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What are the requirements for Tencent campus recruitment game planning?

On the front page of the room panel, some rooms that are not full at present are recommended for players to choose from; Then the homepage must not be the same for every player (this will cause most players to occupy all the rooms on the homepage at the same time, and the more people apply to enter the room later), so it is necessary to formulate a room sorting rule here. According to the number of people waiting, the function of the room, etc., the number of missing people is random or completely random. , and how many random elements account for the number of rooms per page. I don't know these plans. Planning needs to give a feasible plan.

Art is the same, what resources are needed for each demand, what effect each resource needs, and so on. Things that need to be agreed should be documented as far as possible, and the planning case should be as simple and easy to understand as possible. Words are not as good as tables, and tables are not as good as pictures.

Finally, as a planner, you don't have to play many games at the beginning of your career (but you must not play too few), but you must go deep and have your own opinions and analysis; But playing more games is definitely more conducive to long-term development. Every time I have a new idea, I must consider the feasibility. Why should I overturn other existing game modes or mechanisms? These models or mechanisms have been tested by the market, so new ideas have never been tested. Is it feasible? Is there a game that actually used this idea, failed or caused another result? In addition, the design has no imagination, and needs a lot of game experience as the basis. If the design is reasonable, try to avoid unreasonable ones.