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3.-直播课:游戏制作工艺更迭.srt English (en) subtitles

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OK

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Macau officially starts, hello everyone.

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That

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This is our zero-basic class.

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First live broadcast.

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The main content of today's live
 broadcast is

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is

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Mainly to talk to you about the
evolution of game scene production.

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The evolution of game scene
production techniques.

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And its different periods of that

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Production process.

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And some corresponding games.

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The second is the game scene
production process.

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There is a common general production
process.

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Then the third is the 3D scene art
ability echelon.

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This I before

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The earliest time in

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B station also shared it, so today's
words may be

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Will add some content.

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That capacity, then if you have any
questions, interact.

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Let's look at the first one first.

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The evolution of game scene production
techniques.

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We started the most

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When the game just started, it was

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Um

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Hey

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This date is gone.

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This 1980s.

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Do you know what game this is?

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I am now

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Ask everyone to have some

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And students after 2000 may not know.

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This

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What game is this on the far left?

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Have you played it?

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Contra got that in the middle.

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That's the one below.

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Ninety-seven.

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King of Fighters 97.

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And in this era, the first one said
is 19

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Around 1986.

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The Contra that first appeared?

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And at the beginning our people

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Restricted by hardware, the hardware
at that time

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Making a big screen, it actually has
a very low resolution.

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So most of them appear in the form
of dot matrix books.

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And this is our earliest game.

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Of course, this is not a chase game, I
just say that this era is

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Some of the more representative games.

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And that game production is basically
dot matrix.

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And then it's actually module-free.

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Made with modules. For example,

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this little piece is a module.

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.

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To put together.

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It's pieced together with pixels.

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Including these.

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As you can see, some

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textures are very repetitive.

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Made these small elements and
  then brushed and pieced them
  together in this map.

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For that effect.

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Also to

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save his resource amount.

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Resource amount.

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Press.

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The memory at that time was
  also very slow.

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Yes, at that time.

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The computer storage space
  they were talking about

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was very limited.

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The memory is also relatively
  low, so this resource amount

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is also very important.

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A factor.

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So the games at that time were
  like this.

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First, its pixels were low, and
  second, its resource amount
  was also low.

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Then the following.

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Romance of the Three Kingdoms
  was probably

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in the nineties.

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Ninety-seven.

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Came out.

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Wenxi, when I was little, I
  often

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squatted in internet cafes to
  play this Romance of the Three
  Kingdoms.

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And I

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really liked this game when I
  was little.

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And at this time, this game's
  screen

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is obviously better than the
  one above because the one
  above is a

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scroll, right? It's that

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horizontal.

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Horizontal.

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Of course, the following is
  also very horizontal, but it
  can move up and down.

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The one above is static.

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It does not move up and down.

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Or it is relatively weak.

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Ah, mainly

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horizontal.

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It doesn't have the front and
  back

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depth of field movement?

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But this one has multiple
  moving lines.

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We call this single moving
  line? This is multiple moving
  lines.

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This was probably in the
  nineties.

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Ninety-two, ninety-three.

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The specific time doesn't matter.

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And then below this one.

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It's King of Fighters, Street Fighter,
that kind of thing from that time.

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It was also in the arcades, the main...

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...energy, the mainstream games were all
this.

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And also the games that attracted the
most players.

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And this one.

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It's also a side-scrolling fighting game.
Also single player. This one...

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This sense of impact experience.

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Is clearly different from the ones above,
right? Is the arcade more fun?

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Its feeling of...

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...confrontation. And...

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...the feeling of hitting, the soil, these
are more emphasized.

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This game's gameplay is better.

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Wenwen, go further down.

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Right, and Cadillacs and Dinosaurs, there
are many more.

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Then back to that time, around the year
2000.

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This was probably around 1998, 199...

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Around 1998.

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I marked this time then, but it seems this
time isn't showing up.

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Um, do you guys know what this is?

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What game?

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The one above.

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Does everyone know what the game above is?

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Right, Diablo II.

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Later, I didn't intercept this part. It...

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Say.

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The most iconic thing is two things.

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A red ball and a basketball, these iconic
things.

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So, Diablo II is the ancestor of ARPGs.

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It can be said to be an ancestor.

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An ancestor.

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It's just...

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All of these...

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...ARPGs are all...

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...referencing Diablo II.

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And back then, it was also...

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...a revolution in the game industry.

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Because it and traditional games...

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...before that, what games were there? At
least before that, they were turn-based.

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Ah.

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Or this...

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...like this side-scrolling.

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And...

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...there were some like this, but Diablo
was an innovation in gameplay at the time.

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He said.

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And it's a very large map.

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Although it's...

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...it's teleporting, right?

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Teleporting and switching screens.

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But the way he played it.

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And the maps and all that stuff.

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Performance.

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Is just a.

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Innovation based on an IP.

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Later games all learned from it,
including Legend and Miracle and
those games.

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So, back then in this image.

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Does everyone know how this
image was made?

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Is this 3D or 2D?

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You know?

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Does anyone know?

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This.

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Let me tell you, this is 2.5D.

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It is.

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2D pictures pieced together.

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Right, 2D pictures pieced together.

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Right.

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2.5D.

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So Legend, Legend is also 2.5D.

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That's how we.

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Do it well.

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High-model, and then render it in
3ds Max to render.

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Render into pictures.

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And then put it into the game.

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Finally put it into the game, for
example, an object is a picture.

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And this tent is a picture.

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And then put it into the game.

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Because the 3D technology at the
time was not mature enough.

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Yeah, and then when you want to
express more details.

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Use that.

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The 2.5D method is better.

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Right.

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So early on.

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There was 2.5D already.

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Yeah.

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3D technology appeared quite early.

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I used this earliest in 3D Max.

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And 3D Max.

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Should have been around in the 90s.

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3D Max.

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Look at this.

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Diablo came out in '98, so 3D
Max was around in '98, '99.

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Was already around in the 90s.

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So, this is very early.

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Was there "Although Dead" in the
same era as it?

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A little later.

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Dead.

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Was also this.

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Globally popular?

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There was Diablo II and "Although Dead."

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Yes.

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At the provincial level, it was popular.
Basically, all internet cafes had it.

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It was completely popularized.

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Then, Legend. Legend was a game
developed by a Korean company and...

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...represented by Chen Da University.
All of these were Shen Xuan and...

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...at the time it was also because

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its gameplay

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borrowed from Diablo II.

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So this one

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was also very attractive to players.

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Including its

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player-versus-player combat, like
red names and things like that,

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00:10:01,080 --> 00:10:03,720
and fighting over equipment - these
increased player interaction.

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00:10:04,260 --> 00:10:05,920
This was something that other
games didn't have at the time.

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00:10:06,210 --> 00:10:08,680
So it was also

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a very popular game at the time.

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00:10:11,166 --> 00:10:11,616
Now,

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00:10:12,096 --> 00:10:13,276
this,

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00:10:13,566 --> 00:10:18,126
there are many

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00:10:18,606 --> 00:10:19,606
games that are saying they are
imitations of Legend, or Legend Returns.

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00:10:19,956 --> 00:10:21,226
Yeah.

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00:10:23,106 --> 00:10:24,106
It's all these.

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Start.

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00:10:27,126 --> 00:10:28,126
Let's look at the third game.

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00:10:28,956 --> 00:10:31,366
Era.

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00:10:31,746 --> 00:10:33,649
Do you guys recognize this game?

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00:10:33,996 --> 00:10:37,636
And I estimate that some of

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00:10:37,806 --> 00:10:40,306
the slightly younger students here
should

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00:10:41,316 --> 00:10:44,056
should have played these games.

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00:10:44,226 --> 00:10:45,306
Those born in the 90s or 2000s.

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00:10:45,816 --> 00:10:47,325
Since the 90s.

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00:10:51,576 --> 00:10:53,266
Would have played.

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00:10:53,376 --> 00:10:56,628
This game.

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00:10:56,736 --> 00:10:58,086
Or this game is called A Chinese
Odyssey Online 2.

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00:10:58,326 --> 00:11:00,196
This is NetEase's.

236
00:11:01,326 --> 00:11:03,076
NetEase's A Chinese Odyssey.

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00:11:03,246 --> 00:11:03,876
The specific time.

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00:11:04,236 --> 00:11:07,516
Now.

239
00:11:10,026 --> 00:11:12,826
The marked time is no longer there.
It was roughly

240
00:11:14,646 --> 00:11:17,356
in the early 2000s, maybe 2001
or 2002, around then.

241
00:11:18,666 --> 00:11:21,826
Does everyone know how this
was done?

242
00:11:27,036 --> 00:11:29,686
Is this 3D or 2.5D?

243
00:11:34,236 --> 00:11:35,236
3D.

244
00:11:35,886 --> 00:11:37,776
Actually, it's still 2.5D.

245
00:11:38,106 --> 00:11:39,126
Still in 2D.

246
00:11:39,546 --> 00:11:41,886
Why is it still 2.5D?

247
00:11:42,186 --> 00:11:44,706
Well, let's look at these details.
What kind of...

248
00:11:45,486 --> 00:11:46,486
Um.

249
00:11:46,866 --> 00:11:49,986
And I even have the picture
from that time.

250
00:11:50,466 --> 00:11:51,546
There's a cracked picture.

251
00:11:52,116 --> 00:11:53,436
It's every single one.

252
00:11:53,766 --> 00:11:56,236
Objects, and everything else, are

253
00:11:56,736 --> 00:12:01,536
Still selected, some are pieced
together, and some are...

254
00:12:01,776 --> 00:12:02,856
Directly pieced into a

255
00:12:03,276 --> 00:12:04,276
Large map.

256
00:12:04,730 --> 00:12:06,786
It is a large map with deviations.

257
00:12:07,056 --> 00:12:08,526
There are still some objects...

258
00:12:08,796 --> 00:12:10,666
That are placed separately.

259
00:12:11,346 --> 00:12:13,066
Placed separately.

260
00:12:13,206 --> 00:12:15,166
Still a 3-choose-2.

261
00:12:16,806 --> 00:12:17,796
It's 3D that's done...

262
00:12:18,036 --> 00:12:20,016
And then rendered into 2D.

263
00:12:20,436 --> 00:12:22,966
Rendered into 2D images, and then...

264
00:12:23,106 --> 00:12:24,106
Um.

265
00:12:24,726 --> 00:12:26,506
Placed in the game.

266
00:12:27,276 --> 00:12:28,936
This one in the middle...

267
00:12:29,196 --> 00:12:34,486
The one in the middle is NetEase's
famous work, which is Fantasy Westward

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00:12:35,106 --> 00:12:36,696
Journey.
NetEase is still...

269
00:12:36,966 --> 00:12:41,406
Fantasy Westward Journey is their
most profitable...

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00:12:41,556 --> 00:12:42,156
Game.

271
00:12:42,456 --> 00:12:44,836
It still is, to this day.

272
00:12:45,786 --> 00:12:47,856
It's been about ten years, right?

273
00:12:48,576 --> 00:12:49,576
Game.

274
00:12:51,606 --> 00:12:53,356
Earlier than Warcraft.

275
00:12:54,576 --> 00:12:57,736
NetEase's most profitable game is
Fantasy Westward Journey.

276
00:13:00,126 --> 00:13:00,726
This...

277
00:13:00,846 --> 00:13:03,426
Also a 3-choose-2. Let's look at
these...

278
00:13:03,816 --> 00:13:06,876
The details on top are actually all
rendered.

279
00:13:07,236 --> 00:13:09,556
All built from models and rendered.

280
00:13:09,876 --> 00:13:11,536
Selected.

281
00:13:12,876 --> 00:13:16,276
And then a picture is pasted on, and
the player walks around.

282
00:13:16,506 --> 00:13:18,306
So, below is... this...

283
00:13:18,426 --> 00:13:22,066
Perfect World's Zhuxian. That Fantasy
Zhuxian...

284
00:13:23,586 --> 00:13:28,786
Fantasy Zhuxian, which is a bit
later, around 2009.

285
00:13:30,546 --> 00:13:32,926
Around 2009.

286
00:13:34,056 --> 00:13:35,717
This is also a 3...

287
00:13:35,883 --> 00:13:36,186
2.

288
00:13:36,576 --> 00:13:38,556
What are the advantages of 3D and
3-choose-2?

289
00:13:39,216 --> 00:13:41,166
The advantage of 3-choose-2 is...

290
00:13:41,646 --> 00:13:45,436
Its graphics are very detailed, it
can be made very detailed.

291
00:13:45,546 --> 00:13:48,466
Because it renders a picture.

292
00:13:48,576 --> 00:13:50,886
It's like a rendering.

293
00:13:51,486 --> 00:13:53,736
We're playing a game on a promotion
image.

294
00:13:54,066 --> 00:13:56,046
Around that, but its disadvantages...

295
00:13:56,526 --> 00:13:59,807
The technology at that time was also
very obvious, what are its drawbacks?

296
00:14:00,156 --> 00:14:02,046
When your character is moving...

297
00:14:02,466 --> 00:14:04,846
The picture has obvious lag.

298
00:14:05,916 --> 00:14:08,866
The camera and this... this...

299
00:14:09,576 --> 00:14:10,836
The picture below...

300
00:14:11,586 --> 00:14:13,446
It's not a very good match.

301
00:14:13,596 --> 00:14:16,176
Ma Teng had no buffer for the camera.

302
00:14:16,596 --> 00:14:19,726
Anyway, there was obvious lag at that time.

303
00:14:19,904 --> 00:14:21,306
Tencent also had it.

304
00:14:21,696 --> 00:14:25,186
Similar projects were later cut.

305
00:14:26,046 --> 00:14:27,066
And before, there were also...

306
00:14:27,336 --> 00:14:32,086
There were also many similar projects, like
"Fantasy Zhu Xian."

307
00:14:32,916 --> 00:14:34,056
They all used the 3-choose-2 method.

308
00:14:34,566 --> 00:14:36,826
Ah, because at that time,

309
00:14:36,966 --> 00:14:40,336
3D games, although they had come out,

310
00:14:40,536 --> 00:14:44,526
were mainly on consoles and some brands.

311
00:14:44,946 --> 00:14:48,006
Some PC games also had 3D games.

312
00:14:48,666 --> 00:14:52,666
But the previous production process was still...

313
00:14:52,836 --> 00:14:55,936
stuck with the 3-choose-2 method.

314
00:14:56,496 --> 00:14:58,456
In addition, there was also the...

315
00:14:59,766 --> 00:15:06,066
player acceptance, which caused a certain
habit for players.

316
00:15:06,186 --> 00:15:07,926
They could play with just a reskin.

317
00:15:08,046 --> 00:15:08,286
So...

318
00:15:08,766 --> 00:15:10,906
It was a situation like that.

319
00:15:11,736 --> 00:15:15,666
So, 3-choose-2 was more popular at the time,
including now.

320
00:15:16,026 --> 00:15:22,966
Now, some projects from small and medium-sized
factories are still doing it.

321
00:15:23,136 --> 00:15:25,276
But now, if you...

322
00:15:26,016 --> 00:15:26,406
If...

323
00:15:26,736 --> 00:15:30,456
If your current project is still using 3-choose-2,
you might be

324
00:15:30,816 --> 00:15:36,046
a bit out of date because there are very few
3-choose-2 projects now.

325
00:15:36,246 --> 00:15:38,206
There will be fewer and fewer in the future.

326
00:15:38,616 --> 00:15:42,856
Only some low-end projects will use 3-choose-2.

327
00:15:43,296 --> 00:15:45,676
Let's continue watching.

328
00:15:46,506 --> 00:15:51,826
I've put this timeline at the end here.

329
00:15:52,086 --> 00:15:55,266
In this timeline, we can see that this is...

330
00:15:55,656 --> 00:15:58,996
1987, then 1992, 1997.

331
00:15:59,346 --> 00:16:01,846
Then Diablo II is 2000.

332
00:16:02,466 --> 00:16:04,416
Legend of Mir is 2001.

333
00:16:05,466 --> 00:16:07,746
Journey to the West Online 2 is...

334
00:16:07,866 --> 00:16:09,066
2002.

335
00:16:09,366 --> 00:16:11,176
Fantasy Westward Journey is 2003.

336
00:16:12,276 --> 00:16:14,136
Zhu Xian is 2009.

337
00:16:15,216 --> 00:16:16,216
Then...

338
00:16:16,716 --> 00:16:17,916
the following...

339
00:16:18,096 --> 00:16:19,756
Do you guys recognize them?

340
00:16:21,606 --> 00:16:23,976
Do you guys recognize these two games below?

341
00:16:24,186 --> 00:16:25,636
Have you played them?

342
00:16:32,046 --> 00:16:36,046
Right, below is Clash Royale, what is above?

343
00:16:36,816 --> 00:16:38,496
It's Clash of Clans.

344
00:16:39,216 --> 00:16:44,826
This is Supercell, the Finnish company that
made these two games.

345
00:16:45,336 --> 00:16:48,096
Back in 2015 and 2016, they were also

346
00:16:48,216 --> 00:16:51,046
in the top few of the global charts.

347
00:16:51,516 --> 00:16:55,816
So how did they do it?

348
00:16:56,826 --> 00:16:59,436
Also using 3-choose-2, and also using three...

349
00:17:00,016 --> 00:17:04,236
But theirs was much smoother than before.

350
00:17:04,356 --> 00:17:04,656
Ah.

351
00:17:05,106 --> 00:17:08,056
It's just you moving the camera.

352
00:17:08,406 --> 00:17:12,156
The consistency of the rendering style
during operation.

353
00:17:12,666 --> 00:17:14,561
Ah, and this person.

354
00:17:15,186 --> 00:17:18,006
The clarity of the picture.

355
00:17:18,126 --> 00:17:22,026
It's obviously better than before,
although it's more casual.

356
00:17:22,656 --> 00:17:24,036
But he doesn't have so much.

