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Chapter 33 Interview(1/2)

The first ten days of July, Jester basically spent the plane, and this level of running around almost made him exhausted.

When Jester read the novel of Rebirth, it said that the protagonist only needs to talk to the beauties and make a lot of money, but it is not the case for him at all.

He flew from Tiannan to Haibei every day these days, and he had almost never slept well. He would sleep on the plane and get off the plane to work. He was so tired that he didn't have time to take a breath.

Almost as soon as I stop thinking, it is like going to sleep, sitting quietly for a minute and falling asleep.

He first went to Northampton, Massachusetts to negotiate an acquisition agreement with Vision Studio. This small comic studio, which was founded in September last year, has gained a little fame with "Teenage Mutant Ninja Turtles". Jester received 70% of the studio's shares at the cost of investing in the animation of "Teenage Mutant Ninja Turtles". The remaining 30% is still in the hands of Kevin Eastman and Peter Lat, the author of "Teenage Mutant Ninja Turtles", the two founders of Vision Studio.

This is not that Jester cannot acquire the remaining 30%, but that Jester feels that only when working for his own personal interests can a person devote all his energy, control 100% of his shares and 70% of his shares. For these two people, the energy invested in power is absolutely impossible to be equal.

After all, Jester doesn't know how to run a comic company, he's just asking for money.

Then, Jester rushed to Toronto without stopping to make an appointment with He Guoyuan, who was an otaku at home because he could not find a satisfactory job.

In an ordinary Toronto cafe, Jester met three future founders, He Guoyuan, and his two friends Benny Liu and Liu Likai.

The negotiation process was very smooth. He Guoyuan and Jester had had enough of this kind of life almost hit it off. However, He Guoyuan, who had already worked as an ordinary worker, asked him to serve as the CEO of a newly established display chip research and development company for at least ten years. This must be written into the contract and must have at least 10% dividend rights.

Jester also agreed to these two points at once. Ta originally did not want to undermine He Guoyuan, which was not good for him. He just needed to find Huang Renxun to check and balance He Guoyuan after ATI's development was on track. But now, a company is most afraid of internal struggles such as checks and balances in the early stages of development. Such a company has no future in development.

If a company wants to have the highest execution efficiency, the CEO of this company must be able to make the company's CEO speak out so that the order can be carried out without any obstacles.

Moreover, he knew nothing about how to develop display chips, but He Guoyuan had long proved his success in future history.

He Guoyuan has obtained 10% dividend rights for the newly established company ATI. His two friends, Benny Liu, future vice president of ATI product development, and Liu Likai, vice president of ATI strategy plan, also obtained 7.5% dividend rights for each. Jester promised that as long as the next three people will not leave the company, ten years later, these dividend rights will become equity belonging to the three.

After listening to Jester's parameters requirements for the PPU he requested, the three immediately said that it was basically no difficulty. They had mature technology in their hands and would definitely come up with a design plan within one month and samples within two months.

In this way, Jester's $9 million investment was considered a spend.

After that, Jester, who had just given up his worries, flew to Roundrock, Texas, and here he met Mike Dale, who was as big as him.

Mike Dell is very interested in his investment plan, but lacks interest in his holding purpose. Mike Dell believes that Dell is his company and he will definitely be very successful in the future. Control of the company will definitely not tolerate anyone's involvement.

Jester is not interested in talking about more holding issues with Dell, a control man who would rather spend $20 billion to delist from Nasdaq in the future than privatize Dell Group. He just wanted to have more room for regression.

He has no interest in controlling Dell Group. He is interested in Dell's development potential. The computer industry is now a period of development, but it is not the future.

After two days of negotiations, when both Jester and Dell were exhausted, the two reached a final agreement. Jester injected $8 million to acquire 30% of the shares of Dell, a company that is only a garage company, but has 35% of the dividend rights.

Both parties were extremely satisfied with this price. Jester spent a small amount of money to get one-third of the shares of a computer giant that would definitely soar in the future, while Dell received a large amount of cash, which could carry out his direct computer sales business in the entire United States faster.

