Game development begins with destroying Girls' Frontline.

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As a result, there were too many people signing up.

In the end, he couldn't squeeze in at all.

And now, he has heard about Spark again, this time about The Wandering Earth.

As a Chinese person.

He knew very well that The Wandering Earth and Spark were only in an investment relationship, but in Japan, somehow it became as if The Wandering Earth was filmed by Spark.

Lu Yi didn't understand the logic behind this, but the matter was actually quite simple.

Because this is an impression that Sony can guide.

Compared to the original crew of The Wandering Earth.

Throughout Japan, especially among young people, there is a strong affinity for Chinese companies, particularly entertainment companies.

There are only two categories of cognition: sparks and non-sparks.

They are generally very familiar with the Spark logo.

Even people who don't play games are the same.

Thanks to the success of FGO and Lin Li's personal charisma.

Many young Japanese people have a wonderful sense of identification with Xinghuo, and this sense of identification helps to eliminate the sense of alienation caused by "The Wandering Earth" being a Chinese film.

Therefore, during this period of film release and promotion.

"A film produced by Spark Entertainment, a spiritual precursor to the Girls on the Frontline, and an expression of the thoughts of the author of The Three-Body Problem."

Sony didn't directly use these details in its promotional materials.

But whether it's the huge Spark logo in the movie trailer or the strategy of combining the game and the movie in promotion, the core logic remains the same.

It was all to "trick" Japanese audiences into going to the cinema.

In fact.

Sony has indeed achieved this.

Under deliberate guidance, the movie "The Wandering Earth" became part of the spark.

In the minds of young people in Japan, Spark is a global company that can produce high-quality products.

So, aren't you going to check out the movie this company "made"?

Xinghuo was naturally aware of this as well.

However, like Sony, they were thinking about how to trick people into going to the cinema.

Once they've finished watching the movie, they'll go and learn more.

Naturally, one can know the truth of the matter.

The classroom was noisy and disruptive.

There's been a lot of discussion about Spark's new game and movie.

Clearly, Sony and Spark's marketing and promotion efforts, at least in Japan, have been quite effective.

However, these voices...

The room quieted down after the teacher entered.

This class is about game art design.

It is an elective course.

Because it's related to games, and the teacher is relatively young.

Therefore, many people choose to take this course.

Lu Yi also really liked the course, not because he liked games, but because the course was very practical.

The instructors will guide students to break down classic games.

For example, the art assets in God of War and Monster Hunter.

And how to achieve these artworks.

They even teach some basic art and design skills for the industry, which can be considered more practical than formal courses for students who want to work in the game industry.

but.

Let today's lesson begin.

When the teacher connects their laptop to the teaching platform.

When he directly opened the Spark platform.

Lu Yi was still a little confused.

He was stunned, but the teacher who gave the lecture was not at all confused.

Masanari Adachi pushed up his glasses.

He patted the table.

"Alright! Class, quiet down."

"Today we're having a special interactive lesson. There's been a movie trailer out these past couple of days that you may have heard, but we won't be talking about the movie today."

"Instead, let's take a look at the latest game, The Wandering Earth: Home."

"Let's see how to use game art to depict winter."

The teacher appeared very excited on the podium.

Lu Yi felt that the teacher's lesson today wasn't about lecturing at all, but rather about wanting to play games but having to teach because of the pressure.

Then, on a whim, he came up with the "brilliant idea" of playing while attending class.

This judgment.

When the teacher opens the game and chooses to continue saving instead of creating a new save file.

