Chapter 33: Interview (Ask for Recommendation Votes!!) )
Jester spent the first ten days of July mostly on a plane, and the rush almost exhausted him.
When Jester read the rebirth novel before, it was written that the protagonist only needed to make a lot of money by falling in love with the beauties, but this was not the case at all when it was his turn.
He flew from Tiannan to Haibei every day in the past few days, and he barely slept a single night, all of which were on the plane to sleep, and when he got off the plane to work, he was tired and had no time to take a breath peacefully.
Almost as soon as you stop thinking, it's like going to sleep, sit quietly for a minute and fall asleep.
He first went to Northampton, Massachusetts to negotiate an acquisition agreement with Illusion Studios, a small comic book studio that was only created in September last year, relying on "Teenage Mutant Ninja Turtles" to gain a little fame, Jester got a 70% stake in the studio at the cost of a million dollars in cash and promised to invest in the animation of "Teenage Mutant Ninja Turtles", and the remaining 30% is still in the hands of Kevin Eastman and Peter Rattle, the author of "Teenage Mutant Ninja Turtles" and the two founders of Illusion Studios.
It's not that Jester can't buy the remaining 30 percent, but Jester feels that a person can only devote all his energy when he works for his own vital interests, and he controls 100 percent of the shares and 70 percent of the shares, and for these two, the energy invested in power is absolutely impossible to equal.
After all, Jester doesn't know how to run a comic company, he's just asking for money.
Then, Jester rushed to Toronto non-stop to meet He Guoyuan, who was an otaku at home because he couldn't find a satisfactory job.
In an ordinary Toronto café, Jester met the three future founders of ATI, He Guoyuan, and his two friends, Benny Liu and Liu Likai.
The negotiation process was very smooth, and the three of He Guoyuan, who were fed up with this kind of day, almost hit it off with Jester, but He Guoyuan, who had already done enough for ordinary workers, asked him to serve as the CEO of the newly established display chip research and development company for at least ten years, which must be written into the contract, and there must be at least 10% of the dividend rights.
On these two points, Jester also agreed, the tower originally did not want to set up He Guoyuan, which is not good for him, he only needs to find Huang Jenxun to check and balance He Guoyuan after the development of ATI is on the right track, but not now, a company in the early stage of development is most afraid of power checks and balances and other infighting, such a company has no development prospects.
If you want to make a company have the highest execution efficiency, you must let the CEO of the company keep up with his word, so that he can do it unhindered.
And he doesn't know anything about how to develop display chips, but He Guoyuan has proven his success long in future history.
He Guoyuan is the only one to receive 10 percent of the dividends of the newly formed company, ATI, and two of his friends, Benny Liu, the future vice president of product development at ATI, and Liu Likai, vice president of strategic planning at ATI, have also received 7.5 percent of the dividends each, and Jester assures that as long as the three do not leave the company in the future, these dividends will become the equity of the three after 10 years.
After listening to Jester's requirements for the parameters of the PPU he requested, the three immediately said that there was basically no difficulty, they had mature technology in their hands, and they would definitely come up with a design plan within a month, and a sample within two months.
In this way, Jester's investment of nine million dollars can be regarded as spent.
After that, Jester immediately flew to Round Rock, Texas, where he met Mike Dyer, who was as big as him.
Mike Dell is interested in his investment plans, but not in his controlling purpose, Mike Dell believes that Dell is his company, and that he will certainly succeed in the future, and that the company's control will not tolerate anyone's involvement.
Jester is also not interested in talking about more control with Dell, the controller who would rather spend $20 billion to delist from the Nasdaq and privatize the Dell Group in the future, he just wants to have more room for regression.
He has no interest in controlling the Dell Group, he is interested in Dell's development potential, the computer industry is now in the development period, and the future is not.
After two full days of negotiations, and with both Jester and Dale a little exhausted, the two reached a final agreement, in which Jester injected $8 million to buy 30 percent of Dell's shares, which was just a garage company, but had 35 percent of the dividend rights.
Both sides were extremely satisfied with the price, Jester paid a small price for a third of a stake in a computer giant that was sure to skyrocket in the future, while Dell got a large amount of cash and could start his direct selling of computers throughout the United States more quickly.