357
00:17:24,639 --> 00:17:27,456
Um, very messy things. Like this.

358
00:17:27,786 --> 00:17:32,346
Just completely piled up. Don't
even say you can't see the words.

359
00:17:32,466 --> 00:17:34,056
There's no sense of hierarchy at all.

360
00:17:34,236 --> 00:17:35,446
These?

361
00:17:35,616 --> 00:17:37,926
Ah, also because it was influenced
by the technology and aesthetics of

362
00:17:38,256 --> 00:17:42,256
the time.

363
00:17:42,816 --> 00:17:43,816
Wait.

364
00:17:44,346 --> 00:17:50,026
So this is roughly the development
trajectory of our 2D games.

365
00:17:51,366 --> 00:17:52,786
Currently.

366
00:17:53,076 --> 00:17:56,896
2D games are still there, but not many.

367
00:17:57,456 --> 00:18:00,316
Not too many. Maybe just some casual games.

368
00:18:00,486 --> 00:18:02,956
And some lightweight games.

369
00:18:03,636 --> 00:18:04,746
That's about it.

370
00:18:05,256 --> 00:18:06,496
Your situation.

371
00:18:06,696 --> 00:18:07,696
OK.

372
00:18:08,916 --> 00:18:09,916
Yes.

373
00:18:10,566 --> 00:18:13,836
Next, let's take a look at the
production process of 3D games.

374
00:18:13,956 --> 00:18:14,956
Retrospective.

375
00:18:17,316 --> 00:18:20,986
So, in the beginning, it was 3D without
hand-painting.

376
00:18:23,166 --> 00:18:25,566
I, I was talking about "Seize" just now.

377
00:18:25,716 --> 00:18:26,736
"Seize", it's.

378
00:18:27,246 --> 00:18:30,436
It was a very early 3D game.

379
00:18:33,036 --> 00:18:35,547
Half-Life, it was called Half-Sugar back then.

380
00:18:35,676 --> 00:18:37,156
Half-Life.

381
00:18:37,986 --> 00:18:38,986
Fall to death.

382
00:18:40,056 --> 00:18:42,126
Ah, I didn't write it down.

383
00:18:42,306 --> 00:18:43,416
"Shanshui" is earlier.

384
00:18:43,536 --> 00:18:46,606
"Shanshui" was a very early game.

385
00:18:47,136 --> 00:18:49,566
Um, but it's mainly.

386
00:18:49,716 --> 00:18:51,736
Which LAN is the main one.

387
00:18:51,876 --> 00:18:52,776
So we.

388
00:18:53,136 --> 00:18:55,086
If we're talking about online games, then.

389
00:18:55,236 --> 00:18:57,936
The most popular is World of Warcraft.

390
00:18:58,536 --> 00:19:01,326
This is also a game that I personally
like very much.

391
00:19:01,446 --> 00:19:02,746
That's me.

392
00:19:02,916 --> 00:19:04,576
I came into contact with online games.

393
00:19:05,496 --> 00:19:11,026
My first online game was World of
Warcraft and it was also the game I

394
00:19:12,366 --> 00:19:15,456
played the longest. So I personally
like this game very much and.

395
00:19:15,816 --> 00:19:17,226
This game is also.

396
00:19:17,856 --> 00:19:18,856
That is.

397
00:19:19,926 --> 00:19:24,516
It also made a lot of innovations.
After all, this game.

398
00:19:24,696 --> 00:19:27,946
We occasionally. After all, a
lot of the game's innovations.

399
00:19:28,086 --> 00:19:29,196
Are in World of Warcraft.

400
00:19:29,346 --> 00:19:31,776
Ah, including now it's still in
the arch, although it.

401
00:19:32,196 --> 00:19:36,216
Is it declining now? There is a
 period of time when...

402
00:19:36,756 --> 00:19:40,066
There was a period when it was
 declining.

403
00:19:40,476 --> 00:19:43,716
There's no way around it, it's
 been 20 years already.

404
00:19:43,836 --> 00:19:44,856
More than ten years, right?

405
00:19:45,246 --> 00:19:47,106
More than ten years for this game.

406
00:19:47,316 --> 00:19:48,126
Almost twenty years.

407
00:19:48,846 --> 00:19:50,976
Public beta started in 2004.

408
00:19:51,336 --> 00:19:54,046
Internal beta, 2004 internal beta.

409
00:19:54,426 --> 00:19:57,246
Ah, and now it's 2022?

410
00:19:57,636 --> 00:19:59,266
Almost twenty years.

411
00:20:01,356 --> 00:20:04,786
This game is so long-lived.

412
00:20:58,664 --> 00:21:02,324
I don't know, maybe I touched
 somewhere just now.

413
00:21:02,564 --> 00:21:04,284
It's better now, right?

414
00:21:05,106 --> 00:21:06,106
Oh.

415
00:21:08,054 --> 00:21:08,474
Very...

416
00:21:08,654 --> 00:21:14,304
I, I also have my own recordings,
 you can also watch the recordings.

417
00:21:15,854 --> 00:21:16,854
Yeah.

418
00:21:17,654 --> 00:21:18,654
That is...

419
00:21:19,544 --> 00:21:27,314
Before that was Warcraft III,
 Warcraft III, at that time we also...

420
00:21:27,644 --> 00:21:29,394
The characters at that time.

421
00:21:30,224 --> 00:21:34,074
We also cracked them, roughly
 one character.

422
00:21:34,454 --> 00:21:40,404
Roughly a bizarre hero, a hero
 character, roughly bizarre bought life.

423
00:21:41,054 --> 00:21:43,854
So its popularity is very low.

424
00:21:48,614 --> 00:21:50,334
Old general ah.

425
00:21:50,564 --> 00:21:52,724
Maybe it's the problem with my
 microphone ah.

426
00:21:53,264 --> 00:21:54,714
The microphone...

427
00:21:55,244 --> 00:21:56,384
The contact problem ah.

428
00:21:56,834 --> 00:21:58,044
Possibly.

429
00:21:59,084 --> 00:22:02,461
Serves us right, let's watch it.

430
00:22:03,944 --> 00:22:10,524
Let's take a look, this is an early
 screenshot, this screenshot is hard to find now.

431
00:22:11,744 --> 00:22:13,094
Yeah, this is already...

432
00:22:13,304 --> 00:22:18,354
Quite a while ago, there are few
 screenshots saved by people back then.

433
00:22:20,744 --> 00:22:23,964
Let's take a look at the screenshot
 at that time ah, this...

434
00:22:24,224 --> 00:22:32,174
Back then in 2004, it was very
 shocking ah, because online games like this...

435
00:22:32,294 --> 00:22:38,274
This kind of open-world online game.

436
00:22:39,134 --> 00:22:41,094
Ah, at that time were all...

437
00:22:41,324 --> 00:22:45,714
Turn-based ah, and some with
 single-player LAN games.

438
00:22:45,944 --> 00:22:46,944
Games.

439
00:22:49,694 --> 00:22:52,934
Ah, let's take a look at its
 production ah, its production...

440
00:22:53,534 --> 00:22:56,324
They first make the textures and then...

441
00:22:56,744 --> 00:22:57,144
That is...

442
00:22:57,254 --> 00:23:00,864
It's actually similar to our current...

443
00:23:01,304 --> 00:23:04,124
The production process doesn't have
 much difference ah.

444
00:23:04,514 --> 00:23:05,534
It's just that...

445
00:23:05,654 --> 00:23:07,454
At that time it was just a...

446
00:23:07,664 --> 00:23:11,394
Base map and then the textures, that
 is, it only has one texture.

447
00:23:11,774 --> 00:23:16,464
It actually drew the UI and stuff
 all in one texture.

448
00:23:17,114 --> 00:23:20,694
You just need to paste this
 texture in the end.

449
00:23:21,764 --> 00:23:23,994
What we see are these...

450
00:23:24,314 --> 00:23:27,324
All of them are one texture.

451
00:23:27,494 --> 00:23:30,914
The surface is mixed, with some mixing.

452
00:23:31,604 --> 00:23:34,874
Ah, but the other objects and things are all

453
00:23:35,294 --> 00:23:38,504
made with textures, very UV-mapped.

454
00:23:39,254 --> 00:23:41,054
So, uh,

455
00:23:41,324 --> 00:23:45,384
the reusability of that texture is very important.

456
00:23:45,944 --> 00:23:48,074
Its reuse rate is very important.

457
00:23:48,194 --> 00:23:50,954
And the model's face count is also very important.

458
00:23:51,644 --> 00:23:52,334
Ah, because

459
00:23:52,814 --> 00:23:56,694
ah, we can think about back in 2004,

460
00:23:56,984 --> 00:23:58,304
it could support

461
00:23:58,454 --> 00:24:01,514
hundreds of people writing together, hundreds

462
00:24:01,784 --> 00:24:03,324
of soldiers because of a copy.

463
00:24:03,584 --> 00:24:05,804
And a multiplayer copy is forty people.

464
00:24:06,044 --> 00:24:07,484
Then add the mobs.

465
00:24:08,144 --> 00:24:08,504
of

466
00:24:08,924 --> 00:24:14,834
And you, near Blackrock Mountain, plus the two

467
00:24:15,134 --> 00:24:17,204
factions fighting each other, that's hundreds of

468
00:24:17,714 --> 00:24:18,714
people on screen.

469
00:24:19,334 --> 00:24:21,974
Ah, so this on-screen technology was,

470
00:24:22,514 --> 00:24:25,344
at the time, very difficult to solve.

471
00:24:26,294 --> 00:24:28,724
One is on-screen, and the other is frame sync.

472
00:24:29,384 --> 00:24:34,046
A technology of frame sync is that you can't

473
00:24:34,424 --> 00:24:35,638
have serious frame drops.

474
00:24:36,164 --> 00:24:40,964
So, although it was a breakthrough at the time,

475
00:24:41,504 --> 00:24:43,074
in terms of manufacturing process, it is actually

476
00:24:43,244 --> 00:24:46,074
all the UV maps of the ground membrane.

477
00:24:46,364 --> 00:24:48,234
Ah, and the ground membrane is hand-painted.

478
00:24:48,434 --> 00:24:50,474
If the textures are good, then reduce face

479
00:24:50,804 --> 00:24:52,884
counts as much as possible.

480
00:24:53,174 --> 00:24:58,434
Then Lineage II is similar. Lineage II is

481
00:24:59,084 --> 00:24:59,654
Korean, that

482
00:25:00,074 --> 00:25:02,182
which company sells it?

483
00:25:02,384 --> 00:25:04,108
That and that

484
00:25:04,304 --> 00:25:06,114
Blade & Soul is a commune.

485
00:25:06,704 --> 00:25:08,424
Seems to be a company.

486
00:25:12,074 --> 00:25:13,734
Do you all know that?

487
00:25:18,224 --> 00:25:20,324
And Lineage II at that time, it

488
00:25:20,654 --> 00:25:22,884
It's just a different style, right?

489
00:25:23,264 --> 00:25:26,507
The style is different from Warcraft. Warcraft

490
00:25:26,624 --> 00:25:29,124
is European and American. Lineage II is Korean.

491
00:25:29,564 --> 00:25:30,914
Ah, and this kind of slightly

492
00:25:31,034 --> 00:25:33,074
more beautiful characters,

493
00:25:33,344 --> 00:25:34,344
style,

494
00:25:35,264 --> 00:25:37,974
some styles that appeal to Eastern aesthetics.

495
00:25:38,264 --> 00:25:39,264
Ah,

496
00:25:39,584 --> 00:25:41,894
Although the manufacturing process is similar.

497
00:25:42,284 --> 00:25:43,974
Ah, they are all magic maps,

498
00:25:44,504 --> 00:25:45,894
texture hand-painted,

499
00:25:47,114 --> 00:25:49,044
such a manufacturing process.

500
00:25:54,374 --> 00:25:56,564
Then the second period is

501
00:25:56,684 --> 00:25:58,794
Three-D next generation, huh?

502
00:25:59,204 --> 00:26:02,604
The third, fourth era was around 2008.

503
00:26:03,104 --> 00:26:03,464
And

504
00:26:03,614 --> 00:26:06,564
Mainly Blade & Soul and which one?

505
00:26:08,774 --> 00:26:09,774
Ah.

506
00:26:10,064 --> 00:26:13,434
This Trails IV, but built like Trails IV.

507
00:26:14,654 --> 00:26:16,394
Right, Devil May Cry also counts.

508
00:26:17,024 --> 00:26:19,134
Endless energy.

509
00:26:19,334 --> 00:26:22,764
Played many themes, though I didn't finish.

510
00:26:23,024 --> 00:26:24,414
I have a lot of...

511
00:26:24,554 --> 00:26:28,344
...just went up to see the graphics,
experience it.

512
00:26:29,234 --> 00:26:29,654
Yeah.

513
00:26:30,014 --> 00:26:31,284
Spare that...

514
00:26:32,144 --> 00:26:33,914
This next-gen guy.

515
00:26:34,034 --> 00:26:39,594
And current PBR is different. Back then,
next-gen just added normals.

516
00:26:39,974 --> 00:26:44,234
And some separate channels to control
specular highlights,

517
00:26:44,414 --> 00:26:45,834
Simulating texture.

518
00:26:46,154 --> 00:26:49,104
Actually, it's not real physical material.

519
00:26:49,514 --> 00:26:53,304
It just made the material more diverse.

520
00:26:53,474 --> 00:26:56,144
Much more handle than before.

521
00:26:56,444 --> 00:26:58,014
And texture are also

522
00:26:58,604 --> 00:27:00,354
It will be much richer.

523
00:27:01,664 --> 00:27:01,904
You.

524
00:27:02,174 --> 00:27:03,174
Yang.

525
00:27:04,034 --> 00:27:06,984
This is a screenshot of Blade & Soul.

526
00:27:07,994 --> 00:27:10,214
And we look at the metal.

527
00:27:10,544 --> 00:27:14,084
You can see the metal and the current

528
00:27:14,504 --> 00:27:16,604
PBR metal has a clear difference.

529
00:27:16,784 --> 00:27:17,804
Right? It...

530
00:27:18,314 --> 00:27:19,244
Obviously...

531
00:27:19,484 --> 00:27:20,784
A little fake.

532
00:27:22,034 --> 00:27:29,234
This is also related to the technology
at the time, because now it's rendered
with a realistic physics engine.

533
00:27:29,474 --> 00:27:29,834
Ah.

534
00:27:30,464 --> 00:27:35,084
Physical material, physical material,
and the lighting is also more realistic.

535
00:27:35,774 --> 00:27:38,144
So it's rendered to simulate reality?

536
00:27:38,864 --> 00:27:41,514
Previous technology didn't have...

537
00:27:41,804 --> 00:27:44,034
Didn't reach this level.

538
00:27:45,614 --> 00:27:47,654
But this is far better than before.

539
00:27:48,044 --> 00:27:51,324
Like Lineage II, a clear improvement.

540
00:27:51,524 --> 00:27:54,114
It's in the detail processing.

541
00:27:54,254 --> 00:27:55,614
Where there are pictures.

542
00:27:55,874 --> 00:27:58,644
Including the face and the depth.

543
00:27:58,874 --> 00:28:02,514
The entire image rendering has clear
improvements.

544
00:28:03,194 --> 00:28:05,394
Devil May Cry, Devil May Cry this...

545
00:28:05,744 --> 00:28:06,974
Ah, this is...

546
00:28:07,094 --> 00:28:09,984
Should be Capcom's public network,
Capcom's shared.

547
00:28:10,680 --> 00:28:12,594
Then this is...

548
00:28:13,334 --> 00:28:15,014
There are many, he said to use...

549
00:28:15,134 --> 00:28:16,244
Photos to...

550
00:28:16,604 --> 00:28:17,384
Modify.

551
00:28:18,074 --> 00:28:19,724
Ah, photo modification and then

552
00:28:20,144 --> 00:28:25,004
Transferring it through this, ah, there was a
technique at the time, which was that

553
00:28:25,274 --> 00:28:28,424
after you have a photo, you can put it on the
photo

554
00:28:28,844 --> 00:28:32,234
process it separately and directly transfer
and discover it through the photo,

555
00:28:32,414 --> 00:28:33,344
ah, through this.

556
00:28:33,734 --> 00:28:35,324
Turning method eye in the hat sticker area

557
00:28:35,654 --> 00:28:37,574
instead of really going to

558
00:28:38,054 --> 00:28:40,362
do its high-poly baking.

559
00:28:40,724 --> 00:28:43,855
Ah, of course, there are also those who do
steel mold baking.

560
00:28:44,114 --> 00:28:48,174
That is to say, the technology at that time
was not particularly standardized.

561
00:28:48,644 --> 00:28:54,854
There are two ways, one is to transfer and
discover through photo retouching, and the
other is to

562
00:28:55,244 --> 00:28:57,464
make steel molds and then bake them.

563
00:28:57,764 --> 00:28:59,234
But there was also no

564
00:28:59,354 --> 00:29:02,174
There was no ICP software like that at the
time.

565
00:29:02,954 --> 00:29:04,754
And when he has other software

566
00:29:05,264 --> 00:29:07,934
It's just that the alignment is more troublesome.

567
00:29:08,444 --> 00:29:11,864
And most of the time we used that die.

568
00:29:12,584 --> 00:29:16,044
Die to roughly align his position.

569
00:29:17,024 --> 00:29:18,834
So this

570
00:29:19,004 --> 00:29:23,065
The effect that comes out is incomparable to
the current PBR.

571
00:29:24,104 --> 00:29:25,884
Wait for this thing

572
00:29:26,714 --> 00:29:27,944
Unreal Engine 3

573
00:29:28,274 --> 00:29:29,354
Unreal Engine 3

574
00:29:29,564 --> 00:29:30,224
to do it.

575
00:29:30,554 --> 00:29:31,934
Old this engine is

576
00:29:32,174 --> 00:29:34,234
their own probably.

