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How about IPEGA game education?

If you don't understand, you have no right to speak.

How about the other party? You have no personal experience and you have no right to judge, so I remain neutral. Otherwise, it is irresponsible to hack others. What I can do is to share my personal experience with you, hoping to help you.

What kind of person you learn from determines what level of person you become.

If we learn from the weak, we will become weak, and if we learn from the strong, we will become strong, so what kind of people you mix with determines your direction in this industry. There is such a person who shares the knowledge of game making and the ideas of solving problems online every night. It has been many years now, and under his training, a large number of excellent game producers and entrepreneurs have been born. Do you want to learn from him? This is not a problem. You only need to pay time, and you don't need to attend his class. If you want to listen, you can join this group. The first one is: 29, the last three are: 66 seven, the last one is: 62, and the last one is: 89. If you combine them in order, you can find our idol and let you know what is awesome. Remember: what kind of people you learn from determines what level you become.

Third, some experiences about game design are summarized.

The final form of the game is commodity.

The ultimate goal of the game is to make a profit. While ensuring the quality, we should also strive for perfection, otherwise the consequences will be indefinite delay, and the worst result may lead to the end of the project. (The road to quality goods is endless)

2. Design should conform to the habits of players, not try to change them.

Once a habit is formed, it is difficult to change it. It is conceivable that it is difficult to change the habits of the public by our own efforts.

3. Show the best side to the player from the beginning of the game and know how to arouse the curiosity of the player.

From knowing the game, understanding the game, downloading the game, registering an account ... to logging in the game, these tasks are the results of the operation colleagues. It is the developer's job from the moment the player logs in to the game and sees the game screen. If you can't attract players in a short time, there is only one result: the loss of users.

4. Know how to guide players and guide them to choose their long-term, medium-term and short-term goals.

The game is a virtual world, and any player's cognition of this world is blank in the early stage. It takes a lot of energy to guide and inform players of everything in the game. If you do this, the game is half done.

5. Provide players with platforms and opportunities to show themselves, including honor, achievement and value.

Ideals and ambitions that cannot be realized in real life have a chance to be realized in the virtual world. How to design games according to human nature is the key link.

6. If you are not absolutely sure, then don't design a thin fly naked.

Flying too naked and thin will also be spurned by the public; The beauty of wood in the forest will be destroyed by the wind.

7. Game design needs to be demonstrated by data and cases, not by feeling.

Early game design depended on feeling. The times are developing and the society is progressing. I don't feel 100% reliable. What is really reliable and convincing is the data.

8. At any time, try to avoid players doing nothing in the game; Any design should try to avoid causing players' disgust and disgust.

When the player has the above phenomenon, if it can't be changed in a short time, then the result is still: lose.

9. Where people live, there are rivers and lakes; Where there are rivers and lakes, there are right and wrong. Fighting with the sky is fun; Fighting the ground is fun; Fighting with people is fun.

, players and players, friends and enemies, lovers and brothers ... Complex social networks bring not only positive, but often PK is the most direct embodiment of its negative.

Third, it is better to play games than to play games.

You know, playing games and playing games are not the same concept. Playing games is a hobby lifestyle, and playing games is a job, an industry, a profession and a career. For example, there are more people watching movies and fewer people making movies; There are many people who play football and few people who coach; Many people use cosmetics, but few people make cosmetics; Many people drink, but few people make wine. Does this explanation probably understand the difference? As a ten-year industry in China, games have a strong development momentum.

How were the four games created?

1. The game making process is not mysterious. According to different platforms, it can be divided into online games and console games. Its development process can be roughly divided into the original stage-project research and development stage-project development stage-game testing stage-game operation stage. As an individual, the division of labor in the game production process includes art (advertising art director, role, scene, action, special effects, UI interface), program (main program, network program, client program), planning (main planning, execution planning) and music (mainly outsourcing). However, online games and console games have different artistic requirements, and online games pay more attention to the interactivity of UI, the diversity of styles and the richness of content. Host games pay more attention to the expressive force of the picture, the advanced technology and the delicate details of the UI. In recent years, the art of online games tends to be close to home games in terms of picture expression. As far as the development status of this industry in China is concerned, qualified talents in fine arts and procedures are the most scarce.

2. The whole process of game making:

(1) game planning

Scope of work: story design, AI design, game design, digital setting and level design.

Staffing: screenwriter and game planner.

(2) Game art

Scope of work: original painting, modeling, mapping, animation special effects, user interface.

Staffing: original painter, modeler, material engineer, animator, special effects engineer and UI designer.

(3) the game program

Scope of work: game engine program, script editing, material development.

Staffing: programmers, software engineers and shader programmers.

(4) game integration

Scope of work: level integration, numerical adjustment, combination of program and art, sound effect placement.

Staffing: Programmers and software engineers.

(5) Game test

Scope of work: numerical fine-tuning, limit testing and debugging.

Staffing: Programmers and software engineers.

3. To learn game making, you must master knowledge and software in three directions!

Game art needs a certain art foundation. The software to be used is: max, zbrush, ps and so on.

Of course, the game program is about computers. Learn programming languages. Such as C, c++, as3, php and so on.

Game planning is more complicated. Because planning is subdivided into numerical planning, system planning, land planning and so on. Moreover, planning should have a certain procedural and artistic basis. So if you want to develop the plot, you must study liberal arts, historical psychology and other majors. If it is numerical value and system, it pays more attention to logical analysis and prefers science and engineering. Half of the software used is office series.

4. Some other positions in game production.

Original painter: According to the industry experience of game players, we will carry out high-intensity painting training, master bright colors and accurate structural proportions, improve appreciation and creativity, ensure the rapid improvement of students' own level, and reach the industry employment standards.

Modeler: Through the study and research of role modeling, human anatomy, scene modeling, props modeling, UV display, surveying and mapping, normal baking and other knowledge, students can master various techniques skillfully and reach the employment standards of the industry.

Material division: Through the study and research on role modeling, human anatomy, scene modeling, props modeling, UV display, texture drawing, normal baking and other knowledge, students can master various techniques skillfully and reach the employment standards of the industry.

Animator: Let students know about the performance of various animations, the overall shaping of roles, and the making of style animations. After graduation, they will have a solid grasp of animation principles and expressive force, and master animation production skillfully.

Special effects technician: According to the needs of advanced talents in game special effects production, special effects with dazzling colors, strong sense of rhythm and visual impact are produced through color matching, special effects mapping and particle special effects.