This has been verified.

~~~

In fact, Lu Yi was right.

Masashige Adachi actually had that idea.

He is 36 years old this year and has been teaching for six or seven years. Before teaching, he worked as a game artist at Sony for a period of time.

So when he went to university, he also taught a lot of game-related courses.

However, although a lot of content has been discussed in this regard.

But as he got older, he spent less and less time playing games.

I'm not interested in many games either.

He found it even harder to play popular games among young people these days, such as FGO and Girls' Frontline.

but.

After playing the game "The Wandering Earth: Homeland", he quickly became addicted to it.

On the one hand, it's because Masashige Adachi is very interested in science fiction itself.

Secondly, the game felt very fresh to him.

He originally just looked at the new game while searching for teaching materials, but he ended up getting hooked on it.

It's been many years since we've had a game like this.

It is a city-building game.

The goal, however, is not prosperity, but survival.

In addition, the plot of The Wandering Earth is also very appealing.

"What we are seeing now is the game's main interface."

Since it was a lecture, Masashige Adachi couldn't just play games; he incorporated a lot of other content.

"We can see the design of the game in terms of lighting, fire, and negative space."

"The hearth in the city center, the heat pipes flowing along the hearth, the lanterns in the hands of the residents, the wall stands outside large buildings displaying lanterns..."

Chapter 182 The Joy of Planning

The official version of *The Wandering Earth: Home*

Compared to the initial impression at Gamescom, the game's details have been greatly improved.

Upon entering the game, the landscape remains covered in snow and ice, but the city lights and illuminations, along with the unique architectural style, create a sense of depth and dimension in the visuals.

Masanari Adachi didn't rush to play the game, but lingered on this screen for a while.

"Many games like to cover the scene with a layer of snow when setting winter, which is actually a lazy approach and the effect is not good."

"Let's take a look at how this game is made."

Masashige Adachi used the mouse as a teaching tool, pointing out many details on the screen.

"First, we see the lighting and shadow effects in the game. The game has a weather system. Many games, especially those with a post-apocalyptic theme, will add blizzards to make the whole scene look very depressing when designing winter."

"But once players enter the game, they quickly lose focus. So we need to pay attention to where the oppressive atmosphere of the scene comes from. It comes from contrast."

"For example, look at this one. Even in the worst world, there are times when the weather is relatively good. For example, right now, you see, the blizzard has stopped, and the faint sunlight is shining through the clouds and onto the snow."

"You need to have this kind of comfort in order to resonate with people when the weather turns bad."

"Secondly, you can see that the snow is undulating, and there are many building ruins and some large machinery wrecks in the snow, which help to reduce visual fatigue."

After recounting some classroom content, Masashige Adachi brought the camera back to the center of the frame.

The gameplay of "The Wandering Earth: Home" is a story-driven + free-building mode.

There's only one pattern.

Players can build freely and unlock new features and trigger new storylines as the timeline progresses.

This is the core gameplay of The Wandering Earth.

Growth and decision-making.

Growth does not refer to the growth of a particular character.

It's not about the growth of the entire city, but about the growth of the entire city.

For a simulation game to be fun, the greatest enjoyment comes from the growth of the city.

From the ancient era of Julius Caesar and Rise of the Dragon, to the classic SimCity, to Cities: Skylines and Transport Fever.

This series of simulation games was successful.

It all stems from the players' own sense of accomplishment.

Watching the city you built operate according to certain rules, constantly being optimized and constructed, ultimately creates this sense of accomplishment.

The core gameplay of The Wandering Earth.

It was also built within this larger framework.

However, due to the subject matter, the form of presentation is different.

Whether it's a simulation game or a transportation game.

For a game to be fun, the most important thing is to allow players to plan ahead.

This plan.

It could be route planning. For example, while everyone complains that City of the Sky is a traffic jam-prone city, many players love the ability to continuously plan roads and alleviate traffic congestion in the game.

Similar to The Settlers and the Anno series, they don't have traffic jams, so players focus on planning the supply chain.

Factorio, Project Dyson Sphere, Satisfactory—these games are all about supply chain and route planning.

Through this series of fun simulation games, it's easy to see that planning is a very important aspect of simulation games.

Leaving aside the decision-making and planning aspects of the plot in The Wandering Earth.


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