577
00:29:35,144 --> 00:29:36,474
This engine

578
00:29:40,364 --> 00:29:40,934
So,

579
00:29:41,054 --> 00:29:42,684
3D four era

580
00:29:43,004 --> 00:29:45,914
PB2 ah this is also called this actually sub

581
00:29:46,364 --> 00:29:49,014
The meaning of is the next generation of
meaning?

582
00:29:49,154 --> 00:29:50,694
I mean this

583
00:29:50,834 --> 00:29:52,284
new technology

584
00:29:52,784 --> 00:29:53,924
This time failed

585
00:29:54,284 --> 00:29:57,764
Then the modern technology that I am using
now is PBR.

586
00:29:58,214 --> 00:30:00,894
Like this previous technology has

587
00:30:01,394 --> 00:30:03,374
It has been completely abandoned.

588
00:30:04,124 --> 00:30:06,014
It has been completely abandoned. Then if

589
00:30:06,524 --> 00:30:09,234
Uh, some games have 3D

590
00:30:10,064 --> 00:30:15,194
Dimo ​​hand-painted ah and some games still
stay in Dimo ​​hand-painted but if

591
00:30:15,554 --> 00:30:19,304
You posted normal maps ah these may be going
PBR

592
00:30:19,934 --> 00:30:21,404
More ah like

593
00:30:21,584 --> 00:30:24,654
The previous technology was a transitional
product.

594
00:30:26,127 --> 00:30:27,640
No one uses it.

595
00:30:28,920 --> 00:30:31,990
Then in the PB2 era, we can see

596
00:30:32,280 --> 00:30:33,280
Um

597
00:30:33,960 --> 00:30:35,800
the most important

598
00:30:35,940 --> 00:30:38,280
I I personally feel more uh

599
00:30:38,460 --> 00:30:40,840
more shocking is

600
00:30:41,310 --> 00:30:45,400
when Uncharted 4 came out at that time

601
00:30:46,140 --> 00:30:46,410
Ah.

602
00:30:46,650 --> 00:30:47,910
And also Ghost of Tsushima.

603
00:30:48,060 --> 00:30:55,290
Ah, you have to play Ghost of Tsushima.
Many people don't know it. It was Game of the Year.

604
00:30:55,470 --> 00:30:56,340
This one.

605
00:30:56,640 --> 00:30:59,530
Sony released that Game of the Year.

606
00:30:59,700 --> 00:31:03,520
Although its style isn't purely realistic.

607
00:31:03,660 --> 00:31:04,890
It may have some...

608
00:31:05,310 --> 00:31:09,190
...exaggerated processing. But it...

609
00:31:09,390 --> 00:31:12,220
...can't be denied that it's an excellent game.

610
00:31:12,360 --> 00:31:19,890
When it came out, it was shocking to
us in the industry. We all felt that...

611
00:31:20,100 --> 00:31:21,352
...this game...

612
00:31:22,590 --> 00:31:25,570
...made a lot of breakthroughs in graphics.

613
00:31:26,880 --> 00:31:30,880
At that time, realistic physical
materials were emerging, and there were...

614
00:31:31,350 --> 00:31:34,830
...physical materials, and...

615
00:31:35,310 --> 00:31:37,690
...physical lighting.

616
00:31:38,400 --> 00:31:41,650
That was the rise of PBR.

617
00:31:41,790 --> 00:31:47,500
It subverted the basic production process.
Our current process is all PBR.

618
00:31:48,240 --> 00:31:49,230
One moment.

619
00:31:49,590 --> 00:31:50,590
Including...

620
00:31:50,730 --> 00:31:52,770
...what everyone says...

621
00:31:53,340 --> 00:31:59,700
...stylization, etc. Stylization also
follows the PBR process. Even our...

622
00:32:00,000 --> 00:32:01,800
...stylized rendering process is PBR.

623
00:32:02,040 --> 00:32:02,790
It just...

624
00:32:03,090 --> 00:32:03,630
...makes...

625
00:32:03,900 --> 00:32:08,080
...the material processing more hand-painted.

626
00:32:08,430 --> 00:32:10,890
But it's still based on realistic physics.

627
00:32:11,280 --> 00:32:11,790
Right?

628
00:32:12,180 --> 00:32:13,180
Right?

629
00:32:13,470 --> 00:32:16,690
Just made some exaggerated processing.

630
00:32:18,630 --> 00:32:19,630
Wait.

631
00:32:22,710 --> 00:32:25,090
Now let's look at this screenshot of...

632
00:32:25,800 --> 00:32:28,320
...Uncharted 4.

633
00:32:28,980 --> 00:32:30,420
Back then, Uncharted 3...

634
00:32:30,540 --> 00:32:32,820
...was already very good.

635
00:32:32,940 --> 00:32:36,040
It was already very good, but 4 feels
like it iterated again technically.

636
00:32:36,210 --> 00:32:39,850
Technically.

637
00:32:40,350 --> 00:32:41,770
A nine compared to a three.

638
00:32:42,480 --> 00:32:46,170
Made a bigger breakthrough. Look at his...

639
00:32:46,650 --> 00:32:47,670
...realistic...

640
00:32:47,970 --> 00:32:50,010
...lighting, materials...

641
00:32:50,130 --> 00:32:51,760
...the rendering of these.

642
00:32:56,880 --> 00:32:58,230
You can see that...

643
00:32:58,560 --> 00:32:59,130
...at that time...

644
00:32:59,250 --> 00:33:02,920
...the polygon count wasn't very high.

645
00:33:03,060 --> 00:33:06,490
The polygon count wasn't very high. Look
at the trees. Actually compared to now...

646
00:33:06,960 --> 00:33:09,000
...actually compared to now...

647
00:33:09,330 --> 00:33:11,800
...the current ones are higher.

648
00:33:13,830 --> 00:33:16,980
It was relatively restrained then because
it was 2016.

649
00:33:17,640 --> 00:33:21,000
The hardware in 2016 and now is different.

650
00:33:21,150 --> 00:33:24,040
There are obvious improvements now.

651
00:33:24,750 --> 00:33:25,890
Including PS, me.

652
00:33:26,100 --> 00:33:27,420
There has been a big improvement.

653
00:33:27,570 --> 00:33:29,500
Ah, and also current graphics cards.

654
00:33:30,300 --> 00:33:31,410
The hardware is all there.

655
00:33:31,530 --> 00:33:32,520
Including mobile phones.

656
00:33:32,790 --> 00:33:34,510
There have been big improvements.

657
00:33:36,000 --> 00:33:38,860
This one of mine is Uncharted 4.

658
00:33:45,150 --> 00:33:49,260
At the time, I thought it was very
realistic, very realistic, but now?

659
00:33:49,680 --> 00:33:52,900
You take this and that "Meimo".

660
00:33:53,010 --> 00:33:55,380
Comparing "Meimao" to the past,
or rather...

661
00:33:55,740 --> 00:33:58,110
"Mei Wu Yi" is even more formal
because...

662
00:33:58,410 --> 00:33:59,730
It just came out.

663
00:34:00,420 --> 00:34:01,890
The remake of "Mei Wan Yi".

664
00:34:02,010 --> 00:34:02,400
Ah.

665
00:34:02,970 --> 00:34:07,216
That's all from the same company,
right? It should all be from Naughty Dog.

666
00:34:08,460 --> 00:34:10,690
All from Naughty Dog.

667
00:34:15,870 --> 00:34:17,363
Yes, back then...

668
00:34:17,880 --> 00:34:18,690
Exploring...

669
00:34:18,810 --> 00:34:20,620
Ah, don't be there.

670
00:34:21,090 --> 00:34:23,950
When I first came into contact with it,
it was...

671
00:34:24,360 --> 00:34:25,380
Ah, that...

672
00:34:25,590 --> 00:34:29,430
Back then, when Uncharted 4 released
a batch of images...

673
00:34:29,820 --> 00:34:31,029
Putting this...

674
00:34:31,440 --> 00:34:33,402
The beach world there...

675
00:34:33,510 --> 00:34:37,540
They made these realistic
materials, physical materials.

676
00:34:37,800 --> 00:34:40,710
Ah, at the time I thought, wow, it's
great to have this software.

677
00:34:40,860 --> 00:34:41,490
This software...

678
00:34:42,000 --> 00:34:42,930
It's so convenient.

679
00:34:43,110 --> 00:34:44,130
And these...

680
00:34:44,430 --> 00:34:48,310
If you sculpt these materials freely...

681
00:34:48,930 --> 00:34:49,170
Use...

682
00:34:49,380 --> 00:34:55,140
If you use other drawing software
to make textures, how long will it take?

683
00:34:55,440 --> 00:34:57,010
This one is just...

684
00:34:57,390 --> 00:34:59,820
Hmm, and procedural textures
are out, the effect is...

685
00:35:00,270 --> 00:35:03,010
Including that speed and also...

686
00:35:03,510 --> 00:35:05,110
And also this efficiency.

687
00:35:05,220 --> 00:35:07,750
It's completely different.

688
00:35:13,050 --> 00:35:14,070
Times have changed.

689
00:35:14,580 --> 00:35:22,390
Back then, Shenhai 2 felt very
exaggerated, now I don't feel anything
watching Shenhai 4. When Shenhai 4
came out...

690
00:35:23,040 --> 00:35:28,110
It's a feeling that it has a
clear difference from previous games.

691
00:35:28,680 --> 00:35:30,700
And there are obvious improvements.

692
00:35:32,850 --> 00:35:33,850
Wait.

693
00:35:35,640 --> 00:35:40,860
Actually, I think there are fewer
opportunities to create more
shocking games in the future.

694
00:35:41,490 --> 00:35:43,150
Because in the future...

695
00:35:43,668 --> 00:35:46,211
Let's take a look at the future.

696
00:35:47,550 --> 00:35:48,930
So this is Tsushima.

697
00:35:49,440 --> 00:35:50,590
Tsushima.

698
00:35:50,940 --> 00:35:51,120
Ah.

699
00:35:51,600 --> 00:35:56,380
But at the time, I was also shocked
by this picture, thinking this...

700
00:35:57,120 --> 00:35:58,650
Hmm, it's the lighting.

701
00:35:58,830 --> 00:36:04,380
More realistic, and the picture
is processed so freely, so freely.

702
00:36:04,561 --> 00:36:05,561
Good-looking.

703
00:36:06,090 --> 00:36:07,360
Ah, that is.

704
00:36:07,740 --> 00:36:15,240
Ah, that is, for the industry, I
think, for the industry, for us game
artists.

705
00:36:15,240 --> 00:36:16,920
It was very shocking at the time.

706
00:36:17,280 --> 00:36:18,548
This picture.

707
00:36:18,960 --> 00:36:20,110
Ghost of Tsushima.

708
00:36:25,140 --> 00:36:26,010
Its this.

709
00:36:26,280 --> 00:36:29,010
Including the handling of the
number of details.

710
00:36:29,400 --> 00:36:32,130
He just did some processing, it's
not completely.

711
00:36:32,400 --> 00:36:33,670
Purely realistic.

712
00:36:34,170 --> 00:36:37,178
He made some exaggerated treatments.

713
00:36:38,040 --> 00:36:38,460
That is.

714
00:36:38,910 --> 00:36:39,510
This kind of.

715
00:36:39,630 --> 00:36:42,550
This kind of oriental rhythm.

716
00:36:43,350 --> 00:36:44,910
Let's take a look at its material.

717
00:36:45,330 --> 00:36:46,440
And that material.

718
00:36:46,800 --> 00:36:49,650
Was this also done for him?

719
00:36:50,490 --> 00:36:51,490
Ah.

720
00:36:51,930 --> 00:36:52,930
This.

721
00:36:53,340 --> 00:36:58,620
Using this to do it is
significantly different from scanning
resources, because scanning resources.

722
00:36:59,100 --> 00:37:04,510
Ah, some of them are difficult
for you to customize, and some.

723
00:37:04,650 --> 00:37:07,860
Uh, noise and color, maybe you.

724
00:37:08,167 --> 00:37:09,030
It's also hard to.

725
00:37:09,150 --> 00:37:10,150
Change.

726
00:37:11,550 --> 00:37:14,280
But if you use this to do it.

727
00:37:14,670 --> 00:37:15,360
Looking forward.

728
00:37:15,690 --> 00:37:18,460
You can do its material library.

729
00:37:18,660 --> 00:37:20,140
Always integrate.

730
00:37:21,750 --> 00:37:23,880
However, from this material to this.

731
00:37:24,060 --> 00:37:24,270
Ah.

732
00:37:24,960 --> 00:37:27,420
From this material to this product,
it actually.

733
00:37:27,720 --> 00:37:32,830
It is very quick to change and merge
with each other.

734
00:37:33,120 --> 00:37:33,870
Non.

735
00:37:34,020 --> 00:37:35,430
Currently, it is also.

736
00:37:35,790 --> 00:37:38,430
Many companies are promoting this
still immediately.

737
00:37:38,610 --> 00:37:39,000
With.

738
00:37:39,360 --> 00:37:39,750
In.

739
00:37:40,110 --> 00:37:42,640
Establishing this ES production line.

740
00:37:43,020 --> 00:37:45,300
Because there was no, less in China
before.

741
00:37:45,420 --> 00:37:46,290
Less in China.

742
00:37:46,890 --> 00:37:52,300
There are fewer talents in this area,
and fewer production pipelines in this
area.

743
00:37:52,830 --> 00:37:54,520
Now it's.

744
00:37:56,880 --> 00:38:01,080
That is, now everyone is paying more
and more attention, and there are
many big companies.

745
00:38:01,680 --> 00:38:03,580
Pay more and more attention to this
area.

746
00:38:04,230 --> 00:38:08,220
This meat cutting is also a focus of
our course.

747
00:38:08,490 --> 00:38:09,490
Focus.

748
00:38:10,530 --> 00:38:13,560
Then the fourth thing is Unreal Engine
5, and this 5.

749
00:38:13,680 --> 00:38:19,420
Unlimited variable weak, this is what
the official said, that is,
unlimited variable dynamic real-time
light and shadow.

750
00:38:19,620 --> 00:38:23,340
But unlimited variables have a
problem that your artillery is very
large.
751
00:38:23,520 --> 00:38:25,840
So, at that time, besides that...

752
00:38:26,040 --> 00:38:27,040
That...

753
00:38:27,270 --> 00:38:30,090
What was that valley called in their
package?

754
00:38:30,600 --> 00:38:32,220
One scene, a hundred takes.

755
00:38:32,400 --> 00:38:32,730
Ah.

756
00:38:32,940 --> 00:38:34,410
One scene, a hundred "chickens" (takes).

757
00:38:34,920 --> 00:38:37,480
So, how many levels are in one game of yours?

758
00:38:37,800 --> 00:38:38,130
Of.

759
00:38:38,490 --> 00:38:40,110
So, I think this...

760
00:38:40,500 --> 00:38:42,760
Quality assurance is a big problem.

761
00:38:43,530 --> 00:38:46,690
That is, currently, in terms of affecting
popularization...

762
00:38:47,040 --> 00:38:50,110
It's not very easy, but it's a trend.

763
00:38:51,690 --> 00:38:55,420
Speaking of men, the first is Wukong, ah,
Wukong, this...

764
00:38:55,710 --> 00:39:02,050
From the beginning when they released the
demo, ah, back then I still liked four...

765
00:39:02,280 --> 00:39:08,710
Ah, later, after Xuanwu, they reset the
Xuanwu code at the first opportunity.

766
00:39:08,880 --> 00:39:15,850
Ah, this is also a game that is highly
anticipated currently, one of the most
anticipated games.

767
00:39:17,130 --> 00:39:18,360
Also this...

768
00:39:18,480 --> 00:39:20,981
Is it the light of domestic games?

769
00:39:23,040 --> 00:39:27,790
And the second one is the Matrix. This is...

770
00:39:30,240 --> 00:39:31,170
A demo version?

771
00:39:31,380 --> 00:39:34,180
This is that Xu Hanwu...

772
00:39:34,590 --> 00:39:40,510
When the official version came out, he made
a "black ash" Matrix cabinet along the way.

773
00:39:41,370 --> 00:39:42,850
Game version.

774
00:39:43,440 --> 00:39:44,760
Let's take a look at the screenshots first.

775
00:39:45,039 --> 00:39:45,315
Ah.

776
00:39:45,540 --> 00:39:46,830
This is very...

777
00:39:47,250 --> 00:39:49,240
Black Myth: Wukong's.

778
00:39:49,680 --> 00:39:52,300
I believe everyone has seen this.

779
00:39:52,680 --> 00:39:55,140
Let's take a look at its familiarity, ah, etc.

780
00:39:55,530 --> 00:39:57,820
Including these stones, ah, these...

781
00:39:58,110 --> 00:40:00,520
Ah, use that to replace ah.

782
00:40:01,530 --> 00:40:03,870
In fact, there are a lot of modeling aspects.

783
00:40:04,080 --> 00:40:05,410
And this...

784
00:40:05,550 --> 00:40:08,980
The texture and lighting are very realistic.

785
00:40:09,240 --> 00:40:11,680
Very many exquisite details.

786
00:40:11,880 --> 00:40:12,060
Of.

787
00:40:12,240 --> 00:40:15,100
The picture is indeed very shocking.

788
00:40:15,420 --> 00:40:16,420
This kind of...

789
00:40:17,340 --> 00:40:19,590
It is not much different from rooted reality.

790
00:40:19,890 --> 00:40:20,890
This kind of...

791
00:40:21,630 --> 00:40:23,220
This is like the real...

792
00:40:23,460 --> 00:40:25,870
There is not much difference from a photo.

793
00:40:32,988 --> 00:40:33,288
But...

794
00:40:33,798 --> 00:40:35,728
This is what you...

795
00:40:35,838 --> 00:40:36,838
Ah.

796
00:40:37,728 --> 00:40:42,408
This may be a future trend, but of course I
think currently...