Judging from the current situation, both sides are win-win.

Of course, in the eyes of many people, Jester is stupid, but Jester knows that if he doesn't offer a price that Dell can't resist, he will not sell such a large stake of 30%.

I can't bear to let my child go to trap the wolf.

What is the future? Haha, if Dell knows what size his business will develop in the future, he will definitely not feel that he is making a profit.

In just ten days, more than half of the 35 million US dollars he had just obtained from Mars Entertainment was removed, which made Jester sigh that spending money was like water. He originally wanted to visit his grandfather's friend Sandy Will, who wanted to help him find a reliable investment fund manager, but the call he just received disrupted all his plans.

The content of the phone call is very simple, and ABC wants to interview him.

As a topic company in the past month, Mars Entertainment and his "American Cubes" have caused a great response in the United States. Everyone is curious about where this company, which had sales of $100 million just one month ago, came out? What are their charms? What plans do they have next? And the most important thing - who created this company?

Jester recently received several media interview requests, but he refused them one by one. But he also knew that it was not a solution to always refuse like this. It just so happened that the three games in his company that are both elimination and "American Cubes" have entered the stage of BETA testing, and several test machines have been done. Now elimination games are in full swing, so why not take advantage of this opportunity to promote it?

In fact, when it comes to elimination games, the earliest one should be Atari's "Bracks". Many people think this is Steve Jobs' work when he was working in Atari. In fact, Jobs did not have this ability. The creativity of this game was Bushnell, and the one who completed this game was Wozniak. Jobs's role was just a lobbyist in the middle, convinced Wozniak for Bushnell. Jester often saw in some videos that this game was designed by Jobs, but it was not the same thing at all.

It’s just that Jobs is the most famous and his fans are just a vassal.

Jester asked carefully and found that it was not ABC that wanted to interview him. The interview was a newly revised talk show by Chicago AM TV Station, a TV station under ABC. However, ABC said that although it was just a local TV station, they would broadcast the program to the entire United States this time. Jester heard what they said was right and agreed.

In this way, Jester had to return to Costa Mesa early.

During the period when Jester was away, the R&D team of "Snowman Brothers" was mainly in charge of Sean Dabilly. This is a young man from Texas, who has the free and unrestrained personality of Texas cowboys. After observation for a while, Jester found that he was very talented and had great insight, so he simply let him take the lead in the design team he set up specifically for "Snowman Brothers".

The development process of "Snowman Brothers" has not been turbulent, and the progress is extremely smooth. The theme of the entire game is designed by Jester, and even the levels are specially drawn with manuscript paper to draw sketches and detailed instructions, and the rest is only programmatic.

Dabilli is also very skilled in coordinating the work of a R&D team. He can always concentrate all team members and spend as short as possible to complete as much work as possible. Of course, Jester has to spend a lot of extra overtime for this.

Of course, he was happy to do so, and these designers were immersed in the brand new game completely designed by Jester. They had not seen the design plan of Mark Seney's "Avengers" and exclaimed on the spot that this was the greatest game ever.

Yes, "Snowman Brothers" has indeed gained such a reputation in this era.

Moreover, because it is a game with still pictures, there is no technical difficulty that cannot be overcome. What's more, in the R&D team formed by Jester, he named "Original" there are several experts who have participated in the development of scroll games in Atari. It is naturally no problem to do the programmatic "Snowman Brothers". You should know that if you have experience in high-level game engines, it is not too difficult to do a low-level engine.

It is worth mentioning that since Jester named his R&D team 'Original', Mark Seney also thought it was a good idea to give the design team a good name, so he gave his design team a name that he saw incredibly vulgar as THE-KING.

It is said that this is the result of their own vote.

Almost made Jester laugh.

Of course, the remaining dozen people and the new seven or eight employees also formed a temporary group. They are now responsible for the final aftermath of the three games of "Gem Maze", so they called themselves "scavengers". In Jester's opinion, this is quite vivid.

In fact, making an engine seems unattainable in the future, and it is difficult for ordinary people to do it. In fact, game engines can also be divided into high and low.

