Gmgc Lab (Part 1)

Source: Internet
Author: User

On the 24 and 25 th, I attended the 2014 gmgc conference. The general feeling is that this year's Conference is more in line with the needs of the audience than the previous two, because this year's Conference opened a developer training camp venue, it makes sense in the IT circle where CP occupies the mainstream in Chengdu. Another point is that the game channel and platform Booth are added in the aisle outside the Conference, which can also serve as a bridge between CP and distribution channels. It seems that each gmgc meeting is constantly changing with the demands of participants. I am not saying that I have gained a lot from attending the gmgc conference. I will share my experiences and feelings with you next.

Yang xiangji of tap4fun: What do employees know most about mobile games

Tap4fun is a local company in Chengdu. If you do not know this company in the Chengdu game circle, you will be amazing! Yang shared the following content:


This figure does not need to be repeated. You can see that there are several items that meet your company's standards. You know!


I have heard that the width is over 1 cm and the depth is one kilometer. The depth of one point inserts. If you don't stick out a point of blood, it only means that the depth of your plug is not enough.



Let's take a look at the successes of these games:

1. The success of arpg, CEO of agglas Wang shuangyi's hero war soul, lies in

A. self-developed 3D engine success

B. Good time. The first batch of 3D games started in January.

C. Strong team strength. The key is that the Operation Team is also strong, focusing on self-operation

D. Led by senior producers of heavy games

E. taking root in overseas markets from product design and starting from South Korea, which prefers PVP, can prove this point.

Their revenue is 65%-80% from overseas

 

2. Digital Sky Wang Cheng's "the power of the Dragon" conversion success:

A. Time matches, entering the market at the beginning of the prevalence of casual turn-based systems

B. Foreign skin domestic gameplay makes pictures and images close to western players' Aesthetics

C. simple and easy to use. It conforms to the gaming habits of players in Europe and America. CoC shows that European and American Games are easy to use and have fewer buttons.

 

3. The success of fireworks technology Wang Weifeng's Three Kingdoms card:

A. The first batch of 3D card games were integrated into many elements, such as RPG games and strategies.

B. Strong R & D capabilities, with the same screen of thousands of people, not won by any team

C. Japan and South Korea have been successfully promoted because of cultural similarity and good quality.

 

 

Boya interactive Zhang Wei "Texas hold'em" card success:

A. Texas hold'em, which first entered FB

B. The localization operation of Durex in poker is just the same as that of Durex. In Thailand's gambling-banned countries, there are nearly 3 million fans on FB. How many game users are there!


C. The market positioning is accurate and a new path is created. First, Hong Kong, Macao, Taiwan, and then the BRIC countries

D. Dedicated. It takes three years

There are too many game topics to talk about. It's too broad. Here we can stop it, and the content below will be wonderful.


This is the CEO of nibilu and also a legend. In March this year, core employees were greatly lost and the company was in turmoil. Although it was the leader in Chengdu, it was also a controversial company.


Mr. Yang dared to say this. At that time, he thought that he was still a very open-minded person, because indeed many bosses were afraid that they would go out and start another job. Only the true idealistic leaders would not care. But finally, I went home to open the daily investment to learn about the situation. Originally, he was an investor in daily investment. Isn't he afraid of his subordinates flying separately? So he is very open-minded!


I 'd like to talk about it every day. There are indeed a lot of investment experts!



Junmeng game-Zhu Weiwei's path to junmeng IP game

I am not interested in IP, because we are not suitable for such games as IP. Let's take a look at the picture. Zhu Weiwei's point of view is that the game team members must integrate into the IP circle so that you can truly perceive the players. This is an agreement, and I think this is also a refined aspect.





Yao zhuangxian, father of xianjian, should be remembered by all of us.


Suo Le game chen yu "art and UE design in burning vegetable Games"


I personally think that the success of the game lies in the product positioning.





The weakness of stand-alone games is that it is hard to make a profit, so vegetables are a way to break the conventional branding path, to put it bluntly, learning Angry Birds, developed through cultural products in music, table games, cartoons, emotices, and surrounding areas. Therefore, the line of art is a popular Q-version funny style.


Lu xiaoyin of the perfect world: art and music in the ninth Art



He said in his speech that "Game art has three levels of value. For me, this definition is defined by myself and is not completely accurate, as a reference:

The first layer for a product, the value of Game art lies in the Visual Packaging and content production of the product. What can be seen in all games is art. This is what I think is the most simple value of Game art. as an ordinary game designer practitioner, even the most basic value for art workers is to make this product look good as much as possible, this product can be sold better, and other game designs can be added with extra points.

Second-level value I think most enterprises have not yet achieved. The value of the second layer is an important component of a company's brand. Why? There are many elements of a company's brand, including its history and coverage. Many elements constitute the company's brand. In this brand, there are different elements of the brand that enterprises build based on their own development experience. For our company, I don't know if you have noticed that there are only the Chief Art officers in the perfect world among the major listed companies in China, and there are no other companies. Why? I have talked with many friends about how bad art officers are in other companies? No. Why is there a Chief Art Officer in the perfect world? I think I have made the second-level value of Game art into a corporate brand. Perfect World is a first-class art, second-stream program, and third-stream planning. This shows that most perfect game players already have a basic definition of a perfect brand, that is, there is no need to worry about the makeup screen of a perfect game, in the past, the development process proved that the players playing the perfect game are basically dominated by the old players in the perfect world, because the players are good or in the industry, which has become an important symbol of perfection, that is, there is no need to worry about the game picture in the perfect world. Slowly, this product becomes an important element of a perfect brand. Therefore, although art cannot decide the life or death of a game in many cases, however, we can increase the value of art to another level, that is, it can be a corporate brand image.

As a matter of fact, many companies in the perfect world have opened the road with perfect art brands in their external cooperation process. For example, the school we are running just now, in fact, it uses a perfect brand image as an important attraction.

The third level of the value of art is what I am currently doing. For an industry, many people think that art is basically here. I estimate that the art of many companies here is outsourced, maybe my company has several core employees, and the rest are outsourced, or cooperate with other companies for art development, so it may not be so important in many companies. But for me, I have been doing fine arts for so many years. For me, I have been committed to doing one thing: how to bring the value of Fine Arts in the game industry to the highest level, how can we improve its industrial position? I think the value of the highest Game art industry is one of the most important means of production and expansion in this industry. I am also doing this recently. How can I do this? First of all, we know that although the gaming industry is a very profitable industry, it is not a very high social position in terms of social status. So many years ago, I told people that I was an educational software engineer and didn't dare to tell people that I was playing games. Why? Personally, I think the gaming industry still needs to be upgraded and expanded. In fact, many companies have been doing this, including connecting with the entertainment industry, including the education circle, these are a very important way to upgrade the industry. For me, I think Game art can play a very important role in the industrial upgrading process ."

I always think that art has always been a relatively low-status but profitable industry, so they have more misunderstandings than other professions. The plot of my contact with art designers is mostly cool and I have been living in my own world for a long time.


In fact, what is unknown in the perfect world is that they not only have extremely strict requirements on art, but also have the same requirements on music. Lu Zong said: let alone music to appreciate sound effects, I agree very much. If the quality of sound effects is not high, it is actually a matter of sensory pollution to integrate the best music!










Gmgc Lab (Part 1)

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