797
00:40:42,858 --> 00:40:45,738
Because many domestic companies are mobile
game manufacturers.

798
00:40:45,948 --> 00:40:48,958
Ah, so some make mobile games. So...

799
00:40:49,098 --> 00:40:50,098
Currently...

800
00:40:51,318 --> 00:40:53,998
It is difficult to promote this set.

801
00:40:54,288 --> 00:40:57,236
It's mainly about material cost and performance.

802
00:41:00,438 --> 00:41:07,068
This is The Matrix demo, and what's
great about The Matrix is that

803
00:41:07,338 --> 00:41:07,698
it's...

804
00:41:08,118 --> 00:41:11,458
Many parts of the city are created

805
00:41:12,348 --> 00:41:19,848
using procedural generation. The NPCs,
cities, and streets are all done using

806
00:41:20,358 --> 00:41:23,568
procedural generation for things like foxes.

807
00:41:23,808 --> 00:41:24,048
Ah.

808
00:41:24,618 --> 00:41:26,268
It has a set of rules.

809
00:41:26,688 --> 00:41:29,748
Of course, establishing these rules
takes a long time.

810
00:41:29,988 --> 00:41:32,128
It requires a team to do it.

811
00:41:32,478 --> 00:41:33,258
But...

812
00:41:33,618 --> 00:41:39,178
According to its rules, it can quickly
evaluate a city well.

813
00:41:42,618 --> 00:41:44,598
Let's take a look at its lighting

814
00:41:44,808 --> 00:41:45,988
and textures.

815
00:41:46,428 --> 00:41:46,878
This...

816
00:41:47,118 --> 00:41:50,068
This is no different from a photograph.

817
00:41:50,298 --> 00:41:58,648
Including the busy roads, its AI
algorithms and some of these...

818
00:41:59,328 --> 00:41:59,568
Um.

819
00:41:59,838 --> 00:42:00,558
Its main focus is...

820
00:42:00,768 --> 00:42:03,988
City generation, from city generation...

821
00:42:04,218 --> 00:42:07,288
And some aspects of interaction.

822
00:42:07,968 --> 00:42:14,458
Advanced technology, while also
showcasing the strengths of UE5.

823
00:42:16,818 --> 00:42:17,238
I see.

824
00:42:17,388 --> 00:42:18,948
That production...

825
00:42:19,158 --> 00:42:24,628
The evolution of production technology
is pretty much here. Currently, the

826
00:42:24,948 --> 00:42:27,478
latest is UE5, which has...

827
00:42:27,708 --> 00:42:32,208
Infinite variability, fully real-time
dynamic lighting, and Lumen.

828
00:42:32,808 --> 00:42:33,808
Yeah.

829
00:42:34,068 --> 00:42:37,117
Many games now use UE5.

830
00:42:37,368 --> 00:42:37,998
Many.

831
00:42:38,388 --> 00:42:41,098
Games currently being developed use UE5.

832
00:42:41,208 --> 00:42:44,298
But it's probably mainly using Lumen

833
00:42:44,568 --> 00:42:47,088
more, because...

834
00:42:47,508 --> 00:42:48,898
Nanite.

835
00:42:50,028 --> 00:42:52,968
Nanite, as I said before, the
package size is a big problem.

836
00:42:53,148 --> 00:42:54,528
is a big problem.

837
00:42:54,708 --> 00:42:55,848
Although it can...

838
00:42:56,148 --> 00:43:00,819
Speed up the game's running speed,
turning it into that Nanite format...

839
00:43:00,948 --> 00:43:06,418
Even if its face count is high, it
doesn't have too much impact, but

840
00:43:06,828 --> 00:43:09,253
its package size will be very large.

841
00:43:09,918 --> 00:43:11,718
I think this is currently...

842
00:43:12,288 --> 00:43:14,398
A difficult thing to solve.

843
00:43:14,508 --> 00:43:17,038
For our game...

844
00:43:17,358 --> 00:43:19,929
Development, I think currently...

845
00:43:20,448 --> 00:43:26,898
PBR is still... It's currently the
most popular, and I don't think it

846
00:43:27,318 --> 00:43:31,368
will be completely replaced in the
next few years. Including the new

847
00:43:31,998 --> 00:43:34,078
UE5, it's still based on PBR technology.

848
00:43:34,548 --> 00:43:36,238
So PBR is still...

849
00:43:36,348 --> 00:43:37,858
It's a required course.

850
00:43:40,308 --> 00:43:40,698
Okay.

851
00:43:40,908 --> 00:43:43,168
See if you have any other questions.

852
00:43:45,018 --> 00:43:48,958
We've finished the first stage. Do you
have any questions?

853
00:43:49,128 --> 00:43:49,668
Anything?

854
00:43:50,028 --> 00:43:53,278
Feel free to ask anything you want to
discuss or communicate about.

855
00:44:06,318 --> 00:44:07,908
If there are no questions, we will

856
00:44:08,028 --> 00:44:10,348
continue to the second stage.

857
00:44:11,868 --> 00:44:13,918
Game scene production process.

858
00:44:14,988 --> 00:44:16,438
Take a look.

859
00:44:19,398 --> 00:44:21,958
Regarding the scene production process,

860
00:44:22,248 --> 00:44:24,948
I'm now talking about a common process
because

861
00:44:25,068 --> 00:44:27,678
there are many different types of games
occasionally.

862
00:44:28,458 --> 00:44:29,758
So we

863
00:44:30,108 --> 00:44:32,668
Just now I talked about turn-based games.

864
00:44:33,018 --> 00:44:38,188
There are many games with many levels,
side-scrolling games,

865
00:44:38,778 --> 00:44:41,972
open-world games, and content-heavy games.

866
00:44:42,138 --> 00:44:43,138
Ah.

867
00:44:44,358 --> 00:44:48,708
Like Overwatch, which is quite demanding.

868
00:44:48,961 --> 00:44:51,678
Small, medium, and large-scale games.

869
00:44:52,158 --> 00:44:53,158
Yeah.

870
00:44:54,528 --> 00:44:56,448
There are many different types of games.

871
00:44:56,658 --> 00:45:00,268
I'm just talking about a general process
now.

872
00:45:02,448 --> 00:45:03,198
The first

873
00:45:03,468 --> 00:45:05,338
step, the first step is

874
00:45:05,538 --> 00:45:09,919
roughly divided into four steps. I've
simplified it.

875
00:45:10,128 --> 00:45:11,628
Actually, there are many

876
00:45:11,748 --> 00:45:12,748
steps in between.

877
00:45:13,098 --> 00:45:15,928
The first is the terrain's white box.

878
00:45:16,218 --> 00:45:20,958
The terrain doesn't mean I'll directly
create the final terrain. It's not like that.

879
00:45:21,468 --> 00:45:24,168
The terrain is also constantly iterating.

880
00:45:24,708 --> 00:45:29,388
In the beginning, we might have a plan
and a rough

881
00:45:29,658 --> 00:45:32,818
plan. For example, if the level design is
large,

882
00:45:33,978 --> 00:45:34,383
you

883
00:45:34,488 --> 00:45:35,488
do

884
00:45:36,018 --> 00:45:41,328
If it's a medium-sized level, it might be
500 meters by 500 meters, roughly. Right?

885
00:45:42,048 --> 00:45:44,218
If it's that big, then in the middle,

886
00:45:44,688 --> 00:45:46,558
what

887
00:45:47,088 --> 00:45:48,408
major points

888
00:45:48,558 --> 00:45:48,978
Ah.

889
00:45:49,158 --> 00:45:50,998
Key points.

890
00:45:51,798 --> 00:45:56,638
What are the key points? How does your
route go? And this

891
00:45:57,918 --> 00:46:03,378
is based on gameplay, visual guidance,
and aesthetics.

892
00:46:03,978 --> 00:46:07,308
How do you do these things? You need to
communicate with the planner.

893
00:46:07,608 --> 00:46:08,358
To communicate.

894
00:46:08,868 --> 00:46:11,218
There are many planners

895
00:46:11,778 --> 00:46:16,528
who will give you a white box directly in
the engine. They'll give you a white box.

896
00:46:17,088 --> 00:46:19,938
Then the artists will take the white box
and work on it.

897
00:46:20,388 --> 00:46:22,618
Packaging and refinement.

898
00:46:23,058 --> 00:46:26,388
The 2D artists will do some concept design.

899
00:46:26,778 --> 00:46:29,538
The 3D side will refine their

900
00:46:30,198 --> 00:46:31,198
white box.

901
00:46:31,968 --> 00:46:32,778
And also the terrain.

902
00:46:33,258 --> 00:46:35,368
These are preliminary terrains.

903
00:46:37,098 --> 00:46:38,688
Then the second stage is

904
00:46:39,168 --> 00:46:41,568
Basic levels, remember levels.

905
00:46:42,078 --> 00:46:45,978
Ah, as I said just now, optimize the
level together with the planner.

906
00:46:46,488 --> 00:46:48,408
Because at the beginning, the planner

907
00:46:48,798 --> 00:46:52,308
He will create a white box and then he
will play in it.

908
00:46:52,578 --> 00:46:53,298
Ah, that is,

909
00:46:53,808 --> 00:46:57,018
With simple characters and simple...

910
00:46:57,258 --> 00:46:59,758
He will set up some gameplay.

911
00:47:00,678 --> 00:47:03,928
Create some simple gameplay and run around
in it.

912
00:47:04,368 --> 00:47:04,638
And

913
00:47:04,908 --> 00:47:09,858
After their internal testing finds no
problems, or they feel the direction is feasible,

914
00:47:10,188 --> 00:47:12,078
Then it is submitted to the artists.

915
00:47:12,348 --> 00:47:13,348
Artists,

916
00:47:13,458 --> 00:47:15,148
Scene art resources.

917
00:47:15,318 --> 00:47:20,398
Ah, that is, 2D creates original designs,
and then 3D continues to optimize the white box.

918
00:47:20,688 --> 00:47:24,640
Actually, this process is constantly
iterating.

919
00:47:25,038 --> 00:47:30,658
Basically, a version is released every
week, and if the iteration is fast, it is a daily version.

920
00:47:34,158 --> 00:47:35,638
Bring us back to the past.

921
00:47:35,898 --> 00:47:39,898
Basically, everyone experiences the latest
version every day.

922
00:47:40,218 --> 00:47:41,998
Because there are many people.

923
00:47:42,108 --> 00:47:49,458
There are many people, and some content is
updated every day. Everyone spends an hour every morning.

924
00:47:49,518 --> 00:47:51,598
Spend an hour experiencing it.

925
00:47:52,338 --> 00:47:53,388
And then discuss

926
00:47:53,748 --> 00:47:54,708
What needs to be

927
00:47:54,828 --> 00:47:59,098
What needs to be optimized and what needs
to be added.

928
00:47:59,808 --> 00:48:01,558
This is the technical level.

929
00:48:02,658 --> 00:48:07,098
After the gameplay and technical gameplay
are determined, we will start.

930
00:48:07,398 --> 00:48:08,838
Asset production.

931
00:48:08,958 --> 00:48:10,648
Ah, asset production.

932
00:48:11,508 --> 00:48:15,088
For asset production, most companies are

933
00:48:16,578 --> 00:48:19,048
Ah, most companies

934
00:48:20,478 --> 00:48:22,138
are, that is to say,

935
00:48:22,248 --> 00:48:25,548
Not entirely individual, not entirely
internal production.

936
00:48:26,088 --> 00:48:27,798
Some of it is outsourced.

937
00:48:28,128 --> 00:48:30,828
Some of it is outsourced, but the
internal

938
00:48:31,188 --> 00:48:33,018
Define specifications and benchmarks.

939
00:48:33,168 --> 00:48:35,248
Define the production process.

940
00:48:35,448 --> 00:48:37,258
Define the production standards.

941
00:48:38,508 --> 00:48:42,558
Ah, this is what needs to be defined
internally, you can't let outsourcing decide.

942
00:48:42,918 --> 00:48:45,268
And pee.

943
00:48:46,128 --> 00:48:48,168
And many

944
00:48:48,468 --> 00:48:52,018
Tencent's many project teams are

945
00:48:52,128 --> 00:48:54,558
Most of the assets are outsourced.

946
00:48:55,368 --> 00:48:58,980
Most, the vast majority are outsourced.

947
00:48:59,298 --> 00:49:04,098
But internally, you need to define these
things and review the quality of outsourcing.

948
00:49:04,278 --> 00:49:05,278
Quality.

949
00:49:07,458 --> 00:49:15,088
After the assets are finished, they are
integrated on the ground. Actually, these processes are intertwined.

950
00:49:16,848 --> 00:49:19,228
Intertwined. Don't say assets.

951
00:49:19,968 --> 00:49:24,678
And some assets come out, like some
white membranes, then strictly

952
00:49:24,978 --> 00:49:27,478
Put it out in the past, some

953
00:49:27,978 --> 00:49:32,148
This patch will also be put in the
engine as a version

954
00:49:32,598 --> 00:49:33,198
All

955
00:49:33,588 --> 00:49:37,128
Versions are constantly iterating,
including assets

956
00:49:37,488 --> 00:49:38,488
Including

957
00:49:38,718 --> 00:49:40,518
Uh, the planner's gameplay

958
00:49:40,758 --> 00:49:44,638
Right, including terrain, they are
constantly iterating

959
00:49:45,918 --> 00:49:48,738
Of course, it has some periodic
acceptance

960
00:49:49,008 --> 00:49:50,008
Node

961
00:49:51,948 --> 00:49:55,588
The most basic production process
is like this

962
00:49:59,448 --> 00:50:01,708
Does everyone have any questions?

963
00:50:05,778 --> 00:50:06,423
That here

964
00:50:06,543 --> 00:50:07,543
Also

965
00:50:08,538 --> 00:50:14,088
This terrain tool, the terrain
tool is probably my leg, how do I choose

966
00:50:14,718 --> 00:50:15,858
Gaia and

967
00:50:16,128 --> 00:50:17,555
Fox?

968
00:50:18,138 --> 00:50:20,868
Basically these, some projects left

969
00:50:21,498 --> 00:50:22,024
Ear smell

970
00:50:22,128 --> 00:50:25,518
Talking about this open world,
seeing some projects are

971
00:50:25,818 --> 00:50:28,558
Um, directly integrated into

972
00:50:29,088 --> 00:50:37,128
Yoyogi, integrated into Unreal,
that is, your art does not need to
open Houdini, it is in Unity, there
is a tool

973
00:50:37,308 --> 00:50:39,198
Let you through operating this

974
00:50:39,618 --> 00:50:41,178
Houdini's plugin

975
00:50:41,298 --> 00:50:42,298
Tool

976
00:50:43,388 --> 00:50:44,258
Line editing

977
00:50:44,648 --> 00:50:49,098
So the art generally does not need
to learn Houdini

978
00:50:50,528 --> 00:50:53,208
Unless you are TJ, Angel

979
00:50:54,578 --> 00:50:55,388
Tips One

980
00:50:55,538 --> 00:50:55,960
One

981
00:50:56,078 --> 00:50:57,078
That

982
00:50:57,968 --> 00:51:04,178
TJ is also divided into many kinds,
if your TJ is connected to tool
types, you have to learn to give you

983
00:51:04,448 --> 00:51:06,108
Do Houdini

984
00:51:06,788 --> 00:51:07,238
OK

985
00:51:07,538 --> 00:51:10,428
Then technical level threshold

986
00:51:11,048 --> 00:51:12,278
Technical level is

987
00:51:12,398 --> 00:51:16,908
We have basic lighting, basic
gameplay, eight-way walking routes

988
00:51:17,168 --> 00:51:20,718
And the planning of terrain, landforms
and common scenes

989
00:51:21,248 --> 00:51:22,028
Several

990
00:51:22,268 --> 00:51:23,988
Level building

991
00:51:26,138 --> 00:51:28,308
Just make a white box level

992
00:51:30,188 --> 00:51:32,388
Then the production of assets

993
00:51:32,948 --> 00:51:36,638
Then the production of assets, what
assets include?

994
00:51:36,908 --> 00:51:38,718
Then the assets include

995
00:51:39,525 --> 00:51:40,878
Surface material

996
00:51:41,228 --> 00:51:45,078
Ah, vegetation, building objects,
interactive props

997
00:51:45,668 --> 00:51:49,428
Are exactly assets, exactly the
production of assets

998
00:51:50,108 --> 00:51:52,988
Ah, including this environment, the
environment is

999
00:51:53,348 --> 00:51:54,098
Lighting

1000
00:51:54,368 --> 00:52:00,318
Invalid, this day and night weather
must implement these environmental plans

1001
00:52:01,208 --> 00:52:07,328
And this is also constantly iterating, not
saying it's all poured in after it's done.

1002
00:52:07,448 --> 00:52:08,658
All of it.

1003
00:52:09,008 --> 00:52:11,348
Do a little and then iterate a little.

1004
00:52:11,888 --> 00:52:13,218
Speaking of.

1005
00:52:13,718 --> 00:52:15,578
Rao's final bottom edge.

1006
00:52:15,818 --> 00:52:18,108
Integration inside, integration is.

1007
00:52:18,248 --> 00:52:19,778
Uh, observe art packaging batch.

1008
00:52:20,019 --> 00:52:21,019
Packaging.

1009
00:52:21,548 --> 00:52:24,318
The integration of the final assets of
that scene.

1010
00:52:24,638 --> 00:52:26,468
The integration of animation effects.

1011
00:52:26,888 --> 00:52:29,228
That's actually all bottom-edge work.

1012
00:52:29,408 --> 00:52:32,718
One side is responsible for the whole.

1013
00:52:33,008 --> 00:52:34,718
Scene art.

1014
00:52:35,138 --> 00:52:37,968
That is, responsible for the entire scene
picture.

1015
00:52:40,598 --> 00:52:41,598
Wait.

1016
00:52:42,128 --> 00:52:46,609
If you understand this, then you will.