For example, the game engine was also needed in "American Squares" made by Jester before. Of course, this engine has very few functions. It only needs to allow those squares to appear randomly and fall at a certain speed. It can be rotated when the player presses the button. The engine with this function is very simple to write, while the engine of "Super Mario" is very complicated. It needs to consider the problem of smooth scrolling of the picture, the problem of character movement, the problem of light, and even the problem of gravity when jumping, etc. Such an engine is very troublesome to write, because this engine needs to load more functions than the one in "American Squares".

Of course, these 2D engines are not too difficult to make. Generally, a few people, even for some great people, can handle them alone, but it is completely impossible after the 3D era. After all, there are only a handful of wizards like Carmack in the world. Moreover, even Carmack can complete the early 3D engine alone, but it is impossible to complete the level of Unreal 3 and Frost 4 in the 3D engine maturity stage, because this work is too complicated and arduous.

A game engine is the heart of a game. All the effects you have to do, whether it is light, drawing, even sound effects, or even movement, all the functions in the game you can imagine need to be completed by the game engine.

What makes up a game engine is the line of code.

Jester also consciously asked these young programmers under his command to develop the habit of creating modular engines when programming "Snowman Brothers". The entire game engine is composed of program modules responsible for different functions, and these program modules are a complete component with certain engine functions. In the future, when you need to use engines with the same effect, you can use them directly.

It's really convenient.

This is Jester's advantage. He may not be as good as these people in specific technology, but his grasp of future technology is the best in the world. In other words, he knows which technology is the last winner in the world.

Today's games are still simple 2D flat pixel blocks, which require low technical content. The advantages of this modular writing cannot be seen, but by the accumulation of several years, when the 3D tide or high-pixel 2D picture games arrive, the advantages of the modular engine will be fully reflected.

Simple and universal are the biggest advantages of modular engines.

Of course, the physics engine Kujest did not forget to start building it. Now it is just starting from the simplest, such as gravity effects, parabolic trajectory of objects, elasticity, acceleration, etc. When the database becomes complete and huge for several years, its effect will be very obvious.

You should know that the reason why a game engine can simulate many physical effects is because they load the physics engine library, and the physics engine database is not built over time. If you want to build it again in the future, it will be very troublesome, even costly and time-consuming.

Jester knew this deeply, and the construction of databases was never a matter of overnight, for example, the latest racing game of physics engines.

"GT Racing" was a great success when it was able to start, and sold 11 million copies on a single platform, but it was absolutely impossible without the technical accumulation of Yamauchi Kazuno in previous "Cartoon Grand Prix Racing" and "Ultimate Recommendation".

In addition to these, "The Snowman Brothers" includes the original painting, the soundtrack and modeling, with no mistakes, but there is no surprise. In addition, the image of Mario that he redesigned was not very suitable for him.

Jester also discovered the shortcomings of his design team. Among these people are experts in programming and masters in level card design, but there are basically no specialist artists, musicians, design experts, and even background writers.

It cannot be said that there is no, but that it is not good at this aspect.

The reason Jester also knows that the game designers of this era are basically one person, or two or three people fighting each other, and these people basically have to hold multiple jobs. To give an extreme example, the early Oriental Project series of games, ZUN (Sunya Ota) completed the entire game development work alone - programs, music, art, and scripts.

Such an extreme environment has very high requirements for game designers. In fact, designers who can experience this era will be famous figures in the industry and are far from comparable to later generations.

However, such a R&D environment is barely working now. In fact, when more sophisticated large-scale games are being played, such as "Avengers" led by Mark Seney, a small team of one or two people can no longer play. Even if they can barely do it, the R&D time will be stretched very long, and it will be meaningless even if the R&D is successful.

At this time, Jester felt that there was still a lot of things he had to do, and even the game R&D team he had formed was not perfect enough.

"I really envy Blizzard's Storm Son!" Thinking of the shortcomings of his team, Jester couldn't help but envy the most famous art design team in the game world in later generations.

