Soul of Anatolia: Building Intersections with Pavel | 《安纳托利亚之魂》:与帕维尔共筑交汇点

Today, we’re taking a look behind the scenes of the&nbsp; Soul of Anatolia DLC for Euro Truck Simulator 2 , this time focusing on the complex work that goes into creating the roads and intersections that connect its cities and landscapes. We spoke with Pavel, one of our Map Designers, who shared more about his work on the project and the process of building a road network. 今天,我们将带大家一探《 欧洲卡车模拟2 》 “安纳托利亚之魂”D LC的幕后制作,本次重点介绍为构建连接城市与地貌的道路及交叉路口所进行的复杂工作。 我们采访了地图设计师帕维尔(Pavel),他向我们详细介绍了他在该项目中的工作内容,以及构建道路网络的具体流程。 Hi! My name is Pavel, and I’ve been working at SCS Software as a Map Designer for more than 7 years. 大家好!我叫帕维尔,在SCS Software担任地图设计师已有7年多。 For the past two years, I’ve mainly specialised in everything related to roads and highways. 在过去的两年里,我主要专注于与道路和高速公路相关的各项业务。 For Soul of Anatolia, I design large highway interchanges and create specifications for other departments for prefabs, tunnels, and traffic lights. I also work with my colleagues to place these elements throughout the map and strive to create a consistent driving experience for players. 在《安纳托利亚之魂》项目中,我负责设计大型高速公路立交桥,并为其他部门制定预制构件、隧道和交通信号灯的技术规范。此外,我还与同事们合作,将这些元素布置在地图的各个角落,致力于为玩家打造一致的驾驶体验。 What similar projects have you worked on in the past, and how is working on Soul of Anatolia DLC different? 你过去参与过哪些类似的项目?参与《安纳托利亚之魂》DLC的开发与以往有何不同? The project that comes closest to my work on Soul of Anatolia is the Greece DLC, where I had some experience with the geometric design of interchanges and maintaining consistency in road elements such as toll gates. 与我在《安纳托利亚之魂》中的工作最接近的项目是《希腊》DLC,在该项目中,我积累了一些关于立交桥几何设计以及保持收费站等道路元素一致性的经验。 Working on Soul of Anatolia&nbsp;is different mainly because of the scale of what I’m responsible for. I’ve been given much more room to influence the road layout. 参与《安纳托利亚之魂》的开发之所以与以往不同,主要是因为我所负责的工作范围更广。在道路布局方面,我拥有了更大的发挥空间。 <p clas...