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Chapter 654 How to save money

This question is very attractive.

How to use a designer's method to save development funds as much as possible.

If you look at this sentence from another perspective, it will become like this - this is to invest hundreds of thousands of dollars in my project.

Because you save some of the expenses, you will naturally be able to apply this part of the savings to other aspects, so that other aspects, details or other places of the game can be done better.

For example, if a game is only given a million dollars in investment, that is, you need to use this million to complete the development of this game. You think this number is very tight, but you don’t want the game to end. As the saying goes, you must learn to use your abilities reasonably to save costs for the game.

This is basically the basic skill of a game developer.

"So how do we do it?" Jester said, looking around the scene. This problem is a purely empirical problem. Even if you personally participate in the development of a game, it is not enough.

He must personally lead a complete development team to be responsible for the development of a complete game, starting from the establishment of the game and until the completion of the game development.

And, not once.

It takes many times.

Jester did not expect that people who have not left campus and who have not had such experience in front-line development can answer his question, so he just paused for a moment and continued to speak.

"In addition to the limitations of technical accumulation, designing a level 3A game is mainly to try to use the player's own imagination. Yes, you heard it correctly. As a designer, you have to learn. When designing a game, use the player's own imagination to design the game. No matter how exquisite and meticulous the picture quality of the game is, the player's brain will definitely be more vivid. Everything we do is to impress the player's imagination."

“And many times we don’t have to show everything in the game. If players can imagine what Napoleon was doing when he wasn’t on the screen, we designers could save a lot of money because we didn’t have to make these content.”

"You may not understand this very much. I will use the examples in Civilization to give examples."

"There is an example in "Civilization". There will be a prompt in the game: The rulers of foreign countries seek your kindness. The Sultan of Alexander sent a convoy of treasures, including seven dancing bears. Now I want to ask you a question, why does such a passage appear? Why do we design such passage when we design it?"

Jester continued to ask first.

However, soon, he said: "You don't need to answer, you just need to answer in your heart, and you don't need to say it out loud. I can tell you the purpose of our design."

"It's very simple. The principle of designing this prompt is to take advantage of the situation - if the player originally tends to believe in certain things, it will be easier to create these things in his imagination. That is to say, when we design the game, we have to bring it in and design it with a player's mentality. What is the player's mentality at this time?"

"I brought it in at that time. If I were a player, after such a passage, my first reaction deep in my heart was like this - 'Yes. The rulers of foreign countries should have sought my kindness, and paying tribute to the seven-headed bears that can dance are considered to be their intentions.' I said before, this is a kind of irrational arrogance when players play games."

"What do I want to explain through this?"

"In fact, we didn't make a dancing bear in the game, nor did we make Alexander's Sultan or a carriage team. By following the trend, we saved millions of dollars in modeling and mapping costs, because players were willing to believe us, and all we had to do was write a text box, and we could use the saved time and energy to convince players to believe in other things that were not easy to believe."

After Jester smiled, there were many people listening below, probably students from the game design department, who were already taking notes.

Even the serious look was like a lesson that was very important to them in the previous section.

This is of course a very important class. After all, they can stop at 20 to 30 classes in Sid Mell's class, and Jester's class may only have such a chance.

"There is another thing that can effectively save a lot of game development. It is to learn to use the knowledge known to players to design games... This may be a bit difficult to understand, but it doesn't matter, I will explain it in detail." After Jester finished speaking, he was a little silent, as if he was thinking about some wording issues.

The audience in the audience was also very patient and were waiting silently.

"This is our long-term test research, and then we came to the conclusion that in fact, players have already mastered a lot of information when they started the game. Designers don't need to strengthen this information again. For example, when players see a swordsman with a black beard, they will take it for granted to regard this person as a bad person and prepare to fight him with swords. Designers do not have to design background stories for this person, nor do they have to create a set of childhood experiences for him. Black beard is a symbol of bad person. After using these technologies, you can focus your time and energy on the real selling points of the game. The content automatically provided by players through imagination is a great help from game designers. Such characteristic and widely accepted by players are very, very many things."

"This is a great treasure. Every designer has to dig out what can be used, and what you get from it will definitely not disappoint you."

After saying this, Jester clapped his hands.

"There are probably so many things I want to talk about today..." After saying that, many people in the audience showed disappointment. They were fascinated by the moment they heard it, but they didn't expect that they would finish this time. However, after Jester looked at his watch, he paused for a moment.

Then he said.

"I looked at the time and found that it was still a bit early. Let's do this. The remaining half hour is used as a question time. Anyone who has any questions you are interested in? As long as it is related to game development, you can consult me. I can guarantee that as long as I know, I will definitely speak out."

Jester said this with a smile. (To be continued, please search for Piaotianwen, the novel is better, updated and faster!
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