Interesting people can make interesting games, in the extension group and a hand tour - "paintball battle" online

2018-08-03 15:54 0

Xiaobian: We have been only online communication, never seen, only in the other side to send a few video materials, see a few T-shirts, "untidy-looking" big boys, very serious demonstration of the game screen and operation. This is a group of people who are focused on the design of the game itself, and who care more about making a good game than anyone else is trying to talk about themselves. So, from the time I heard about Paintball Battle, I had to remind myself that I had to talk to these people on a regular basis or they would ignore us!! They were too busy with their game...

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Perhaps for the same reason, I feel a little taken for granted as I watch Paintball Battle gradually gain recognition from internal players, market players, and even overseas players. After all, the game was designed by such an "unscientific studio".

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"Play games, just have fun, fun is the key!! The other details are a small CASE!!"

"Why is it called Unscience Studio?"

"Because one of the favorite things team members say is, 'This is unscientific! '"

The world is so big that we want to see it

In late June, Paintball Battle was released in Southeast Asia, and it was well received by players from different regions, which made everyone in the studio very happy and happy. As a "mother" of a game, it's nice to be rewarded for all the pain from conception to production, and it's a testament to the studio's strength and vision.

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"As a game development team, we used to go behind closed doors. We had a huge user base in China, but we didn't think we could just sit at the bottom of a well and look at the sky. Now the world has entered the era of high-speed Internet, for the global population of more than 7 billion, the domestic market is just a big well, the world is so big, we want to have a look."

Games are not like many other categories of work. If you take a book for example, a writer can choose to be satisfied with the approval of a few confidants, or an artist can be proud of "my work, only such people can understand". But the game, can not only a few people to understand and like the line, must be fun for everyone to be successful, this is undoubtedly to please everyone. As you can imagine, designing a game that the public, even domestic and foreign players with huge cultural differences, will enjoy is a lot of challenges.

No Science Studio did it with Paintball Battle.

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"Go abroad, look to the world, on the one hand to understand the different regions of the global market user preferences and needs, on the other hand to learn better development and promotion experience, and more excellent companies to communicate and grow, for us to make better products to do a solid foundation. It also provides more positive data for the group's overall strategy."

Everyone has a childhood, everyone remembers that joy

A thing that can make people feel familiar, resonant, interesting, must have popular appeal, and can't be too complicated. No matter what country we live in, we all have our childhood moments and our playfulness instincts. Because in the purest years to get the most simple happiness, always let children can not refuse, let adults miss.

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Paintball Battle is a game that allows people to freely shoot and run away with paintball in the same scene. No complicated rules of the game, do not need to learn the simple operation, do not need to care about who is who, do not need to spend too much time, a few minutes a game, play a game, happy.

"When we think back to our childhood, a group of kids with toy guns in their hands and playing heroes together, how happy it is! "The idea was to make a light-hearted shooter that was easy to play, easy to play, and easy to have fun with."

It's no wonder that the overseas debut of Paintball Wars wasn't too hindered by cultural differences, and it's easy for players to feel nostalgic and connected to the game.

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So the studio is looking forward to a simultaneous launch in North America and even around the world.

"North America is a highly prosperous region for games with a wide variety of genres and high quality. In such a market, we believe we can accumulate more experience."

What's the point of making games if you don't export culture to the world?

It would be a shame if a game for the world, without the cultural output of the designer's own environment, merely appeared to be the entertainment of the game. However, it is not easy to export culture. The Chinese culture is extensive and profound, and the selection of some elements to be implanted in what form can allow players to unconsciously appreciate its secrets, so as to avoid the misunderstanding caused by different cultures. This requires game designers to conduct research on different cultural backgrounds. And through the picture or story fusion and display.

For Paintball Battle, which is light and simple in both logic and handling, the studio's choice of the Chinese zodiac as the player's character was a masterstroke.

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"For example, the Chinese zodiac character 'Dog', we designed him to be a cowboy in the Western United States, and also a local police officer. He uses a revolver and can fire six paintballs in one attack in the game and inflict a lot of damage, which is a burst output character."

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"Or the tiger in the Chinese zodiac, which we designed to be a lone hunter in the jungle, who can instantly get close to prey and deliver a fatal blow with a shotgun."

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The specially designed character image not only promotes excellent Chinese culture, but also its unique traditional elements have become a bright spot of Paintball Battle, which has won praise from players everywhere.

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He said he liked the video game because his Facebook fans thought it was awesome.

The hardest part is all the unknowns you want to explore

Recalling the entire creation process of Paintball Battle, the studio didn't talk too much about the details of its hard creation. I didn't mention anything to anyone about the hard days of working overtime and eating instant noodles all night. I was in a straight state of "If you hadn't asked me, I wouldn't know what to say", which makes people feel sad that only such a team can design such a simple and happy game.

From the studio's point of view, the hardest part about Paintball Battle is that "there's still more space for them to explore."

"The taste of wine is also afraid of the depth of the alley, not to go out before we never understand the foreign market conditions. They have so many different languages, preferences, lifestyles and religious beliefs from domestic users. To show them what we do, we have to get to know them, get to know them, get to know them. What is the market environment, the population, the network environment, the language environment, the type of phone they use, what is the performance of the phone? What kind of social tools? Where do we advertise and show that they can see it? How to use the accompanying tools? And that's a small part of what we're going to go out and do."

Because we see infinite space and are willing to explore it, we will not set limits for ourselves, and we can design games that we all love to play. In fact, the principle behind the scientific studio is so simple.

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When I asked the studio to send me some profiles of their members, they sent me a set of photos they had designed for themselves, which was unscientific.

Source: Corporate press release
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