1017
00:52:46,838 --> 00:52:52,068
Know why Dibian needs a kind of asset,
knows these.

1018
00:52:52,238 --> 00:52:56,048
The production process, method, or you
can.

1019
00:52:56,528 --> 00:52:59,618
You can make assets and you can reach a
certain level.

1020
00:52:59,888 --> 00:53:04,608
Ah, this is more helpful for your final
development.

1021
00:53:04,748 --> 00:53:06,878
Ah, Dibian is not just placing objects.

1022
00:53:06,998 --> 00:53:08,138
Ah, not just.

1023
00:53:08,618 --> 00:53:11,078
Love that, doing levels and placing objects.

1024
00:53:11,348 --> 00:53:13,158
It's actually a.

1025
00:53:13,568 --> 00:53:15,308
Scene art's.

1026
00:53:15,458 --> 00:53:18,978
Final embodiment, embodying.

1027
00:53:19,478 --> 00:53:20,988
Final person in charge.

1028
00:53:21,308 --> 00:53:23,708
Not to mention a level, the final person
in charge.

1029
00:53:23,948 --> 00:53:26,208
Is a Dibian responsible.

1030
00:53:26,618 --> 00:53:29,838
This level includes all assets.

1031
00:53:30,188 --> 00:53:31,668
All of.

1032
00:53:32,288 --> 00:53:35,558
Occasionally can play in this gameplay aspect.

1033
00:53:35,751 --> 00:53:36,278
Right?

1034
00:53:36,848 --> 00:53:38,738
Final artistic expression aspect.

1035
00:53:39,368 --> 00:53:42,228
All are the responsibility of the screenwriter.

1036
00:53:42,638 --> 00:53:43,538
So Dibian.

1037
00:53:44,018 --> 00:53:44,888
Has a lot of.

1038
00:53:45,068 --> 00:53:47,888
Why do many companies not recruit newcomers
for Dibian?

1039
00:53:48,556 --> 00:53:50,198
Why doesn't Dibian recruit obviously?

1040
00:53:50,378 --> 00:53:53,358
Because the trust you can't handle these
things.

1041
00:53:53,888 --> 00:53:54,308
Got it.

1042
00:53:54,428 --> 00:53:58,458
After a level is given to you, this is.

1043
00:53:58,778 --> 00:54:01,578
Very risky for the project team.

1044
00:54:04,418 --> 00:54:05,418
OK.

1045
00:54:05,588 --> 00:54:07,848
This stage is over.

1046
00:54:08,528 --> 00:54:10,365
Let me see.

1047
00:54:12,338 --> 00:54:13,358
Of course, no problem.

1048
00:54:14,048 --> 00:54:16,158
Then I'll continue to talk about it.

1049
00:54:17,048 --> 00:54:18,038
The third.

1050
00:54:18,308 --> 00:54:19,308
Stage.

1051
00:54:19,868 --> 00:54:22,428
Three-D scene art ability tiers.

1052
00:54:26,258 --> 00:54:27,978
What if you don't hire new people?

1053
00:54:28,538 --> 00:54:30,668
Yes, I'm going to talk about this now.

1054
00:54:31,088 --> 00:54:32,808
You don't know what to do now?

1055
00:54:33,878 --> 00:54:38,108
Not everyone can sit on the ground as soon as
they come in.

1056
00:54:38,648 --> 00:54:41,438
Your career development must come step by step,

1057
00:54:42,008 --> 00:54:43,128
right?

1058
00:54:43,388 --> 00:54:47,418
Step by step, you don't mean I want to take
the subway as soon as I come up.

1059
00:54:47,678 --> 00:54:49,598
Of course, this is not excluded.

1060
00:54:49,778 --> 00:54:50,918
Possibility.

1061
00:54:51,488 --> 00:54:53,828
Because of our employment and stuff,

1062
00:54:54,308 --> 00:54:55,328
and recruiters,

1063
00:54:55,478 --> 00:54:59,288
it actually has a certain element of luck in it.

1064
00:54:59,828 --> 00:55:01,668
Don't rule out this possibility.

1065
00:55:02,768 --> 00:55:07,178
But if you don't have experience and your personal
ability is not outstanding enough,

1066
00:55:07,598 --> 00:55:09,186
it is difficult to take care of you.

1067
00:55:09,578 --> 00:55:10,578
of.

1068
00:55:12,788 --> 00:55:17,695
Then I'm going to talk about this thing, and
then you can take a look.

1069
00:55:22,538 --> 00:55:23,988
I opened it so...

1070
00:55:24,278 --> 00:55:30,528
This is also my personal feeling. It is about
the work in work, and then the contact with

1071
00:55:30,878 --> 00:55:32,288
project and colorectal cancer.

1072
00:55:32,528 --> 00:55:34,778
Probably a summary of experience.

1073
00:55:35,528 --> 00:55:37,908
It is the ability of three-D scene art.

1074
00:55:38,528 --> 00:55:38,678
That...

1075
00:55:38,948 --> 00:55:40,268
It is equivalent to you.

1076
00:55:40,718 --> 00:55:41,678
Don't say you are from

1077
00:55:41,828 --> 00:55:42,758
just graduated.

1078
00:55:42,968 --> 00:55:47,588
Which stages will you go through to become a
senior?

1079
00:55:47,738 --> 00:55:48,888
Right?

1080
00:55:50,138 --> 00:55:52,218
Then the first stage is,

1081
00:55:52,448 --> 00:55:54,918
I am standing on this

1082
00:55:55,148 --> 00:55:58,458
the employer's side, the employer.

1083
00:55:58,568 --> 00:55:59,228
this side

1084
00:55:59,348 --> 00:56:01,628
to consider this requirement. Don't say...

1085
00:56:02,228 --> 00:56:03,828
The first stage,

1086
00:56:04,328 --> 00:56:10,638
we can independently produce basic objects,
buildings, plants, and props according to

1087
00:56:11,078 --> 00:56:12,368
specifications and requirements. Ah, this is
to say that I...

1088
00:56:12,548 --> 00:56:14,768
The specifications give you examples, give you

1089
00:56:15,008 --> 00:56:15,458
right?

1090
00:56:16,178 --> 00:56:17,558
Ah, you want to...

1091
00:56:17,828 --> 00:56:20,838
be able to complete this independently.

1092
00:56:20,948 --> 00:56:24,168
Meet the standard production standards and production
requirements.

1093
00:56:26,288 --> 00:56:27,368
Yes, this is a

1094
00:56:27,638 --> 00:56:29,108
entry-level

1095
00:56:29,258 --> 00:56:31,548
the most basic requirement.

1096
00:56:33,098 --> 00:56:35,748
The most basic requirement for entry is that

1097
00:56:36,188 --> 00:56:38,318
you have specifications,

1098
00:56:38,558 --> 00:56:46,208
right? There are specifications and examples.
Don't say that I have made an object, or the

1099
00:56:46,208 --> 00:56:49,118
project team gives you a standard that we have
made. You follow this standard to

1100
00:56:49,628 --> 00:56:51,618
make other objects.

1101
00:56:52,988 --> 00:57:00,188
You must follow specifications and
standards for other objects to meet
standards.

1102
00:57:00,188 --> 00:57:01,248
This is the most basic requirement
for entering the industry.

1103
00:57:02,798 --> 00:57:03,848
So this,

1104
00:57:03,998 --> 00:57:08,388
If you can meet this requirement,
what companies can you go to?

1105
00:57:09,248 --> 00:57:10,248
That is,

1106
00:57:10,448 --> 00:57:17,178
Outsourcing companies, R&D company
outsourcing positions, and small R&D
companies.

1107
00:57:18,398 --> 00:57:25,548
Three years supply, um, within three
years of work experience, I'm talking
about social recruitment.

1108
00:57:26,138 --> 00:57:30,408
This campus recruitment is not within
the scope of this discussion. Because
campus recruitment is

1109
00:57:30,818 --> 00:57:32,198
completely different.

1110
00:57:32,738 --> 00:57:36,018
If it is social recruitment, it is
probably like this.

1111
00:57:37,688 --> 00:57:42,168
That is, you have three years of work
experience in the industry,

1112
00:57:42,608 --> 00:57:44,688
within three years, within.

1113
00:57:45,128 --> 00:57:48,798
And then you can independently
complete these

1114
00:57:49,148 --> 00:57:51,098
objects, buildings,

1115
00:57:51,368 --> 00:57:55,268
plant props, not all of them. For
example, if you are good at plants,

1116
00:57:55,448 --> 00:57:56,108
that's okay too.

1117
00:57:56,378 --> 00:57:58,508
Are you good at architecture too?

1118
00:57:58,748 --> 00:58:04,898
Good at sculpture, too. That is, you
can be good at one thing, and know
about other things.

1119
00:58:05,288 --> 00:58:08,258
Or you can do everything, but mainly
be good at one thing,

1120
00:58:08,648 --> 00:58:10,188
or a few things.

1121
00:58:10,448 --> 00:58:11,958
Ah, this is

1122
00:58:12,638 --> 00:58:14,748
meeting the requirements.

1123
00:58:15,698 --> 00:58:17,708
Actually, outsourcing companies are

1124
00:58:18,188 --> 00:58:19,848
relatively

1125
00:58:20,558 --> 00:58:21,848
easier to get into, right?

1126
00:58:21,968 --> 00:58:22,988
Relatively easy to get into.

1127
00:58:23,528 --> 00:58:26,958
But now outsourcing companies also
have higher requirements.

1128
00:58:27,908 --> 00:58:31,548
I don't know if you guys know about
this recently.

1129
00:58:31,778 --> 00:58:33,498
Ah, because this,

1130
00:58:33,698 --> 00:58:35,942
many projects have been cut.

1131
00:58:36,398 --> 00:58:39,378
Right, and this industry is also

1132
00:58:40,204 --> 00:58:40,928
declining.

1133
00:58:41,108 --> 00:58:42,738
The industry's

1134
00:58:43,718 --> 00:58:47,408
income and other things are declining,
so many

1135
00:58:47,558 --> 00:58:48,558
practitioners

1136
00:58:48,848 --> 00:58:51,648
have been pushed into the market.

1137
00:58:52,208 --> 00:58:55,698
Indirectly, this has increased the
difficulty of employment,

1138
00:58:55,898 --> 00:58:58,368
and competition is more fierce.

1139
00:59:03,578 --> 00:59:06,428
Is being good at drawing skin ICP
useful?

1140
00:59:06,548 --> 00:59:09,048
In 2020, if you knew software,

1141
00:59:10,898 --> 00:59:12,678
it felt like you could go anywhere.

1142
00:59:15,188 --> 00:59:16,508
Good at drawing SCP.

1143
00:59:16,928 --> 00:59:20,358
You have to see how the final effect
you create is.

1144
00:59:21,608 --> 00:59:22,388
And

1145
00:59:22,568 --> 00:59:24,738
I actually suggest that

1146
00:59:25,418 --> 00:59:30,578
if you missed campus recruitment, if
you missed campus recruitment, then

1147
00:59:31,028 --> 00:59:31,298
you,

1148
00:59:31,418 --> 00:59:33,498
students outside the industry,

1149
00:59:33,638 --> 00:59:37,518
or students who are just starting out,
I suggest you can

1150
00:59:38,048 --> 00:59:42,318
start from this, start from here.

1151
00:59:43,238 --> 00:59:45,738
First, accumulate your work experience.

1152
00:59:46,028 --> 00:59:47,028
Of.

1153
00:59:47,528 --> 00:59:48,878
In addition, accumulate your.

1154
00:59:49,028 --> 00:59:51,888
Personal ability to accumulate works.

1155
00:59:53,078 --> 00:59:55,518
All of this needs to be accumulated.

1156
00:59:58,658 --> 01:00:00,468
Then the second stage.

1157
01:00:01,778 --> 01:00:03,288
Able to formulate.

1158
01:00:03,488 --> 01:00:05,508
Production standards and specifications.

1159
01:00:05,798 --> 01:00:08,358
Ah, manage feedback on outsourced output.

1160
01:00:09,758 --> 01:00:16,008
That is, your current standard, your current
level has improved, you can not only complete.

1161
01:00:16,268 --> 01:00:19,638
The tasks and specifications they have arranged.

1162
01:00:19,808 --> 01:00:20,198
Of.

1163
01:00:20,558 --> 01:00:21,558
Standard.

1164
01:00:22,358 --> 01:00:27,158
And you can create this standard, for example,
a new project for us.

1165
01:00:27,278 --> 01:00:30,558
We started a new project.

1166
01:00:30,698 --> 01:00:32,018
Then this.

1167
01:00:32,348 --> 01:00:35,358
You can do a.

1168
01:00:35,768 --> 01:00:39,138
Standard, or this new project found a
reference picture.

1169
01:00:39,548 --> 01:00:40,688
Give you, don't say I.

1170
01:00:41,078 --> 01:00:43,988
To benchmark a certain game.

1171
01:00:44,198 --> 01:00:46,778
But it has to be a little bit different.

1172
01:00:47,048 --> 01:00:48,518
Then you can be worth.

1173
01:00:48,938 --> 01:00:51,708
Making its production standards and specifications.

1174
01:00:54,196 --> 01:00:54,946
Than.

1175
01:00:55,186 --> 01:00:57,556
This should be higher, will be higher.

1176
01:00:58,006 --> 01:01:00,176
The requirements will be higher.

1177
01:01:01,006 --> 01:01:06,566
Then this knowledge can go to what company,
that is, the core position of outsourcing companies.

1178
01:01:07,276 --> 01:01:11,146
And medium-sized R&D companies, public-private
partnership positions in outsourcing companies,

1179
01:01:11,326 --> 01:01:12,536
are team leaders.

1180
01:01:12,706 --> 01:01:13,786
Outsourcing.

1181
01:01:14,026 --> 01:01:16,016
Team leader level.

1182
01:01:16,366 --> 01:01:22,166
That team leader generally.

1183
01:01:22,426 --> 01:01:25,646
Manage a few people, and then the team leader
is responsible for a certain project.

1184
01:01:26,026 --> 01:01:28,106
Which of all the things in a project.

1185
01:01:28,216 --> 01:01:30,826
Ah, the team leader goes to.

1186
01:01:31,246 --> 01:01:33,956
Which one reviews its quality.

1187
01:01:34,576 --> 01:01:37,426
Including specifications, etc.

1188
01:01:37,996 --> 01:01:39,986
Secondly, it is also in medium-sized R&D companies.

1189
01:01:42,046 --> 01:01:43,786
That is to say, you can.

1190
01:01:44,086 --> 01:01:49,756
For new projects or.

1191
01:01:49,936 --> 01:01:51,566
When the current project needs to be optimized
and iterated, you can create its standards and specifications.

1192
01:01:54,406 --> 01:01:56,056
This is probably working time.

1193
01:01:56,176 --> 01:01:59,326
Actually, I am more emotional about this.

1194
01:01:59,896 --> 01:02:05,696
This is 2 to 6 years of working time with complete
project experience.

1195
01:02:06,016 --> 01:02:08,426
The software used is.

1196
01:02:09,436 --> 01:02:13,076
Of course, there are more excellent ones now.
Due to this, there is a three-dimensional.

1197
01:02:13,186 --> 01:02:15,736
For small and medium-sized factories, there are
relatively many.

1198
01:02:16,426 --> 01:02:19,076
Ah, there is three-dimensional, then mysterious
to say.

1199
01:02:19,696 --> 01:02:20,026
Just.

1200
01:02:20,296 --> 01:02:22,486
These have increased the sound.

1201
01:02:22,666 --> 01:02:25,076
Increase those softwares.

1202
01:02:27,226 --> 01:02:28,576
This is not an absolute block.

1203
01:02:28,786 --> 01:02:30,296
Blocking me, roughly.

1204
01:02:30,556 --> 01:02:32,276
Roughly explain it.

1205
01:02:32,896 --> 01:02:34,456
And then the third.

1206
01:02:34,846 --> 01:02:35,846
Stage.

1207
01:02:37,066 --> 01:02:39,596
The third stage is being able to

1208
01:02:39,976 --> 01:02:42,106
try different styles and implement them,

1209
01:02:42,226 --> 01:02:44,246
creating quality benchmarks.

1210
01:02:45,226 --> 01:02:48,206
Choosing a production process and tech.

1211
01:02:50,476 --> 01:02:54,016
That is, you can try out different styles

1212
01:02:54,376 --> 01:02:59,636
and we also said that, in fact, every
game has its own style.

1213
01:02:59,956 --> 01:03:03,506
It's not that the game must be a style.

1214
01:03:05,536 --> 01:03:07,196
Because your game...

1215
01:03:07,366 --> 01:03:11,326
Only when you have your own style, you
have competitiveness, right?

1216
01:03:11,686 --> 01:03:13,126
You then...

1217
01:03:13,366 --> 01:03:16,826
Have a refreshing feeling, a stunning feel.

1218
01:03:18,466 --> 01:03:20,066
Ah, in addition...

1219
01:03:20,896 --> 01:03:26,456
This also involves a copyright issue.
You can't make a style exactly the same
as another game.

1220
01:03:27,346 --> 01:03:30,736
For example, Genshin and Zelda, then...

1221
01:03:31,186 --> 01:03:32,086
Actually...

1222
01:03:32,206 --> 01:03:33,166
In terms of style...

1223
01:03:33,706 --> 01:03:36,196
There are quite a few differences.

1224
01:03:36,346 --> 01:03:38,546
Their art style...

1225
01:03:39,136 --> 01:03:40,736
There are many differences.

1226
01:03:41,866 --> 01:03:43,936
Although some of the gameplay is similar.

1227
01:03:44,236 --> 01:03:46,576
But the art style also made...

1228
01:03:47,176 --> 01:03:48,746
A lot of differences.

1229
01:03:48,916 --> 01:03:50,216
So now...

1230
01:03:50,626 --> 01:03:53,546
If it is a good project, a good...

