Today, we’re excited to take you behind the scenes of an ambitious project. We spoke with Davido, the DLC Lead for British Columbia , who shared insights into the scale, challenges, and inspiration behind bringing Canada to American Truck Simulator for the very first time. 今天,我们很高兴带您了解一个雄心勃勃的项目的幕后。我们采访了不列颠哥伦比亚省DLC负责人Davido,他分享了首次将加拿大带到美国卡车模拟器背后的规模、挑战和灵感。 " Hi, I’m Davido, and I’m the DLC Lead for British Columbia (BC). As a DLC Lead, I'm essentially the project's manager. This means that I primarily manage a team of 14 people who are responsible for the visual appearance of the DLC, and I have to keep track of everything that people create in the map. I have to make sure that nothing is forgotten in a given DLC, that everything meets our technical and visual standards. I spend a lot of time consulting and providing feedback not only with people in the team, but also across the entire company because a DLC is not just about visual work, but it's a combination of several things that must work both on its own and in conjunction with the rest of our game world. In addition to all this, there are also a lot of administrative matters related to the regular evaluation of people, marketing, reporting of the DLC status to top management, recruiting and training new map designers, etc. I’m also still able to participate in some of the production. In BC, I would like to build the city of Kelowna. " “嗨,我是Davido,我是不列颠哥伦比亚省(BC)的DLC负责人。作为DLC负责人,我基本上是项目的经理。这意味着我主要管理一个由14人组成的团队,他们负责DLC的视觉外观,我必须跟踪人们在地图上创建的一切。我必须确保给定的DLC中没有任何东西被遗忘,所有东西都符合我们的技术和视觉标准。我花了很多时间咨询和提供反馈,不仅是与团队中的人,而且是整个公司的人,因为DLC不仅仅是视觉工作,而是必须独立工作和与其他工作结合的几件事的组合。除此之外,还有许多与定期评估人员、营销、DLC报告相关的行政事务向高层管理人员晋升,招聘和培训新的地图设计师等。我也可以参与一些制作。在公元前,我想建造基洛纳城。" For the first question, we asked Davido how extensive this DLC will be. 对于第一个问题,我们问Davido这个DLC的范围有多广。 " British Columbia is a really big and vast territory comparable to the area of Texas, Oklahoma, and Kansas combined, just to give you an idea. Anyway, a large part of the territory consists of uninhabited islands off the coast or wilderness in the North. Many cities are located mainly in the lower half of the territory and on the border with the United States. Logically, it doesn't make much sense in our game to create all of it from the South to the North to the border with Yukon, where only a few one-way roads lead to; in that case, the community would have to wait a really long time for this DLC. We're going to cover about two-thirds of the territory with major cities and roads, and that should be an amount of work roughly equivalent to 1.5 - 2 times the size of our standard US DLCs ." Davido explains. “不列颠哥伦比亚省是一个非常大和广阔的地区,与德克萨斯州、俄克拉荷马州和堪萨斯州的面积之和相当,只是给你一个想法。无论如何,该地区的很大一部分是由海岸外的无人居住的岛屿或北部的荒野组成的。许多城市主要位于该地区的下半部,与美国接壤。从逻辑上讲,在我们的游戏中,从南到北再到育空边境的所有地区都没有多大意义,育空地区只有几条单行道通往;在这种情况下,社区将不得不等待很长时间才能看到这个DLC。我们将用主要城市和道路覆盖大约三分之二的地区,这应该是一个工作量大约相当于我们标准美国DLC大小的1.5-2倍。”Davido解释道。 Since we are moving away from the USA for the first time in American Truck Simulator, we wondered what new challenges the DLC brings. 由于我们在《美国卡车模拟器》中首次离开美国,我们想知道DLC带来了什么新的挑战。 " First of all, after a long time, we're again facing a completely different landscape and environment, where breathtaking mountains, rocks, forests, and lakes play a significant role, which is what my team and I did previously in the Montana DLC. Canada is also, of course, a new country, with its own road metric system, rules, signs, different architecture, but partly also cultural customs and language. For the first time in ATS, we're going to have border crossings. But it's already clear to us that the biggest challenge will be the mountains, rocks, and road elevation presented everywhere. These elements are not easy to create in the map; not every map designer has the talent for it, and we will have to share know-how with each other, probably also with a few people who were able to capture such landscapes perfectly in the rework of Austria and Switzerland. " Davido told us. “首先,经过很长一段时间,我们再次面临一个完全不同的景观和环境,令人