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"Teacher Zhuyou is really meticulous! Why do you have to be so meticulous? Some jobs should be able to take care of each other, right?"
In each hall, the more subdivided people have their own labels on their chests.
There are some refined types of work they have never even heard of before.
For example, there are a few guys in the first hall, who were originally subdivided by the main creative writer into the part of the story design of the characters outside the plot.
What is this type of work?
According to Zhu Yuxing’s description, there are some behaviors that passerby characters outside the game will do on a daily basis, and these should be taken out separately for additional creative production.
If this is placed in other game companies, it is estimated that it will be deleted directly as something that is not there, because it is a waste of resources and manpower.
According to the words of those companies that pursue profits, isn't it better to have that time to make more games and make more money?
However, here, they don't have to consider the opinions of the company bosses, they just need to use their imaginations as much as possible according to Zhu Yuxing's request.
For other highly repetitive tasks, such as the repetitive programming content of games, they do not need to consider it. The division of labor in each link only needs to complete their current work, and put forward suggestions and ideas as much as possible on the basis of their current work. Then let the next person do it.
In the first hall, Zhu Youxing mainly explained the general details of the story to everyone here. In Zhu Youxing's plan, the phrase "history is our playground" was directly typed in the big hall of the first hall. on the screen.
Next, the screenwriters will try to find inspiration from the historical story of the Third Crusade as much as possible, use the real historical story as a blueprint, and then create a story that belongs to the players.
In the third hall of program development, Zhu Yuxing 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 know more about the importance of game industrialization, this killer was taken out in advance.
This can be called Unreal 3.5 for the time being.
In this generation of engines, there is a more convenient game editor, and 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 in several halls.
After all, the game program 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 to do different jobs according to the type of work in some of the scenes.
But in fact, they don't need to type down the real line of code, they just call the mature code, and then submit it after debugging to determine that there will be no bugs.
At this moment, everyone really becomes a screw, which seems to be a bit rigid, but it also contains a kind of vitality.
In the process, everyone gradually realized the benefits of such a careful division of labor.
But after careful calculation, now they should be developing a game with more than 2,000 people.
This is not something that a normal game company can do at all.
A normal game company will definitely find a way to minimize the number of employees in a game development and maximize the benefits. It is best to use one person as several people.
And the result of this is that everyone has multiple jobs, which leaves them with little time to think about more things, and their energy is only the endless work.
But at this moment, these people, even if they face double the various gameplay and development needs, they can handle it.
They have time to come up with more new ideas while they cope.
In this way, Assassin's Creed slowly began to take shape.
The art designers conceived hundreds of drafts in a short period of time, covering a series of designs from scenes to characters, weapons, clothing, etc. They also gradually realized the benefits of specialization in the process.
You just need to concentrate on one job.
This may sound boring, but they are less likely to be dragged down.
Just when everyone was working together, Tian Chong finally summoned up the courage to come to Zhu Youxing and ask, "Mr. Zhuyou, I saw that the type of game you wrote above is called an open world game, and the word seems to be The first time I heard, is this a whole new genre of games?"
Zhu Yuxing was looking at the design of one of the branches of Assassin's Creed. After hearing Tian Chong's voice, he did not turn back directly, but nodded while continuing to supervise: "It's a new type, but in fact this type There have been similar works before, and the Ocarina of Time for The Legend of Zelda I once developed is one of the open world games, you should have played it, right?"
Tian Chong nodded vigorously and said, "Of course I've played it! That's one of my favorite games to play. You can ride horses and gallop on that vast land. Is that what you want to say about such an open world game, Mr. Zhuyou? ? That must be great!"
Take Yuxing said: "No, Ocarina of Time is not a complete body of the open world, because there are not enough details."
"Ah? Isn't it a complete body? What would a real open world look like?"
"In simple terms, it is to really create a world. This is the purpose of the open world. In this world, you can do anything you want, as long as the imagination of the game developers is rich enough, as long as the programmers have enough strength to meet the needs of development. With all the imagination of the author, the potential of the open world is limitless.”
"Imagine what you can do in real life? Play games? Work? Get 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 thought about adding something to the game?"
Tian Chong immediately said: "What I want to join the most is definitely various adventure stories, just like those role-playing games I have played in the past! Can this one be added too?"
"Of course, this is actually only 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 make the details to the extreme on the basis of logical self-consistency. The eye-catching corners 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 the release. ."