"Teacher Zhuyou is so meticulous! Why are they divided into so many details? Some jobs should be able to take care of each other, right?"
In each hall, people who have been further subdivided have labels on their chests with their respective types of work.
Some of the detailed types of work they had never even heard of before.
For example, there are a few guys in the first lobby who were originally the main creative writers but were eventually subdivided into the role of character story design outside of the plot.
What exactly is this type of work?
According to what Zhu Youxing described, they are some behaviors that passerby characters outside of the game do in daily life. These also need to be taken out separately for additional creative production.
If this were placed in other game companies, they would probably be deleted as if it didn't exist, because it would be a waste of resources and manpower.
According to those profit-seeking companies, wouldn't it be better to have the time to make more games and make more money?
However, here, they no longer need to consider the opinions of the company bosses. They only need to follow Zhu Youxing's requirements and use their imagination as much as possible.
As for other highly repetitive tasks, such as the repetitive programming content of games, they do not need to consider the division of labor in each link. They only need to complete their current work and put forward as many suggestions and ideas as possible based on their current work.
Then just let the next person take care of it.
In the first hall, Zhu Youxing mainly explains the general details of the story to everyone. In Zhu Youxing's plan, the sentence "History is our playground" was directly typed on the big screen of the first hall.
on the screen.
Next, the screenwriters will try their best to find inspiration from the historical story of the Third Crusade, use real historical stories as the basis, and then create stories that belong to the players.
In the third hall of program development, Zhu Youxing directly took out the Unreal Engine 4, which was still in the development stage.
Originally this was going to be shown at a developer conference, but in order to let everyone better understand the importance of game industrialization, this trump card was taken out in advance.
This can be called Unreal 3.5 for the time being.
This generation of engines has a more convenient game editor. Sometimes many gameplays are even built directly into the Unreal Engine, and you only need to call the code of this part of the gameplay and add it to your own game.
.
The programmers in the third hall are the most crowded among the several halls.
After all, game programming is the real core of game development.
Other halls will pass their respective needs to the third hall through communication, and the people in the third hall will start doing different jobs according to the types of work in some drama areas.
But in fact, they don't actually type out the code line by line. They just transfer the mature code, and then submit it after debugging to ensure that there will be no bugs.
At this moment, everyone has truly become a screw. It may seem a bit rigid, but it also contains a kind of vitality.
In this process, everyone slowly realized the benefits of this kind of detailed division of labor.
But after careful calculation, they should now have more than 2,000 people developing a game together.
This is simply not something a normal game company can do.
A normal game company will definitely try to find ways to reduce employees as much as possible in the development of a game to maximize profits. It is best to use one person as several people.
The result of this is that everyone wears multiple hats, which leaves them with almost no time to think about more things, and they only have endless work to focus on.
But at this moment, these people can handle it even if they face twice as many gameplay and development demands.
While coping, they can also have time to constantly come up with more new ideas.
In this way, Assassin's Creed slowly began to take shape.
The art designers came up with hundreds of drafts in a short period of time, covering a series of designs from scenes to characters to weapons, clothing, etc. In the process, they gradually realized the benefits of specialization.
You just need to concentrate on doing one job.
This may sound boring, but they are less likely to be drained.
Just when everyone was dividing their work and cooperating, Tian Chong finally plucked up the courage to come to Zhuyouxing and asked: "Teacher Zhuyou, I saw that the type of game you wrote above is called an open world game. This term seems to be
This is the first time I’ve heard of it, is this a whole new type of game?”
Zhu Youxing was currently looking at the design of one of the branches of Assassin's Creed. After hearing Tian Chong's voice, he did not look back directly. Instead, he continued to supervise while nodding and said: "It is a new type, but in fact this type
There have been similar games before. The Legend of Zelda and Ocarina of Time that I developed is one of the open world games. You should have played it, right?"
Tian Chong nodded vigorously and said: "Of course I have played it! That is one of my favorite games. You can ride horses and gallop on that vast land. Is this an open world game that you want to say, Mr. Zhuyou?"
?That must be great!”
Takeyusei said: "No, Ocarina of Time is not yet a complete open world because there are not enough details."
"The Romance of Fairy Wood"
"Ah? Isn't it considered complete? So what will a truly open world look like?"
"To put it simply, it is to truly create a world. This is the purpose of an open world. In this world, you can do whatever you want, as long as the imagination of game developers is rich enough, and as long as programmers have enough strength to meet the needs of development,
With all the imagination of the reader, the potential of the open world is unlimited.”
"Imagine what you can do in real life? Play games? Work? Marry a wife and have children? In the open world, as long as you want, you can add these as a kind of gameplay, but some gameplays are really boring. You
Have you ever thought about adding any gameplay to the game?”
Tian Chong immediately said: "What I want to join most are definitely various adventure stories, just like those role-playing games I played in the past! Can I join this one too?"
"Of course, this is actually just the most basic. There are many other contents that can be added to the open world. The content to be created in the open world is to achieve the ultimate in details on the basis of logical self-consistency. Sometimes even just a different character in the game scene
Even the smallest corner may contain rich details. This is the charm of open world games. By the way, the Monster Hunter World I am developing in the future will be an exploration of open world games. You can experience it after it is released.