1231
01:03:54,166 --> 01:03:54,800
Game...

1232
01:03:54,916 --> 01:03:59,546
Then you must have your own style instead
of saying

1233
01:04:00,016 --> 01:04:03,916
Rather than black and white, don't say
this project is stylized

1234
01:04:04,036 --> 01:04:05,636
I am realistic.

1235
01:04:06,016 --> 01:04:09,256
Ah, without black and white, in fact, it

1236
01:04:09,796 --> 01:04:11,066
Has a lot.

1237
01:04:11,266 --> 01:04:13,346
Style.

1238
01:04:13,966 --> 01:04:16,936
Fusion or some mutual...

1239
01:04:17,476 --> 01:04:18,476
Tradeoffs.

1240
01:04:18,676 --> 01:04:19,796
Right.

1241
01:04:21,556 --> 01:04:24,446
What is complete project experience? It's...

1242
01:04:24,616 --> 01:04:25,616
It's...

1243
01:04:25,726 --> 01:04:27,946
Um, for example, are you an outsourcing
company?

1244
01:04:28,666 --> 01:04:29,666
Ah...

1245
01:04:30,976 --> 01:04:32,836
An outsourcing company's team leader?

1246
01:04:33,376 --> 01:04:34,586
Don't say...

1247
01:04:35,236 --> 01:04:39,976
And Tencent has a project A. From the
beginning of the project, it is given to you.

1248
01:04:40,576 --> 01:04:42,836
Is to cooperate with your company.

1249
01:04:43,156 --> 01:04:45,856
Ah, and then you are responsible for
this project.

1250
01:04:46,126 --> 01:04:48,626
And keep working on this project.

1251
01:04:48,886 --> 01:04:52,226
Ah, fully online or

1252
01:04:52,696 --> 01:04:56,911
Fully operational, this is a complete
project experience.

1253
01:04:57,196 --> 01:05:01,106
Also, for example, if you are a
medium-sized evolution company, then this

1254
01:05:01,426 --> 01:05:05,666
This project, from project establishment
or from that

1255
01:05:06,886 --> 01:05:08,656
Production phase to

1256
01:05:09,076 --> 01:05:10,946
To that release

1257
01:05:11,308 --> 01:05:13,076
That is, the online phase

1258
01:05:13,306 --> 01:05:14,266
You have participated in it

1259
01:05:14,896 --> 01:05:17,296
Or at least participated in it for a
year, I think

1260
01:05:17,836 --> 01:05:19,546
And more than a year of

1261
01:05:19,726 --> 01:05:20,626
Complete experience

1262
01:05:21,036 --> 01:05:26,951
Is more effective. If you participate
for half a year and then three months,

1263
01:05:27,286 --> 01:05:28,886
It is not very convincing.

1264
01:05:29,896 --> 01:05:31,396
Generally, projects are three years long.

1265
01:05:31,726 --> 01:05:35,906
And you have at least one year of
experience following the project,

1266
01:05:36,166 --> 01:05:38,456
Which is more convincing.

1267
01:05:41,176 --> 01:05:43,766
Of course, if you follow it from
beginning to end, it is even more

1268
01:05:43,936 --> 01:05:47,426
Convincing.

1269
01:05:49,456 --> 01:05:50,206
OK, let's

1270
01:05:50,626 --> 01:05:52,556
Continue downwards.

1271
01:05:52,786 --> 01:05:53,836
Is it possible to

1272
01:05:54,226 --> 01:05:56,566
Do style experiments and implement them?

1273
01:05:56,776 --> 01:05:58,215
This person

1274
01:05:58,726 --> 01:06:03,916
If you meet this requirement, you can go
to the basic positions of first-tier

1275
01:06:04,306 --> 01:06:08,516
Large factories through social recruitment.
The technical positions are also very

1276
01:06:08,866 --> 01:06:09,866
High now.
That is

1277
01:06:10,186 --> 01:06:12,386
The requirements are also very high.

1278
01:06:13,906 --> 01:06:17,056
Large factories do not now recruit
particularly basic

1279
01:06:17,266 --> 01:06:17,926
Character

1280
01:06:18,256 --> 01:06:20,146
They don't recruit particularly basic
people.

1281
01:06:20,926 --> 01:06:22,556
He explained that

1282
01:06:22,936 --> 01:06:27,086
Ah, the technical positions also require
relatively high skills.

1283
01:06:28,606 --> 01:06:30,586
So it is more difficult to get into
large factories now?

1284
01:06:30,826 --> 01:06:32,546
That is the reason.

1285
01:06:35,056 --> 01:06:37,846
And the work experience is generally
about three to six years.

1286
01:06:38,056 --> 01:06:38,596
Generally.

1287
01:06:38,716 --> 01:06:41,026
And if it is three years, it may be
that your

1288
01:06:41,386 --> 01:06:42,596
Your

1289
01:06:42,796 --> 01:06:48,766
Works are particularly excellent and
outstanding, or the project you are

1290
01:06:49,126 --> 01:06:52,036
Following happens to be more in line
with the project of a large factory's

1291
01:06:52,186 --> 01:06:57,386
Project team, and the degree of fit is
relatively high, then this is more

1292
01:06:59,596 --> 01:07:01,846
Likely.
Yes, with more than two complete

1293
01:07:02,266 --> 01:07:03,926
Project experiences, this is also

1294
01:07:04,576 --> 01:07:06,626
Roughly, ah, also roughly.

1295
01:07:09,106 --> 01:07:12,012
Basically, they all have five years of
experience, not necessarily.

1296
01:07:12,286 --> 01:07:13,286
Before

1297
01:07:13,456 --> 01:07:16,136
The other day, there was a

1298
01:07:16,756 --> 01:07:17,536
There was a netizen

1299
01:07:17,686 --> 01:07:20,866
Who told me that he had been in Tencent
for a long time.

1300
01:07:21,228 --> 01:07:22,335
That

1301
01:07:23,296 --> 01:07:29,276
A three-year or so work experience
 doesn't necessarily mean...

1302
01:07:31,246 --> 01:07:33,346
It still depends on your personal ability.

1303
01:07:33,586 --> 01:07:36,376
Like I said, first is personal ability.

1304
01:07:36,976 --> 01:07:39,556
Second is whether your work is good enough.

1305
01:07:39,706 --> 01:07:43,436
Third is how well your current project...

1306
01:07:43,576 --> 01:07:46,876
...matches the project you want to join.

1307
01:07:47,266 --> 01:07:47,686
Right?

1308
01:07:47,866 --> 01:07:49,906
Fourth, there is also an element of luck.

1309
01:07:50,356 --> 01:07:51,796
It's just that they happen to be short
 of people.

1310
01:07:52,066 --> 01:07:53,026
It just so happens that you...

1311
01:07:53,416 --> 01:07:57,116
...have been seen, they saw your resume.

1312
01:07:57,329 --> 01:07:58,272
And it just so happens that...

1313
01:07:58,696 --> 01:08:00,022
(Unclear - possibly slang/regional)

1314
01:08:00,406 --> 01:08:02,426
Then you can get in.

1315
01:08:05,776 --> 01:08:07,189
Indeed, finding a job...

1316
01:08:07,306 --> 01:08:08,416
This also...

1317
01:08:08,626 --> 01:08:13,366
...has an element of luck, but you
 need to have something yourself.

1318
01:08:13,816 --> 01:08:16,346
You need to be strong yourself.

1319
01:08:16,516 --> 01:08:19,306
If you are prepared and have
 opportunities...

1320
01:08:19,756 --> 01:08:25,786
...then the chances are definitely higher,
 or someone refers you, or...

1321
01:08:26,026 --> 01:08:28,696
...you can get first-hand recruitment...

1322
01:08:29,296 --> 01:08:30,106
...information.

1323
01:08:30,586 --> 01:08:31,846
Right? Then you definitely...

1324
01:08:32,176 --> 01:08:32,926
...have more...

1325
01:08:33,346 --> 01:08:35,216
...opportunities than others.

1326
01:08:37,966 --> 01:08:40,886
So, I would suggest occasionally...

1327
01:08:41,056 --> 01:08:44,626
...learning some Houdini. Houdini is...

1328
01:08:44,836 --> 01:08:45,196
...will...

1329
01:08:45,796 --> 01:08:47,956
...be very helpful to you.

1330
01:08:48,436 --> 01:08:49,856
For you...

1331
01:08:50,866 --> 01:08:55,616
...getting into big companies is very
 helpful because they value it now.

1332
01:08:58,516 --> 01:09:01,316
Then let's move on.

1333
01:09:03,046 --> 01:09:07,736
Social recruitment for core positions
 in first-tier big companies...

1334
01:09:10,396 --> 01:09:16,496
...core positions means grasping the
 overall scene art quality, technical...

1335
01:09:16,996 --> 01:09:22,456
...solution implementation, and
 coordinating with superiors and...

1336
01:09:22,666 --> 01:09:23,445
...subordinate departments. Actually,
 it is equivalent to a senior...

1337
01:09:23,566 --> 01:09:25,436
...regular employee or scene team
 leader level.

1338
01:09:25,786 --> 01:09:27,856
Scene team leader...

1339
01:09:28,126 --> 01:09:29,126
...or senior landmark level.

1340
01:09:29,866 --> 01:09:31,676
Of...

1341
01:09:32,296 --> 01:09:35,716
So, this is...

1342
01:09:36,046 --> 01:09:37,756
...more than six years of work experience
 and three complete projects.

1343
01:09:38,296 --> 01:09:40,396
As for Houdini...

1344
01:09:40,726 --> 01:09:48,706
...actually, the impact is not very big.

1345
01:09:48,736 --> 01:09:49,946
The impact isn't great because for
 a landmark, whether you know...

1346
01:09:50,146 --> 01:09:51,346
...Houdini or not, there isn't much
 difference because Houdini...

1347
01:09:51,466 --> 01:09:54,166
...is still...

1348
01:09:54,286 --> 01:09:57,116
...done by specialists. A professional
 team does it...

1349
01:09:57,616 --> 01:10:02,116
...well, making plugins, and the landmark
 only needs to know how to use it.

1350
01:10:02,926 --> 01:10:03,286
Just know how to use the plugins in
 the engine.

1351
01:10:03,406 --> 01:10:07,586
There's a clear difference between real
mastery and just knowing the neighborhood.

1352
01:10:08,416 --> 01:10:11,759
Of course, that's a plus. And if you
understand it particularly well...

1353
01:10:11,866 --> 01:10:12,406
Then...

1354
01:10:12,856 --> 01:10:17,846
...and can solve some technical issues,
that's definitely a bonus.

1355
01:10:21,196 --> 01:10:22,826
So everyone,

1356
01:10:23,086 --> 01:10:25,766
After listening to all this, you can...

1357
01:10:26,116 --> 01:10:31,216
...have a clear understanding or position
on your career path?

1358
01:10:31,606 --> 01:10:33,206
That is to say, we...

1359
01:10:33,316 --> 01:10:38,776
...this career is also step-by-step. You
can't just enter the industry and expect...

1360
01:10:39,406 --> 01:10:42,226
...to reach your goal in one step. That's
impossible.

1361
01:10:42,526 --> 01:10:45,896
Everything is done step by step.

1362
01:10:46,246 --> 01:10:47,246
Short.

1363
01:10:50,146 --> 01:10:52,166
Does everyone understand this?

1364
01:10:54,616 --> 01:10:56,176
Because you... you...

1365
01:10:56,296 --> 01:10:59,486
You can't say you've covered someone
else's...

1366
01:10:59,836 --> 01:11:01,426
...seven or eight years in one year.

1367
01:11:01,696 --> 01:11:02,198
This...

1368
01:11:02,626 --> 01:11:05,566
No shortcut is possible. There's no such
shortcut.

1369
01:11:06,226 --> 01:11:07,396
This is just saying...

1370
01:11:07,816 --> 01:11:11,306
...if you master a correct learning method,

1371
01:11:11,416 --> 01:11:12,896
Then... this...

1372
01:11:13,234 --> 01:11:20,854
...you can master the politically correct
processes, learn advanced techniques, and

1373
01:11:21,154 --> 01:11:24,044
...enhance your personal abilities.

1374
01:11:24,334 --> 01:11:25,714
And also, you should...

1375
01:11:26,014 --> 01:11:30,044
...accumulate your work experience. You'll
definitely be...

1376
01:11:30,484 --> 01:11:31,834
...a little more advantageous.

1377
01:11:32,344 --> 01:11:34,514
Will be closer to the goal.

1378
01:11:35,314 --> 01:11:38,284
But if you want to reach your goal in one
step, it's difficult, no one...

1379
01:11:38,704 --> 01:11:41,224
...can guarantee it. Unless you are...

1380
01:11:41,614 --> 01:11:45,674
...a genius or exceptionally good. That's a
different...

1381
01:11:45,814 --> 01:11:46,894
...different story.

1382
01:11:47,164 --> 01:11:48,314
Yes.

1383
01:11:49,354 --> 01:11:52,834
So, we should be steady and take it step
by step.

1384
01:11:53,224 --> 01:11:56,834
If you're from outside the industry or
switching careers...

1385
01:11:57,094 --> 01:11:58,814
...I suggest you...

1386
01:11:59,224 --> 01:12:03,104
...enter the industry first. Entering the
industry is your first goal.

1387
01:12:04,054 --> 01:12:09,064
Not thinking about going directly to a
big company, or switching to a big company.

1388
01:12:09,364 --> 01:12:10,954
Or saying it's ideal...

1389
01:12:11,584 --> 01:12:13,730
...to just sit and take advantage.

1390
01:12:15,064 --> 01:12:16,924
These are relatively difficult.

1391
01:12:17,524 --> 01:12:20,624
But it doesn't exclude the possibility.

1392
01:12:26,464 --> 01:12:30,464
I just talked about the bottom line. The
bottom line is also...

1393
01:12:31,714 --> 01:12:38,584
...after talking about these things, everyone
knows why the bottom line requirements are

1394
01:12:38,584 --> 01:12:39,394
high, why the bottom line doesn't recruit
newcomers, or doesn't...

1395
01:12:40,114 --> 01:12:40,504
...recruit newcomers.

1396
01:12:40,894 --> 01:12:41,944
You, these...

1397
01:12:42,154 --> 01:12:45,574
...all the previous assets, visual
presentation, this...

1398
01:12:45,859 --> 01:12:47,374
...communication with upstream and
downstream...

1399
01:12:47,824 --> 01:12:49,594
...you have to handle all these.

1400
01:12:49,714 --> 01:12:53,704
If you are a newcomer and don't know
anything, and can't make assets...

1401
01:12:53,884 --> 01:12:57,194
Only those who can arrange assets.

1402
01:12:57,874 --> 01:13:00,824
General project teams find it hard.

1403
01:13:01,354 --> 01:13:02,464
to let you work on level design.

1404
01:13:02,734 --> 01:13:05,594
It's hard for them to take the risk.

1405
01:13:06,304 --> 01:13:08,974
Besides, competition is fierce now.

1406
01:13:09,364 --> 01:13:11,494
Experienced level designers are plenty.

1407
01:13:12,124 --> 01:13:12,558
of.

1408
01:13:13,024 --> 01:13:17,234
Those companies with experience don't
know why to hire a newbie.

1409
01:13:17,344 --> 01:13:18,704
That.

1410
01:13:18,904 --> 01:13:25,504
Saving R&D costs isn't the way to do
it. Hiring a newbie might be.

1411
01:13:25,744 --> 01:13:26,464
will be.

1412
01:13:26,854 --> 01:13:27,664
slightly.

1413
01:13:27,874 --> 01:13:31,894
lower in cost, but the final product.

1414
01:13:32,284 --> 01:13:35,404
might cost you more to fix it.

1415
01:13:35,704 --> 01:13:37,964
to optimize it.

1416
01:13:39,184 --> 01:13:42,134
It's better to hire someone experienced.

1417
01:13:45,604 --> 01:13:48,694
So, it's a step-by-step process.

1418
01:13:49,234 --> 01:13:51,764
Why our.

1419
01:13:52,204 --> 01:13:53,614
course doesn't.

1420
01:13:53,884 --> 01:13:56,704
train level editors by providing assets
and teaching how to assemble them.

1421
01:13:56,974 --> 01:13:59,584
assets and teaching how to assemble, no.

1422
01:13:59,914 --> 01:14:02,602
Currently, we don't have that.

1423
01:14:02,704 --> 01:14:03,784
kind of course.

1424
01:14:03,994 --> 01:14:06,214
Because even if I teach you how to
assemble, you can't immediately.

1425
01:14:06,574 --> 01:14:10,874
make level designs. You might only be
able to make ad videos for traffic.

1426
01:14:10,984 --> 01:14:14,054
which doesn't really count as entering
the industry.

1427
01:14:15,304 --> 01:14:17,794
To truly enter the industry, you still
need to start with.

1428
01:14:18,094 --> 01:14:20,554
understanding the assets.

1429
01:14:21,184 --> 01:14:22,354
know how.

1430
01:14:22,684 --> 01:14:25,954
What the principles are, what the
development process is, it has.

1431
01:14:26,284 --> 01:14:28,394
to be step-by-step.

1432
01:14:35,224 --> 01:14:36,944
The level designers I know.

1433
01:14:37,804 --> 01:14:40,877
continue learning production through courses.

1434
01:14:46,444 --> 01:14:49,154
Right, directly use the assets.

1435
01:14:49,564 --> 01:14:51,604
Even if you can.

1436
01:14:51,844 --> 01:14:55,514
use someone else's assets to arrange
them nicely.

1437
01:14:55,804 --> 01:14:56,804
Right.

1438
01:14:57,574 --> 01:15:02,654
For game production, if you don't
understand other aspects, then.

1439
01:15:02,764 --> 01:15:04,514
it's hard for others.

1440
01:15:04,984 --> 01:15:06,274
to.

1441
01:15:06,544 --> 01:15:08,714
hire you as a level editor.

