Tokyo Video Game Tycoon

Chapter 781 Terrifying Development Speed

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The main purpose of Bob coming to Youxing Electronic Entertainment is to meet Zhu Youxing, the person who has helped him a lot, in person, to thank Zhu Youxing in person, and to flatter him by the way.

Then, the second reason is to see if I can get some ideas for new games and new plans.

Now the game sales are gradually falling into a bottleneck, and the sales rate has no further upward trend, so he really wants to see if Mr. Takeyou has any ideas.

This time, Zhu Youxing actually had some ideas.

Then he is very satisfied.

It was worthwhile to come this time.

When he went back to the hotel where he was resting, he immediately contacted the team in the US and asked them to contact Youxing Electronic Entertainment right now. Youxing Electronic Entertainment is developing a new video game, and this video game may reverse the current situation again. Situation, if you dare to throw me off the chain, then all of you will get out of here!

Bob has never been kind to his employees.

He is a guy who puts interests first, and he will do what can bring him the greatest benefit, but he will directly kick out anyone who dares to influence him, leaving no one behind.

Zhu Youxing went to the mobile game department of the company after Bob left.

The current mobile game department is the department with the smallest number of game development teams, because at the beginning they only need to do game porting and some less difficult game development.

And this probably only needs three or four hundred people to meet these requirements.

When he came to the mobile game department, Zhu Youxing called these people together for a brief meeting.

Candy Blast is not difficult to develop.

The game logic of the match-3 game itself is very simple, and the design of the UI and match-3 content in the game should be a little brain-intensive.

These need to be studied by designers who lose a little hair.

But fortunately, the current scale of Youxing Electronic Entertainment is quite large.

Zhuyouxing easily transferred some designers from other development teams to the mobile game department to assist in the design.

There is a limit to how much one can design.

But what about a hundred people?

What if there are two hundred people?

Zhu Youxing simply called all the free designers in the company to help with the design.

Zhuyouxing first gave a design style of Candy Fun.

The first thing is to be cute enough, the design UI and the drawing of various icons and covers should be round and cute.

The second is the special effect after elimination.

This special effect should give people a cool feeling after being eliminated.

This cool feeling seemed a bit unpredictable, so Zhu Youxing simply gave a standard answer. In the original world, he spent a lot of time playing match-3 games, so he can directly describe the special effects of match-3 in the original world to Every designer listens, so that they can understand the elimination effect of this match-3 game as quickly as possible.

Then, there is the production of sound effects and music.

This one is the simplest.

You don't even need to find too many composers to help.

There are millions of pieces of various game music and game sound effects stored in the backup game resource inventory of Youxing Electronic Entertainment.

Most of these are waste cases after game design.

But it’s a waste case, but it doesn’t mean that these are low-quality music and sound effects. The reason why these become waste cases is more because they don’t conform to the style of the originally designed game.

So these sound effects will be preserved and become the resource inventory of the game.

This is also another benefit of scaled game development.

That is to design enough resources can also be stored, and will be used sooner or later.

This will also save a lot of time in game development in the future.

Zhu Youxing recruited more than a dozen composers to design sound effects and music according to his requirements. On the other hand, he also found suitable resources in these resource inventories to directly apply or slightly modify them.

The efficiency of this work is much simpler and easier than that of painting and design.

Finally, it is the development of the game program.

This is actually not a problem.

Match 3 games have been done in the past.

It used to be Bejeweled.

The underlying basic rules of the match-3 game are exactly the same. This is only redesigned and strengthened on the original basis, and then some additional functions and gameplay are added.

Originally, there were only some relatively simple match-3 rules in Bejeweled, and then there were some simple quick elimination items.

These are also fun to play, but not very exciting.

In mobile games, it is necessary to strengthen the aspect of coolness.

Add more elimination props, let people click to eliminate more content.

And the original Bejeweled bejeweled clearance time of five to ten minutes was compressed to less than three minutes.

Most mobile game players who play match-3 games are playing in fragmented time.

If the use of fragmented time is maximized, then the clearance time of each level is reduced as much as possible.

Anyway, as long as I have enough levels, I won't worry that someone will finish playing.

In the end, all the resources are brought together to complete the game development, and because the game is simple enough, with more than 500 participants, even the testing work can be done quickly.

It took no more than a week from Zhuyouxing's order to the completion of the development of Candy Fun.

And during this week, Facebook was not idle.

After Bob gave the order, their people immediately contacted Youxing Electronic Entertainment, asked for the first-hand research and development content of Candy Fun, and then started the promotion of the game.

They first spent a lot of money to place large-scale advertisements for Candy Fun on several advertising platforms that day.

Needless to say, its own Facebook, its video platform, rental platform, and online shopping platform are also frantically promoting the advertisements of Candy Fun.

Members who purchase the video platform can get $10 worth of props and materials on Candy Fun, which will be launched in a few days, so that you can get higher scores in a level and make it easier to pass the level.

Complete an order worth more than ten dollars through online shopping, and you can randomly get game items up to ten dollars.

The coordination of these own advertisements is perfect, and other advertising platforms are also full of promotions.

They even spared no expense to directly replace some of the advertisements in the original advertising slots.

Anyway, Facebook and Youxing Electronic Entertainment are rich and powerful, and the advertising platform is naturally very happy to cooperate with such companies.

The money is unambiguous, and it is much better than other companies who have to delay for half a day to give advertising fees.

Under such an advertising campaign, it is not easy for ordinary people to wonder whether the latest game will be launched on Facebook's mobile phone.

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