Game Industry status quo

Source: Internet
Author: User

Http://www.guibian.com/article.asp? Id = 87

 

 

I have been in this industry for almost two and a half years. Among them, two or three companies have been involved, including well-known companies in the industry and small companies that are not well-known in the industry. I have also known many colleagues in major companies during my career. If nothing happens, I basically don't want to continue in this industry. Although I have a lot of income, I don't think this is my way of life.

Let's discuss the current situation of the domestic gaming industry. I think it is very bad. According to my estimation, a certain level of game production personnel should be less than one in ten, and many of them are already engaged in administrative work, and some others, although on the technical front line, but due to older or other reasons, working hours are not long enough to face complicated industry advances. Of course, the more important reason is the following:

1. planning: it is estimated that planning is the most criticized profession in the current game industry. The reason why planning is so well-intentioned is that I think there are almost two reasons: subjective, the quality of practitioners is low, the rapid development of the game industry is lacking in personnel, which leads to the inability to control the quality of personnel after rapid expansion. In my opinion, most of the planning is not suitable for the job, but is not suitable for the job. They think they know what to plan when they play a few more games than others, which is a great joke. Extremely chaotic thinking, lack of rational planning, and a small amount of poor experience, coupled with hard work, have almost led to the overall development bottleneck.
Because of the low level of planning, the program must focus on the systems and logic they are not familiar with, and spend most of the time on logic. The level of planning also directly affects the planning of data and quality in the art production process, and the final work will be reworked multiple times. (I will make a good team later)
Of course, there are also many objective factors without experience. Currently, China is a society with quick success and close success. From the very beginning, there was no way to plan the game itself based on their own ideas. They had to copy the game from the east to the west. Forming a vicious circle. Don't forget that Gong benmao is not a one-day practice. He created Mario only after countless failures. If he just imitates it, how can he make progress?

2. Other two occupations: Program and art. The rapid development of games has also put two careers that are not worth attention on the stage of society.
To put it bluntly, art is a group of children with poor performance looking for a way out for themselves. Although art is a profession that I think is very noble, you have to admit the lack of humanistic spirit in China, in countries with artistic breath, art is not respected. Of course, we do not lack people who love art, but if a person really loves art, I think he will never stay in the game industry for a long time, because it will only stop art. In the gaming industry, art can be divided into at least two parts: art and technology. Needless to say, from my work to the present, there are very few art technologies that I know, it is very difficult for a painter to understand graphics and graphics cards. What about art? I have analyzed the reason why foreign games often stimulate the development of art. In China, art is becoming more and more popular for migrant workers.

The game industry's high salary attracts many "elites" in the IT industry who were not optimistic about the game industry, in addition, more and more newcomers with poor water products also choose to take the game as the first job to enter the society. The result is that the code quality is low and the hierarchy is messy. In addition, in order to cope with the project progress, you don't need to talk about the architecture, and even the code is collected. Because the logic system is complex and the demand is constantly changing, the program can say it is not easy to design a well-designed architecture. In my opinion, this is a very mixed statement. A good program will not make a very different design because of the project size. Programmers who cannot do well in design, I think not only is the project poor design, maybe even a class they cannot abstract, this is a low level of programming, rather than the low level of game programming.

3. Conflict of company size. Small start-up companies, passionate but not good technical staff, large mature companies, good technical staff, but not passion. I used to stay in a small company. Technology is very lacking. There is often only one experienced employee. However, as there is no systematic specification or complete process, almost all of us are constantly trying to fail, until the initial passion and Will are smoothed out.
Of course, big companies are even worse in my opinion. Although there is a lot of money to invite technical staff, there is no passion. The complex leadership structure and casual work attitude are the biggest disadvantages of large companies. The leader does not understand the development process, and the developer's excessive interference causes the project to be delayed and set to abort. Employees of their subordinates do not think ahead. They consume time every day. Leaders do their jobs while they are there. When they are not there, they perform their own activities, chat, SNS, and forums. There are also great problems for supervisors at all levels. At present, the level of supervisors in China is at most a newcomer to first-line work abroad, therefore, if the supervisor does not try to improve his own standards, it will inevitably lead to the bottom of the game production products. However, unfortunately, what I see in various companies is that supervisors at all levels stick to their own poor outdated technologies with no passion. The art director did not understand the graphics, and even relaxed the production, resulting in ugly results, excessive waste and consumption. One of the most widely heard words is the limitation of countless art complaints engines. What I want to say is that no matter how bad the engine is, it will not impose much limit on the game screen itself, if the performance is poor, it's just that your level problem has nothing to do with the engine. The program supervisor is even more miserable. Some people I know only write a few words if... else... for Loop, do not know what the template is, or even do not know the inheritance and virtual functions. They stick to their old experiences or rely on kuvi, which is left behind by their early years of work, to hold on to their poor position.

4. In this malformed society in China, the gaming industry basically relies on market operations rather than products. Therefore, developers will not need high-quality games to abandon themselves. And then get worse. I think companies without passion will not be in the long history for too long. Imagine that a genius like carmark would have to work hard for 16 hours a day. How can we surpass others? Go to blizzard and check the epic headquarters. The working status of the people there will only increase the gap. Every game worker can ask themselves whether I really love the game industry, rather than the poor monthly income of thousands or tens of thousands of dollars. Is it true that I have paid my best effort every day, instead of having to live and stick to my seemingly comfortable life. Everyone around me seems to be at a loss waiting for a miracle like listing a company. I think it is really ridiculous and sad.

5. Attach a look of my excellent team:
First, senior practitioners should discuss and define all production specifications, development processes, and project progress.
Second, an excellent development team is required. No matter whether they have experience or not, they must be at least passionate. They are willing to spend more time than others to invest in the project, in terms of game logic, I don't think there are too many technical barriers, and I have a clear mind. Planning that I am willing to think about can be developed by logic programmers in the past. Graphics-related programs require professional basic knowledge. Game Development is not a simple task. At least I think it industry requires more efforts.
Planners must have a precise definition of the game content, the framework, the general direction, and the game logic. Ensure that programmers do not have to waste too much time focusing on complex game logic, but spend time on the game architecture design and more convenient development work, help with planning and art to improve work efficiency. Planners also need to coordinate with programmers to help art producers and maximize the effect in the game in the best way. Of course, the management personnel should arrange the testers, and the version Builders should follow up at any time to ensure stable and robust development of the project.
Members should trust each other, open their hearts, and acknowledge their own validation and weakness. There should be too much debate on irrelevant opinions and do not make some irrelevant discussions. Actively invest in decision-making and action plans. Do not stop yourself. Everyone should pay more for and improve the game itself. Be responsible for the actions that affect the work plan. Do not shirk the responsibility. No one in the project may make mistakes, but you must make up for it, don't think about yourself as a result of other people's problems. We need to focus on the collective performance, and do not think that everything will be done after our internal work is completed.

Maybe you think I have a high requirement. Maybe you don't love this job.

 

 

 

Wang: I sincerely hope everyone can fully invest in the industry where they live. Whatever the reason, you should treat it with your heart ..

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