1442
01:15:09,424 --> 01:15:11,864
Because the risk is relatively high.

1443
01:15:13,114 --> 01:15:15,374
You still need to have project experience.

1444
01:15:17,284 --> 01:15:18,284
OK.

1445
01:15:19,024 --> 01:15:21,584
That's basically it.

1446
01:15:26,584 --> 01:15:29,024
So, I think this.

1447
01:15:30,814 --> 01:15:37,354
Everyone should plan their career path
well. Of course, everyone wants.

1448
01:15:37,534 --> 01:15:40,514
Of course, everyone wants.

1449
01:15:40,894 --> 01:15:42,994
to have better development.

1450
01:15:43,234 --> 01:15:46,124
to have better development, but I think.

1451
01:15:46,294 --> 01:15:47,594
Ah, if

1452
01:15:48,184 --> 01:15:54,584
there's no chance, no particularly good
chance, it's better to take it one step at
a time.

1453
01:15:54,724 --> 01:15:57,064
Ah, you have this awareness of learning.

1454
01:15:57,364 --> 01:15:57,664
You

1455
01:15:58,024 --> 01:16:00,904
already have an advantage over many,
most people.

1456
01:16:01,564 --> 01:16:02,854
That is, you have an advantage.

1457
01:16:03,184 --> 01:16:03,394
Ah.

1458
01:16:03,664 --> 01:16:04,664
One.

1459
01:16:05,344 --> 01:16:13,504
There aren't many people with learning
advantages and awareness, because in my
years of practice, I've solved my

1460
01:16:14,284 --> 01:16:17,104
problems, including my colleagues and
myself. This

1461
01:16:17,344 --> 01:16:18,574
sometimes, in fact,

1462
01:16:18,874 --> 01:16:21,824
there isn't much awareness of learning.

1463
01:16:29,194 --> 01:16:32,104
Often ask: is learning this useful for work?

1464
01:16:32,374 --> 01:16:34,004
Want to learn about the downstream process.

1465
01:16:34,504 --> 01:16:36,164
Downstream processes.

1466
01:16:36,784 --> 01:16:38,804
Alright, environment concept art.

1467
01:16:39,454 --> 01:16:40,664
There are many.

1468
01:16:40,774 --> 01:16:43,574
Many girls now, the environment concept
artists now are mostly

1469
01:16:43,714 --> 01:16:43,900
using

1470
01:16:44,194 --> 01:16:45,344
modeling.

1471
01:16:46,204 --> 01:16:49,034
Modeling to assist, to assist.

1472
01:16:50,254 --> 01:16:58,334
If you can understand the entire downstream
process, I think it's very helpful, you
can

1473
01:16:59,074 --> 01:17:02,534
understand the complete development process,
including this.

1474
01:17:02,914 --> 01:17:04,264
The final picture is

1475
01:17:04,564 --> 01:17:07,684
what's going on? How, how is it expressed?

1476
01:17:08,164 --> 01:17:10,414
Why didn't it achieve the effect of your,
your

1477
01:17:10,864 --> 01:17:15,524
concept art? Once you know these things,
you will

1478
01:17:15,904 --> 01:17:16,504
know

1479
01:17:16,714 --> 01:17:18,484
how to draw it.

1480
01:17:18,994 --> 01:17:24,484
How to express it in a way that has a better
benefit? There are some things I can

1481
01:17:24,784 --> 01:17:27,764
express, and some things I can't express.

1482
01:17:36,184 --> 01:17:37,694
For campus recruitment,

1483
01:17:39,454 --> 01:17:41,532
campus recruitment is

1484
01:17:46,024 --> 01:17:48,284
campus recruitment is like this, it's

1485
01:17:48,604 --> 01:17:50,114
you need to have work.

1486
01:17:50,227 --> 01:17:54,514
Ah, you need to have work. Also, they look
at whether or not you're in the right
major. But there are some

1487
01:17:54,934 --> 01:17:59,744
people whose majors are not relevant but
their work is incredibly impressive, not
to mention.

1488
01:18:00,304 --> 01:18:01,304
Uh.

1489
01:18:01,774 --> 01:18:03,404
Not to mention that.

1490
01:18:04,144 --> 01:18:08,164
Zheng Qimao, the big teacher, even he wasn't
a fine arts major.

1491
01:18:08,704 --> 01:18:09,064
There are also,

1492
01:18:09,274 --> 01:18:10,714
well, several.

1493
01:18:10,894 --> 01:18:12,434
Several classmates

1494
01:18:12,754 --> 01:18:15,724
are not fine arts majors, but their work

1495
01:18:15,964 --> 01:18:17,614
and personal abilities are especially
impressive.

1496
01:18:18,184 --> 01:18:19,864
Then that's no problem.

1497
01:18:19,984 --> 01:18:20,464
Ah, this.

1498
01:18:20,725 --> 01:18:21,394
They also don't look.

1499
01:18:21,814 --> 01:18:24,164
It's not entirely based on major.

1500
01:18:27,184 --> 01:18:30,704
It still depends on your potential and
personal abilities.

1501
01:18:34,084 --> 01:18:35,414
And the foundation course.

1502
01:18:36,544 --> 01:18:38,384
The foundation course is...

1503
01:18:39,004 --> 01:18:40,564
The foundation course is mainly...

1504
01:18:40,804 --> 01:18:43,670
To understand modeling, and also...

1505
01:18:43,864 --> 01:18:45,754
There's something hidden, some hidden

1506
01:18:45,934 --> 01:18:47,774
Let me show you.

1507
01:18:52,804 --> 01:18:53,984
Wait a moment.

1508
01:19:04,024 --> 01:19:05,854
The foundation course is just...

1509
01:19:10,474 --> 01:19:11,014
Yes.

1510
01:19:11,134 --> 01:19:15,404
Look, there's basic knowledge and three
cases.

1511
01:19:16,534 --> 01:19:18,344
Are there any hidden details?

1512
01:19:18,514 --> 01:19:20,564
And some knowledge of the engine.

1513
01:19:23,404 --> 01:19:24,964
Actually, it's very basic.

1514
01:19:25,084 --> 01:19:30,644
It belongs to the zero-foundation type,
not...

1515
01:19:31,504 --> 01:19:32,734
Not that kind of...

1516
01:19:32,944 --> 01:19:37,244
...game asset or object upgrade class.

1517
01:19:37,414 --> 01:19:39,494
Instead of doing something very...

1518
01:19:40,384 --> 01:19:41,524
...in-depth.

1519
01:19:41,674 --> 01:19:45,304
Because our schedule is limited, and
also...

1520
01:19:45,634 --> 01:19:46,684
Many...

1521
01:19:46,864 --> 01:19:50,074
...students with zero foundation are
completely unaware.

1522
01:19:50,374 --> 01:19:51,844
Don't understand this industry.

1523
01:19:52,534 --> 01:19:54,944
Have not understood the industry.

1524
01:19:56,224 --> 01:20:02,764
Or students who don't know anything
about 3D definitely need a familiarization
process.

1525
01:20:03,184 --> 01:20:04,954
So that's why we...

1526
01:20:05,074 --> 01:20:07,114
...created this zero-foundation...

1527
01:20:07,264 --> 01:20:08,264
...course.

1528
01:20:09,514 --> 01:20:13,904
If you also will be establishing software
or being able to...

1529
01:20:14,074 --> 01:20:14,464
Ah...

1530
01:20:14,878 --> 01:20:21,705
...independently create some models and
objects, then you can directly enroll in
the formal course.

1531
01:20:27,424 --> 01:20:29,774
Um, that's roughly the content of Xuzhou.

1532
01:20:36,544 --> 01:20:38,594
The red on the sun...

1533
01:20:39,034 --> 01:20:42,644
Conceptual concept art, if you directly
use the broken surface to...

1534
01:20:43,744 --> 01:20:47,834
The scene renders the ground white mold,
does it not need to be created? Correct.

1535
01:20:48,664 --> 01:20:49,664
However...

1536
01:20:49,774 --> 01:20:52,094
...your constant rendering and this...

1537
01:20:52,744 --> 01:20:53,434
...ratio...

1538
01:20:53,734 --> 01:20:56,344
...ratio is quite different from the
formal one.

1539
01:20:56,794 --> 01:20:58,694
But there are many concept artists...

1540
01:20:58,954 --> 01:21:02,474
...who are very good at using broken
surfaces, and then this...

1541
01:21:03,034 --> 01:21:07,744
...someone said he created a city's
model using broken surfaces, and then...

1542
01:21:08,164 --> 01:21:08,463
There...

1543
01:21:08,644 --> 01:21:09,914
...some...

1544
01:21:10,174 --> 01:21:13,514
...students directly take that...

1545
01:21:14,014 --> 01:21:17,264
...his white mold to modify it a bit,
and that's it.

1546
01:21:17,982 --> 01:21:19,792
Do it repeatedly?

1547
01:21:21,642 --> 01:21:23,862
So now concept artists are also versatile.

1548
01:21:24,372 --> 01:21:25,692
Research and development, and also...

1549
01:21:25,992 --> 01:21:27,652
...the broken surface is a...

1550
01:21:27,852 --> 01:21:28,722
...standard configuration.

1551
01:21:28,962 --> 01:21:30,862
It's a standard configuration.

1552
01:21:31,602 --> 01:21:34,371
Basically, they all have 3D assistance.

1553
01:21:37,002 --> 01:21:41,742
Is there a big difference between our course content and
the application in film and television?

1554
01:21:41,952 --> 01:21:44,092
Of course, there's a big difference.

1555
01:21:46,032 --> 01:21:51,202
We have a game production process, which is different
from film and television.

1556
01:21:55,302 --> 01:21:56,382
Film and television.

1557
01:21:56,622 --> 01:21:57,622
Mm-hmm.

1558
01:21:59,022 --> 01:21:59,502
Film and television.

1559
01:21:59,862 --> 01:22:04,773
It's actually just rendering, rendering things,
rendering that video.

1560
01:22:04,932 --> 01:22:05,322
Of.

1561
01:22:05,892 --> 01:22:08,902
Rendering video, then your this...

1562
01:22:09,732 --> 01:22:13,032
First, you only need to do things within the shot, right?

1563
01:22:13,632 --> 01:22:15,322
Things outside the shot are irrelevant.

1564
01:22:16,782 --> 01:22:18,012
But games are not okay.

1565
01:22:18,252 --> 01:22:22,042
Games are mostly 360 degrees.

1566
01:22:22,422 --> 01:22:28,102
You have to do everything, everything you can see has
to be done.

1567
01:22:29,846 --> 01:22:33,232
That's one difference. Also, games are...

1568
01:22:33,402 --> 01:22:35,112
Real-time rendering.

1569
01:22:35,232 --> 01:22:36,682
It's real-time.

1570
01:22:36,822 --> 01:22:39,177
Real-time to play.

1571
01:22:40,542 --> 01:22:46,282
While film and television renders into a sequence of
people or videos.

1572
01:22:47,382 --> 01:22:49,152
If you render remote videos, then...

1573
01:22:49,422 --> 01:22:52,192
Every stitch of your sweater, you...

1574
01:22:52,302 --> 01:22:53,922
Uh, you don't have to consider...

1575
01:22:54,222 --> 01:22:58,122
You don't have to consider its performance
consumption and number of faces too much.

1576
01:22:58,512 --> 01:23:02,902
It's just that the rendering time is longer, right?

1577
01:23:03,342 --> 01:23:04,342
For example...

1578
01:23:04,662 --> 01:23:10,462
For example, a copper bottle cake with 5 million faces
takes one minute.

1579
01:23:10,932 --> 01:23:13,912
A copper bottle with 50 million faces takes ten
minutes.

1580
01:23:14,262 --> 01:23:17,572
It's just a matter of how long it takes, right?

1581
01:23:17,682 --> 01:23:18,682
But...

1582
01:23:18,822 --> 01:23:21,322
Games are different. That year...

1583
01:23:21,552 --> 01:23:25,572
How many times can the speed difference be between 5
million faces and 50 million faces directly?

1584
01:23:25,842 --> 01:23:26,842
Furthermore...

1585
01:23:34,512 --> 01:23:35,772
I plan to transition from...

1586
01:23:36,192 --> 01:23:40,612
Video production roles to research and development.

1587
01:23:41,382 --> 01:23:43,543
I had that idea from the beginning.

1588
01:23:43,992 --> 01:23:47,922
Even if there's no opportunity to change careers, I
can use what I've learned to imagine...

1589
01:23:48,192 --> 01:23:49,192
That kind of...

1590
01:23:55,062 --> 01:23:56,062
Video.

1591
01:23:58,812 --> 01:24:00,432
But are the PPI processes...

1592
01:24:00,642 --> 01:24:02,862
Can they be generally used?

1593
01:24:03,342 --> 01:24:05,932
Film and television also uses this process.

1594
01:24:24,552 --> 01:24:26,532
The difference is mainly in the assets, right?

1595
01:24:26,952 --> 01:24:29,902
In the process, in the production process...

1596
01:24:30,312 --> 01:24:31,312
Short.

1597
01:24:31,422 --> 01:24:34,882
I just talked about the game development process.

1598
01:24:38,262 --> 01:24:42,712
This game development process is definitely
different from film and television.

1599
01:24:44,262 --> 01:24:46,312
The most important thing in games is...

1600
01:24:46,512 --> 01:24:50,212
You might need to focus on gameplay refinement and
reasonableness.

1601
01:24:50,502 --> 01:24:52,482
It takes a lot of time.

1602
01:24:53,142 --> 01:24:53,472
Of.

1603
01:24:53,802 --> 01:24:54,672
Film and television man.

1604
01:24:55,362 --> 01:24:58,132
Maybe mainly in the picture presentation.

1605
01:25:07,032 --> 01:25:08,032
Okay.

1606
01:25:08,142 --> 01:25:12,202
Is there an age limit for entering
the industry, or if you switch careers at an older age?

1607
01:25:12,912 --> 01:25:15,172
Is there a risk of promotion?

1608
01:25:16,092 --> 01:25:17,602
Thirty years old.

1609
01:25:18,252 --> 01:25:19,252
Within.

1610
01:25:19,902 --> 01:25:22,152
If you want to kiss you.

1611
01:25:22,302 --> 01:25:23,292
Don't say you are.

1612
01:25:23,622 --> 01:25:24,622
Which.

1613
01:25:25,392 --> 01:25:25,962
Big factory.

1614
01:25:26,202 --> 01:25:28,212
If it's your goal.

1615
01:25:28,362 --> 01:25:30,742
Then switch careers before the age of thirty.

1616
01:25:31,482 --> 01:25:32,112
Yes.

1617
01:25:32,412 --> 01:25:36,862
If you are over twenty or thirty,
then it may be more difficult to enter a big factory.

1618
01:25:37,182 --> 01:25:41,002
But if you do outsourcing or go to.

1619
01:25:42,942 --> 01:25:49,092
Complete something independently,
or do independent games or outsourcing, it's okay.

1620
01:25:49,422 --> 01:25:50,902
Age limit.

1621
01:25:53,082 --> 01:25:53,442
Of.

1622
01:25:53,982 --> 01:25:56,152
If it's a big factory, maybe.

1623
01:25:57,252 --> 01:25:59,022
Thirty-five years old.

1624
01:25:59,202 --> 01:26:02,992
About the right age, if you're any older.

1625
01:26:03,312 --> 01:26:05,152
Entering a big factory is more.

1626
01:26:05,502 --> 01:26:06,312
Not easy.

1627
01:26:06,732 --> 01:26:11,752
Unless you have work experience,
unless you are particularly good.

1628
01:26:12,132 --> 01:26:16,432
Or you are hired for a core position.

1629
01:26:17,172 --> 01:26:19,462
That doesn't have too much.

1630
01:26:20,322 --> 01:26:22,362
No age limit.

1631
01:26:22,542 --> 01:26:24,112
If you are.

1632
01:26:24,342 --> 01:26:26,772
Just like I said, if you are a.

1633
01:26:26,922 --> 01:26:29,262
Said you are a technical position.

1634
01:26:29,412 --> 01:26:30,772
That is.

1635
01:26:31,242 --> 01:26:33,622
It's about thirty-five years old.

1636
01:26:35,112 --> 01:26:38,112
If you are in a core position, then
there is not much age limit.

1637
01:26:38,652 --> 01:26:40,072
Age limit.

1638
01:26:40,572 --> 01:26:42,972
The core position still depends on whether you can.

1639
01:26:43,512 --> 01:26:44,712
Help the project team.

1640
01:26:44,952 --> 01:26:46,972
Solve the problem.

1641
01:26:48,672 --> 01:26:51,162
Rather than saying how old you are.

1642
01:26:51,342 --> 01:26:52,522
How old.

1643
01:26:57,102 --> 01:26:59,442
Can I catch up with campus recruitment when
I start my junior year?

1644
01:26:59,952 --> 01:27:00,672
Yes.

1645
01:27:01,122 --> 01:27:05,032
It's always better to start as early
as possible in your junior year.

1646
01:27:08,562 --> 01:27:09,562
This.

1647
01:27:09,822 --> 01:27:13,972
Especially if you are a student,
you must have a sense of urgency.

1648
01:27:14,202 --> 01:27:15,742
The sooner the better.

1649
01:27:16,122 --> 01:27:19,942
Because now more than 10 million
students graduate every year.

1650
01:27:22,272 --> 01:27:23,712
Everything is written down.

1651
01:27:23,982 --> 01:27:26,022
How many people are smiling?

1652
01:27:26,322 --> 01:27:27,522
Just the big factory campus recruitment

1653
01:27:27,942 --> 01:27:30,862
How many indicators are there? How many quotas?

1654
01:27:35,262 --> 01:27:37,842
For core positions, it's actually just

1655
01:27:40,242 --> 01:27:40,752
two.

1656
01:27:41,052 --> 01:27:44,622
Senior or team leader is called senior or team leader.

