就好像除了展示自己工作成果之外還有一件更重要的事情一樣——“你們也來試試吧,它值得一試”。這讓我想起了重輕老師對吹哥的評價,“他知道自己一個人搞不定這件事,所以他成為了一位極其優秀的佈道者”。我覺得《極樂迪斯科》殊途同歸,後啟示錄時代與嚴肅藝術的隔絕可能是個結構性問題,也可能是消費主義景觀化的問題,anyway,這不是一個人或一個團隊就能解決的問題,所以他們在呼喊,他們在喚醒同伴。
這也是我參加BOOOM的動機之一,雖然我們的作品跟藝術毫不沾邊,甚至因為做的太糟從內心抗拒覆盤導致現在還欠著二七老師兩篇創作筆記。但這些經歷使我對遊戲的理解更加寬廣了,而這種堅信自己在做正確的事的信念就會推著我繼續走下去,哪怕結果只是下次面對值得認真對待的遊戲時,我的評價不再只有“恁牛逼呢”,也足夠了。
疊個甲:本文為個人翻譯作品,僅供學習交流使用,請不要將此文章用於任何商業用途。我沒能夠向版權所有者取得授權,但其符合“合理使用原則
話又說回來,現在似乎也沒法取得即*合法*又*有效*的授權了。
最後,如果《極樂迪斯科》與翻譯這些文章讓我學到了什麼,我會將它們總結為一句諫言送給我自己,希望對你們也有幫助:
Don't consume all the way, produce something, even if it is doomed to tumble over.

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