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Compared with Armani's worries and expectations about the future of PixelPioneers Studio, John didn't think much about it. He felt like he was an employee while Armani was the founder.
Back at the office, John looked at Luna, who was studying the design of the GDD. He leaned back on the sofa next to her, yawned, and then hugged the fluffy dog.
"Why do I feel like the dog seems a little heavier? At least 50 pounds!" John said, looking at the dog with its tongue hanging out, feeling the weight of its body, and turning his head towards Luna, who was working. He asked her, "What do you think?"
"Almost!" Hearing John ask about the dog, she replied.
After temporarily putting down the things at hand, Luna stood up, stretched, then walked to the sofa and looked around the dog. She reached out and hugged it, wanting to hold it in her arms, but the dog was no longer the same. It was a bit laborious to lift it. She pulled the dog from John and, realizing the weight in her arms, decisively put it back down.
"No, I have to make the dog lose weight today. I can't let it eat so much at every meal," Luna said, looking at the dog very seriously.
Hearing this, John looked at the dog's innocent face, not knowing its rations had been reduced every day.
The two sat on the sofa, teasing the dog, and John looked at Luna and asked, "Right, do you have any ideas about the game?"
"No." Hearing John's words, Luna's face suddenly crumpled.
Creative ideas can be fascinating when they come. Not to mention the actual implementation and development, even if you provide a complete GDD document and ten pages of instructions, it may still make you feel that you were being whimsical before.
Just like the games in John's Parallel Memory, there are many games with unique creativity, but if he only knows the creativity without having actual game experience in memory for comparison, he is not sure how to develop it.
"In terms of trading cards, the first thing you need to understand is what your players want from the game," John said as they stroked the now plump dog.
Understanding what players want is the most important factor for a game developer and designer. Only by comprehending what your game players desire can you create a great game. A game company that sells uncharacteristically is only half a step away from falling off the cliff.
Listening to John's words, Luna thoughtfully held the dog's chubby paw. When John designed the GDD for "The Elder Scrolls: Skyrim" and "Resident Evil 2," Luna was thinking about how to develop her first game in the true sense.
[ ===== ]
The discussion on "Resident Evil Resistance" has not stopped online. How can there be such a game? A small update every three days, a big update every seven days, new features of gun skins—do all of your programmers have no life?
The game industry can be a bit oblivious, but the editors of some game media sites are even worse. In an office that rates games, Duncan looked at the user feedback package. As a game evaluation editor who previously evaluated "Resident Evil," a game that has some overlap with it, he was also responsible for evaluating "Resident Evil Resistance."
After the first official evaluation, he gave it an 8-point score. It is not very high, but it is not low, and "Resident Evil Resistance" at that time was indeed worthy of this score.
But soon, with the first major update of "Resident Evil Resistance" coming online, this score became inaccurate because many of the aspects he had rated poorly had been modified and even became essential advantages of the game.
He was criticized by some players who did not know the truth, so the editorial department received feedback from the audience and decided to conduct a second evaluation. Compared to the first 8 points, after the second evaluation, he raised the score by 0.5 points. It can be said that for a multiplayer game, 8.5 points is a very high score.
But this is just the beginning because PixelPioneers Studio has launched a new version again. How do we evaluate this feature? Got it! Keep changing!
Then, in the new week today, Duncan came to the company to work happily. When the editor-in-chief displayed a bunch of feedback letters with a smile, Duncan knew what he should do again. "Stop talking; I understand! It's time to test the new version of 'Resident Evil Resistance.'"
"Editor, a new version of 'Resident Evil Resistance' every week? I can't keep up!" Duncan expressed his opinion.
During this time, his brain was full of "Resident Evil Resistance," and he had logged more than 300 hours. Of course, this is not the most critical point. The most important thing is that the accessories and skins of this game look good; he didn't hold back from paying and opening a box.
"Did you notice that compared to the news a few days ago about the evaluation of 'Resident Evil Resistance,' the traffic is very high—twice that usual?"
"But what you said is indeed true; we can't use this kind of news to mix headlines every day," the editor-in-chief of Gaming Stars nodded.
In the beginning, the players just watched for fun and shared a few memes. Although the traffic of these articles is very impressive, it is foolish to treat it as a series. Playing terriers should be modest. Otherwise, you will only end up looking like a fool.
"After this article is published, a follow-up version should be analyzed. If you can maintain the momentum, you will be responsible for it in the early stages. If you are in the early stages, you'll be responsible for the newcomers who have just joined the company. Over there, PixelPioneers Studio will see if they can conduct an exclusive interview with them and get the media evaluation version."
"No problem! I'll contact them immediately!" Duncan felt excited when he heard the editor's words. For the interview, this opportunity is simply beautiful. Eating and drinking for public travel is a dream come true.