Starting from this year, the number of game exhibitions has gradually increased.
Smaller ones are typically country-based exhibitions, somewhat like China's former CHINAJOY.
Larger ones are closer to the scale of E3, with more international reach.
Gamestar Entertainment, of course, will participate, as it is a rare promotional opportunity.
This time, the exhibition is more professional, aimed primarily at industry professionals, though core gamers also have the chance to participate.
It's the perfect occasion to showcase a new demo of the game.
"Arno, you and the other core members should also attend this exhibition. Prepare well. There's no need to refine the game further, but you need to prepare the demo script properly. I don't want any mishaps during the demonstration."
Arno immediately brightened up: "Got it, boss! I won't let you down!"
...
Attending an exhibition is a whole different experience.
If their latest game is a mess during the demonstration, it would be laughed at by peers and would make players question the game's quality.
He certainly doesn't want to be the one responsible for such a failure.
So even after work, he's been preparing non-stop for the upcoming exhibition demo.
Meanwhile, Gamestar also prepared demos for several other games.
At the upcoming press conference, a few exciting game announcements are essential to satisfy the players.
Just Titanfall alone wouldn't be enough to match the scale of Gamestar Entertainment.
If it's going to be done, it should be on a bigger scale.
Time slowly passed as preparations were underway.
Finally, after everything was ready, the newly held game exhibition of the year officially began.
The exhibition was held in the United States.
After all, this is still the world's largest consumer market.
Without the U.S. market, sales of electronics and entertainment products would drop drastically.
The exhibition organizers were naturally aware of this and allocated more resources to the U.S.
At the same time, many game developers were also shifting towards American-style games.
The scale of this exhibition was also considerable, comparable to E3.
It was a chance for industry professionals to gather in the second half of the year.
In the past, these companies might never have had the chance to meet, but now they could exchange ideas.
In addition to the game exhibitions, some prominent manufacturers were invited to give industry talks.
These talks focused on sharing their experience in game development over the years.
The goal was to attract people interested in game development to enter the field.
Gamestar Entertainment was eager to expand its game development publicity, and this matched perfectly with the exhibition's objectives.
At the invitation of the organizers, Gamestar's CEO happily agreed to participate in one of the talks.
The exhibition was set to take place in New York, where numerous game manufacturers gathered. It was a rare event.
At this exhibition, players were a minority, and the majority were industry professionals exchanging ideas.
When Gamestar's CEO arrived, he saw some familiar faces — some were loyal third-party game companies under his wing.
Others were former students from the early game development courses he had conducted.
Now, those who had taken his courses had become key managers at various companies.
They had ridden the wave of the era, actively participating, and were examples of those who had benefited.
However, Takayuki didn't stay too long with them. He headed directly to his designated exhibition area, which had already been set up.
This year's exhibition space was more official compared to the elaborate setups in previous years.
Instead of attracting players, it was aimed more at industry professionals, so there was no need for extravagant decorations.
Their reputation was the main attraction.
The exhibition area was neatly organized, with hundreds of game consoles on display.
These were preloaded with demo versions of the games.
"Aiko, look! This is Gamestar Entertainment's booth! We finally found them!"
Near Gamestar's booth, a young woman, dressed in a refined suit with a triangle-shaped badge, walked excitedly toward her friends.
Her name tag read "Aiko," and her position was "Chief Game Art Designer."
Since their success with the Farm Defense game, her team had gained a small reputation in the industry.
Some companies had started showing interest in them and had offered invitations with decent salaries and game development royalties.
However, the three of them were young and didn't care too much about money.
They were more focused on developing the next big hit game.
Recently, they had released a new game, led by Aiko, a pure zombie game that had just hit the trend. It sold over 100,000 copies within a month, so they celebrated their success.
Their next project would be led by Aiko.
Among the three, Aiko was the most goal-oriented.
Unlike the others, who wanted to express themselves creatively, Aiko was more focused on creating a popular game for fame.
As for gameplay, she didn't care much.
But the more she focused on popularity, the harder it became to find a direction for the game.
According to her market research, many types of games were trending, including first-person shooters and sports games like football and basketball.
However, these games had already evolved into large-scale productions. Small-scale, low-budget first-person and sports games needed more creativity to attract attention.
Aiko excitedly waved at her friends, but her mind seemed elsewhere.