Perhaps the first time domestic players heard about this team was Wang Wei, their first Chinese painter, announced at the 10th Blizzard Carnival, officially joining Storm Son. At that time, Wang Wei was called Storm Eight Son by fans, which means he was the eighth member of Storm Son team. In Jester's impression, before he was reborn, the ninth person of Storm Son had returned to his position.

This team is responsible for the image setting of the entire Blizzard game, the original picture collection, the LOGO production, and the main plot writer. There are two characters here that have to be mentioned, both of whom have made great contributions to the game industry.

One is the soul of Storm Son, Samvis Didier, a great artist. He joined Blizzard, which was also called Silicon and Neural Bonds in 1991. He can be said to be the founding father of Blizzard and participated in almost all Blizzard game designs. Basically, all the Blizzard game images you can imagine are related to him. It is worth mentioning that the concept of Panda Man, and even the earliest Panda Man image was first proposed.

Another person is more familiar to Blizzard fans. Chris Mason, nicknamed the Father of Thrall, because he wrote the king of the clan, portrayed Thrall as Blizzard's own son. Later, the plot of StarCraft and the dark plot were involved. It can be said that he is the most important plot writer of Blizzard.

However, the founders of Blizzard are still in high school, so there is no way to talk about Storm Son.

When Jester thought of the Storm Son in later generations, his heart became hot. Can he also create such a special art design team? It is called Son of Mars?

Although he knew that Samvis and Mason were just teenage kids now, it did not mean that there was no one else for the excellent rule designers, or the original artists.

Just talk about the rule setting master.

For example, Rick Priestley, the rules designer of Warhammer's first edition, and Richard Garfield, the inventor of Magic. The former is now just a small designer working in the unknown game workshop, while the latter is just a student at the University of Pennsylvania who is still a year away from graduating.

Jester has long been salivating about these two settings. Warhammer's worldview is too easy to compatible. No matter what background the game he has, he can be compatible with Warhammer's worldview. It is simply a panacea. Magic Cards need to get it by relying solely on its first desktop card game in the world. What's more, it will have a large number of hard-core loyal players in the future, and the net profit generated by hundreds of millions of dollars each year.

At this time, Jester remembered a rebirth novel he had read. Why can people who can complete the 3D engine writing alone, establish the physics engine library, capture anthropomorphic action, 3D modeling of characters and buildings, create a sand table map of several kilometers, write NPC advanced AI, high-realistic sound effects and dubbing, soundtrack production and other superb skills can only be a floppy coder in a small mobile game company. This is simply impossible to understand.

Is this a tendency to be self-harm? Or has the IQ dropped to a negative number?

It's really hard to understand.

Jester dreams of making such a frustration now. One hundred thousand, no, don’t you do it if you have an annual salary of $500,000? I’ll pay you money to help you build your own studio, will you do it?

Such a technical dog can give his works to any game company that can get an annual salary of more than 100,000 yuan? Is it necessary to be a loser?

However, Jester, who can never find such a technical dog, can only sigh. Can such a great man only exist in the fantasy world of psychopathy?

Forget it, I won't think about this for the time being.

AM TV's program requires Jester to go to Chicago to record, and the time is set for three days. However, the other party agreed to come to Costa Mesa to shoot the trial of the latest three games of Mars Entertainment. Therefore, in order to achieve the maximum promotion effect, Jester put the game that was still conducting BETA tests within the company in the showroom and invited players to participate in the test in person.

Jester is still very confident about the quality of these three games. The charm they hide is also something that these players who just fell in love with elimination games cannot resist.

Because AM is far away in Chicago, it is too inconvenient to send a crew, so the task of coming to Costa Mesa was filmed by ABC's Los Angeles headquarters. Then when Jester went to Chicago, he took his master over there, which was to create an outdoor information in that interview program.

This time, ABC came with a small three-person crew, leading ABC's official staff, a young man under 30 years old named Jack Aston, and the other two were interns at ABC during holidays. They were both students from the University of Southern California. This made Jester's eyes lit up, and he remembered the girl he met in a Los Angeles bookstore who was also studying at the University of Southern California.

"Find an opportunity to ask them if they know the girl." Jester thought.
To be continued...
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