1657
01:27:44,982 --> 01:27:47,171
Then there are also

1658
01:27:47,892 --> 01:27:50,572
people in big factories saying you just
joined a big factory, or

1659
01:27:52,092 --> 01:27:56,392
If your work experience is limited, that's
a basic position.

1660
01:27:56,498 --> 01:27:58,432
The core position is yourself,

1661
01:27:58,572 --> 01:27:59,962
or the land premium.

1662
01:28:04,842 --> 01:28:08,472
Of course, the quota will be small. If the
quota is small, then you

1663
01:28:08,922 --> 01:28:10,822
need to go and

1664
01:28:11,082 --> 01:28:12,312
improve yourself.

1665
01:28:12,672 --> 01:28:14,662
Improve your competitiveness.

1666
01:28:15,672 --> 01:28:16,792
Right?

1667
01:28:18,072 --> 01:28:19,602
Yeah.

1668
01:28:20,112 --> 01:28:22,012
It's like level nine.

1669
01:28:22,152 --> 01:28:23,592
Because now it's

1670
01:28:23,892 --> 01:28:25,702
Tencent is like this.

1671
01:28:26,112 --> 01:28:31,872
Before, they tried to reject those below level
seven, but now they don't accept those below.

1672
01:28:32,052 --> 01:28:33,402
It means you're going to the fire scene

1673
01:28:33,522 --> 01:28:34,822
for disaster relief.

1674
01:28:36,192 --> 01:28:39,132
And being senior is actually level one.

1675
01:28:39,462 --> 01:28:42,622
Level eleven and above are actually senior.

1676
01:28:43,602 --> 01:28:47,842
Then below level nine, you go to which

1677
01:28:48,702 --> 01:28:49,842
subsidiary?

1678
01:28:49,992 --> 01:28:51,232
Go to a subsidiary.

1679
01:28:53,622 --> 01:28:56,232
A subsidiary is like level six to eight.

1680
01:28:56,412 --> 01:28:58,252
There's a scar explaining the subsidiary.

1681
01:29:04,032 --> 01:29:06,292
Netease's new art talent this year

1682
01:29:07,062 --> 01:29:10,432
still has to transfer to keep the job.

1683
01:29:11,562 --> 01:29:15,082
Yeah, if you get in, don't even mention
internship.

1684
01:29:15,612 --> 01:29:18,772
If you have an internship opportunity or

1685
01:29:18,972 --> 01:29:19,902
you're smiling,

1686
01:29:20,022 --> 01:29:21,342
smiling your way through,

1687
01:29:21,732 --> 01:29:24,762
you definitely have to double your efforts
in the first few years.

1688
01:29:25,512 --> 01:29:27,562
Double the effort is needed.

1689
01:29:33,852 --> 01:29:35,832
I just said three to six years.

1690
01:29:36,192 --> 01:29:37,482
This is three to six years

1691
01:29:37,962 --> 01:29:39,262
of work experience.

1692
01:29:45,042 --> 01:29:45,619
So,

1693
01:29:45,726 --> 01:29:47,542
many students say,

1694
01:29:47,952 --> 01:29:49,032
uh, this,

1695
01:29:49,212 --> 01:29:53,392
if you want to join a big factory after
switching careers, look at these requirements.

1696
01:29:53,682 --> 01:29:55,192
Is it possible?

1697
01:29:56,172 --> 01:29:59,322
Right? You have to accumulate yourself. It's
not just a portfolio, you also need work

1698
01:29:59,532 --> 01:30:05,122
experience, unless your work is particularly
powerful.

1699
01:30:05,862 --> 01:30:06,822
To be honest, sweat.

1700
01:30:07,152 --> 01:30:08,472
Unless your work

1701
01:30:08,862 --> 01:30:10,182
It's all about blowing it up as soon

1702
01:30:10,392 --> 01:30:11,842
It all

1703
01:30:12,252 --> 01:30:15,562
Sweep the whole industry, then you can

1704
01:30:15,702 --> 01:30:18,292
Then you don't care about your time

1705
01:30:27,342 --> 01:30:27,792
Right

1706
01:30:28,092 --> 01:30:30,052
Genius is never limited

1707
01:30:30,522 --> 01:30:34,152
The previous NetEase original painters let

1708
01:30:34,482 --> 01:30:36,592
Use their natural engine

1709
01:30:39,282 --> 01:30:41,902
Ah, there are such situations, right?

1710
01:30:42,282 --> 01:30:44,632
It's possible that, for example

1711
01:30:44,922 --> 01:30:50,472
He feels that your original words don't have

1712
01:30:50,712 --> 01:30:51,866
Right?

1713
01:30:52,812 --> 01:30:54,502
There are such situations

1714
01:30:55,242 --> 01:30:57,982
Your original words are not competitive enough

1715
01:30:58,782 --> 01:31:01,222
Then let you pass the side and try it

1716
01:31:04,842 --> 01:31:05,413
Then you

1717
01:31:05,742 --> 01:31:07,872
Chinese, if you are

1718
01:31:08,112 --> 01:31:09,882
For campus recruitment, I think

1719
01:31:10,002 --> 01:31:11,156
The chance is very high

1720
01:31:11,502 --> 01:31:12,132
Smiling

1721
01:31:12,792 --> 01:31:19,792
Smiling inspiration, if you can achieve the

1722
01:31:20,960 --> 01:31:22,980
Then it's very big, right, principal?

1723
01:31:23,210 --> 01:31:25,470
Can achieve the quality of published works

1724
01:31:27,650 --> 01:31:32,990
Ah, and if you have personal works and other

1725
01:31:33,530 --> 01:31:34,160
Then it's even

1726
01:31:34,340 --> 01:31:35,910
Easier

1727
01:31:38,480 --> 01:31:40,910
If you only have this one work, ah

1728
01:31:41,480 --> 01:31:44,423
It's still a bit monotonous, so

1729
01:31:46,190 --> 01:31:51,360
If you have both stylized and realistic

1730
01:31:52,490 --> 01:31:57,540
Smiling, the academic requirements are actually

1731
01:31:57,650 --> 01:31:59,300
And it doesn't have to be 211, ah

1732
01:31:59,450 --> 01:32:00,450
Is

1733
01:32:00,620 --> 01:32:05,130
There are many excellent students who are

1734
01:32:06,020 --> 01:32:08,610
It still depends on personal ability

1735
01:32:09,680 --> 01:32:11,670
It still depends on personal ability

1736
01:32:19,640 --> 01:32:26,090
Whether it's the principal or the president,

1737
01:32:26,360 --> 01:32:26,840
Right?

1738
01:32:27,290 --> 01:32:29,840
You are, for example, the Central Academy of

1739
01:32:30,080 --> 01:32:31,490
Master's degree

1740
01:32:31,640 --> 01:32:35,730
If your ability is not good, it still won't work

1741
01:32:50,809 --> 01:32:53,850
Can Xiao Zhao's work enter R&D? That

1742
01:32:53,960 --> 01:32:54,560
Uh, you

1743
01:32:54,890 --> 01:32:59,480
I just said, if you can achieve the quality

1744
01:32:59,990 --> 01:33:03,000
Even social recruitment has no major problems

1745
01:33:03,200 --> 01:33:04,200
Just

1746
01:33:04,400 --> 01:33:07,560
You may need to enrich your works

1747
01:33:08,030 --> 01:33:11,340
The campus recruitment has a greater chance

1748
01:33:17,750 --> 01:33:19,910
One style and one realistic basic

1749
01:33:20,210 --> 01:33:22,140
Basically stable, right?

1750
01:33:23,690 --> 01:33:24,290
Um

1751
01:33:24,590 --> 01:33:26,430
President's words, education.

1752
01:33:27,830 --> 01:33:28,830
Education.

1753
01:33:28,970 --> 01:33:30,420
If it is.

1754
01:33:31,310 --> 01:33:32,310
Uh.

1755
01:33:33,200 --> 01:33:35,240
But recently, there are also junior
college graduates getting close.

1756
01:33:35,510 --> 01:33:38,990
Recently, the heat is on, there is
a classmate who chatted with me.

1757
01:33:39,320 --> 01:33:40,430
I didn't expect this.

1758
01:33:40,850 --> 01:33:42,810
A junior college degree can get into Tencent.

1759
01:33:43,490 --> 01:33:45,680
Actually, when it comes to education.

1760
01:33:46,100 --> 01:33:47,270
It's not like.

1761
01:33:47,630 --> 01:33:48,920
It's a particularly strict requirement.

1762
01:33:49,220 --> 01:33:51,180
It still depends on your.

1763
01:33:51,440 --> 01:33:54,540
Personal ability to stand out and
the project team's.

1764
01:33:55,880 --> 01:34:02,490
How they evaluate you, if they feel
they really need you, then education
isn't a big problem.

1765
01:34:03,290 --> 01:34:06,150
Education only matters at the second cafeteria.

1766
01:34:06,680 --> 01:34:09,781
The project team usually doesn't
fear his.

1767
01:34:19,670 --> 01:34:22,610
More emphasis on actual output roles.

1768
01:34:22,970 --> 01:34:25,650
Your work and personal ability.

1769
01:34:32,000 --> 01:34:34,040
If you have at least a junior college
degree.

1770
01:34:34,220 --> 01:34:37,260
It's not a big problem, above junior
college is not a big deal.

1771
01:34:38,570 --> 01:34:41,640
If you don't have one, go get one yourself.

1772
01:34:41,810 --> 01:34:44,670
Just hurry up and go get one.

1773
01:34:44,840 --> 01:34:45,967
The problem above junior college.

1774
01:34:46,430 --> 01:34:47,210
It's not a big problem.

1775
01:34:47,360 --> 01:34:47,630
Ah.

1776
01:34:47,960 --> 01:34:49,760
If it's above a bachelor's degree,
it's even better.

1777
01:34:50,120 --> 01:34:54,600
If it's above a bachelor's degree,
there's no problem getting into a big company.

1778
01:34:57,380 --> 01:34:57,770
Hmm.

1779
01:34:57,980 --> 01:35:00,800
Just now I said that junior college
graduates can also get into big companies.

1780
01:35:01,040 --> 01:35:02,040
Yes.

1781
01:35:02,240 --> 01:35:04,950
Actually, it still depends on your
personal ability.

1782
01:35:12,440 --> 01:35:15,600
Does everyone have any other questions?

1783
01:35:24,440 --> 01:35:26,310
Uh, career.

1784
01:35:27,440 --> 01:35:28,830
Upgrading from junior college to
bachelor's.

1785
01:35:31,310 --> 01:35:34,080
Is upgrading to a third-tier
university a bachelor's degree?

1786
01:35:35,330 --> 01:35:37,440
Strictly speaking.

1787
01:35:38,420 --> 01:35:39,860
It's not considered a finished bachelor's.

1788
01:35:40,070 --> 01:35:42,110
A bachelor's degree refers to full-time.

1789
01:35:43,700 --> 01:35:47,010
But upgrading from junior college
to bachelor's is definitely better
than a junior college degree.

1790
01:36:00,350 --> 01:36:04,860
Passed the written test but didn't
pass the interview, what are the reasons?

1791
01:36:06,380 --> 01:36:07,380
Ah.

1792
01:36:07,490 --> 01:36:09,480
He smiled and tested.

1793
01:36:09,650 --> 01:36:10,650
For example.

1794
01:36:11,210 --> 01:36:13,130
Xiao Zhang tested ten people.

1795
01:36:13,280 --> 01:36:14,030
Then.

1796
01:36:14,270 --> 01:36:15,950
He only needs three people in the end.

1797
01:36:16,100 --> 01:36:19,980
Then there must be a certain probability
that you didn't pass the interview.

1798
01:36:24,500 --> 01:36:27,350
That is, you passed the test but.

1799
01:36:27,680 --> 01:36:29,940
For example, after you pass the test.

1800
01:36:30,110 --> 01:36:32,810
Does he also need to score the test like that?

1801
01:36:33,080 --> 01:36:35,090
For example, if ten people
pass the test,

1802
01:36:35,390 --> 01:36:36,800
Doesn't he also have...

1803
01:36:37,190 --> 01:36:38,190
Okay.

1804
01:36:39,170 --> 01:36:40,440
Excellent.

1805
01:36:40,850 --> 01:36:43,080
Good or average.

1806
01:36:43,340 --> 01:36:44,791
Or barely passing.

1807
01:36:45,230 --> 01:36:45,650
Right?

1808
01:36:46,010 --> 01:36:47,270
There is also this scoring, right?

1809
01:36:47,660 --> 01:36:49,010
Also, when you...

1810
01:36:49,370 --> 01:36:51,470
During your interview,

1811
01:36:51,770 --> 01:36:55,190
The questions they ask you,
including your communication

1812
01:36:55,460 --> 01:36:57,300
skills, language expression ability,

1813
01:36:57,530 --> 01:36:59,120
right? And also your...

1814
01:36:59,240 --> 01:37:03,030
Usual playing games or some accumulation.

1815
01:37:03,350 --> 01:37:07,350
They will comprehensively
consider all aspects.

1816
01:37:20,150 --> 01:37:23,310
Full-time junior college
transfer to undergraduate,

1817
01:37:23,510 --> 01:37:27,650
studied for two years. This is
not a big problem. As long as you

1818
01:37:27,890 --> 01:37:28,160
have at least a junior college degree.
What?

1819
01:37:28,280 --> 01:37:30,390
It's okay if you have at least a
junior college degree.

1820
01:37:31,280 --> 01:37:35,130
Oh, didn't I just say that a
student recently...

1821
01:37:35,690 --> 01:37:36,770
Even junior college degrees are seen.

1822
01:37:37,100 --> 01:37:37,760
It has grown longer.

1823
01:37:37,970 --> 01:37:39,800
And it's recently, before...

1824
01:37:39,950 --> 01:37:41,370
A few days ago.

1825
01:37:41,840 --> 01:37:43,380
It's just that this industry...

1826
01:37:44,330 --> 01:37:47,910
Now, in the case of economic
downturn or such competition,

1827
01:37:48,950 --> 01:37:49,950
you...

1828
01:37:50,060 --> 01:37:50,540
Also...

1829
01:37:50,720 --> 01:37:52,760
If you can, then there's no
problem like before.

1830
01:37:52,880 --> 01:37:56,040
There would be no problem
with the previous expansion.

1831
01:38:16,010 --> 01:38:18,000
That is, if you are...

1832
01:38:18,920 --> 01:38:24,030
Outside the industry, for
students outside the industry,

1833
01:38:24,170 --> 01:38:25,650
I suggest you learn some
basics. Because the basics...

1834
01:38:25,940 --> 01:38:33,990
Ah, I not only talk about some
software, some modeling, I also

1835
01:38:34,460 --> 01:38:37,940
talk about some knowledge
related to game production,

1836
01:38:38,120 --> 01:38:39,510
some common sense.

1837
01:38:39,770 --> 01:38:43,830
There are some students, including
us, um...

1838
01:38:44,630 --> 01:38:46,200
That is that...

1839
01:38:47,180 --> 01:38:54,180
There are many students in the
first and second phases who have

1840
01:38:54,320 --> 01:38:56,400
no problem with the basics
of making models, but some...

1841
01:38:56,600 --> 01:39:01,080
Uh, common sense of the game...

1842
01:39:01,880 --> 01:39:04,860
I thought they understood, but
some really don't understand.

1843
01:39:05,090 --> 01:39:07,330
So I will also...

1844
01:39:07,820 --> 01:39:10,110
explain this connection point
more basic, including this.

1845
01:39:12,620 --> 01:39:13,640
Some common sense of game
development.

1846
01:39:13,910 --> 01:39:15,170
It depends on your...

1847
01:39:15,350 --> 01:39:18,330
Personal situation.

1848
01:39:18,560 --> 01:39:22,140
If you are completely outside the
industry, I suggest you consider

1849
01:39:26,420 --> 01:39:28,500
this basic course.
Can imagine some stylized

1850
01:39:29,000 --> 01:39:31,380
Summer stylized to next year

1851
01:39:31,550 --> 01:39:35,190
Probably May, June, or July, around
 June or July.

1852
01:39:38,960 --> 01:39:40,100
Growing in June or July.

1853
01:39:40,400 --> 01:39:41,400
People.

1854
01:39:41,870 --> 01:39:44,010
Because this stylization is

1855
01:39:45,020 --> 01:39:47,210
Until April or May of next year.

1856
01:39:57,740 --> 01:40:00,210
Do you guys have any other questions?

1857
01:40:07,850 --> 01:40:10,580
If not, then let's stop here for today.

1858
01:40:10,700 --> 01:40:11,700
And

1859
01:40:12,350 --> 01:40:16,550
This is like zero-based, just talking
 to everyone.

1860
01:40:16,670 --> 01:40:19,760
Mainly chatting and introducing the
 entire industry.

1861
01:40:20,270 --> 01:40:22,310
Ah, the entire industry's

1862
01:40:22,520 --> 01:40:25,830
Development history and some of the

1863
01:40:26,300 --> 01:40:28,290
Recruitment of.

1864
01:40:28,430 --> 01:40:32,450
Employment and recruitment situations,
 as well as production processes.

1865
01:40:32,750 --> 01:40:35,610
Mainly chatting with everyone.

1866
01:40:36,140 --> 01:40:36,770
And

1867
01:40:36,920 --> 01:40:39,860
The next live broadcast will probably be

1868
01:40:40,190 --> 01:40:42,150
Talking about some specific

1869
01:40:42,410 --> 01:40:44,874
Specific content.

1870
01:40:45,440 --> 01:40:47,040
According to our course

1871
01:40:47,960 --> 01:40:50,190
Let's follow the course schedule.

1872
01:40:50,480 --> 01:40:50,930
I and

1873
01:40:51,650 --> 01:40:54,912
Then let's stop here for today. Thank
 you all.

1874
01:40:55,430 --> 01:40:56,730
Goodbye everyone.
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