As it stands, it's a win-win situation for both sides.
Of course, in the eyes of many people, Jester is stupid, but Jester knows that he will not sell 30% of such a large stake if he does not come up with a price that Dell can't resist.
I can't bear to let the child trap the wolf.
The future? Hehe, if Dell knew how big his business would be in the future, he wouldn't feel like he was making money.
In just ten days, more than half of the $35 million he had just received from Mars Entertainment was removed, which also made Jester lament that he was spending money like water, and he wanted to visit his grandfather's best friend Sandy Weir in New York, and wanted him to help him find a reliable investment fund director, but a phone call he just received disrupted all his plans.
The content of the call was simple, ABC wanted to interview him.
As a topic of conversation in the last month, Mars Entertainment and his "American Cube" have caused a lot of repercussions in the United States, and everyone is curious, where did this company, which has reached $100 million in sales just one month after its establishment, come from? What is their charm? What are their plans next? And most importantly – who created this business?
Jester has also received several requests for media interviews recently, but he has rejected them one by one, but he also knows that it is not a way to always refuse like this, it just so happens that the three games of his company that belong to the elimination category with "American Cubes" have entered the BETA testing stage, and several test machines have also been done, and now the elimination game is hot, so why not take advantage of such an opportunity to do a promotion?
In fact, when it comes to elimination games, the earliest one should be Atari's "Arkanoid", many people think that this is Steve Jobs's work when he was working at Atari, in fact, how can Jobs have this ability, the idea of this game is Bushnell's, and it is Wozniak who completed this game, Jobs's role is just to be a lobbyist in the middle, convincing Wozniak for Bushnell, Jester often sees in some videos that this game was designed by Jobs. It's not like that at all.
It's just that Jobs is the most famous, and fans are attached to his name.
Jester asked carefully, it was not ABC who wanted to interview him, the interview was a talk show that had just been revamped by AM TV Chicago, a TV station affiliated with ABC, but ABC said that although it was only a local TV station, they would also broadcast the program to the entire TV network and the whole United States this time.
As a result, Jester had to return to Costa Mesa early.
During Jester's absence, the R&D team of "Frost Brothers" was mainly in charge of Sean Dabilly, a young man from Texas, who had all the free-spirited personality of Texas cowboys.
The development process of "Frost Brothers" has not been turbulent, the progress is very smooth, the theme of the whole game is designed by Jester, and even the levels are specially sketched and detailed instructions on manuscript paper, and the rest is just procedural.
Dabilee is also very skilled at coordinating the work of the entire R&D team, always keeping all team members focused and completing as much work as possible in the shortest possible time - of course, Jester has to pay a lot of extra overtime for this.
Of course, he was happy to do so, and the designers were so immersed in Jester's new game that they exclaimed on the spot that Mark Saini's Avengers was the greatest game ever made.
Yes, "Snowman Brothers" does have such a reputation in this era.
And because it's a game with a still picture, there's nothing technically insurmountable to overcome, not to mention that there are several masters who have participated in the development of scrolling games in Atari in the R&D team he named 'Origin' in Jester's R&D team, and it's natural to do the procedural of "Snowman Brothers", you must know that a person who has experience in doing advanced game engines is not too difficult to be a low-level engine.
It is worth mentioning that since Jester named his R&D team 'Origin', Mark Saini also thought it was a good idea to give the design team a nice name, so he gave his design team a name that Jester saw as vulgar - THE-KING.
It is said that this is the result of their own vote.
Nearly made Jester laugh off his big teeth.
Of course, the remaining dozen or so people and the seven or eight new employees also formed a temporary group of their own, and they were now in charge of the final aftermath of the three Bejeweled games, so they called themselves 'scavengers', which was quite figurative in Jester's opinion.
In fact, making an engine may seem unattainable in the future, and it is difficult for ordinary people to do it, in fact, game engines are also difficult and difficult.
For example, Jester's "American Cubes" also needs a game engine before, of course, this engine has very few functions, only need to make those blocks appear randomly, and fall at a certain speed, and can rotate when the player presses the button, the engine of this function is very simple to write, and the engine of "Super Mario" is very complicated, he 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 would be cumbersome to write, as it would need to load a lot more functions than American Cubes.
Of course, these 2D engines are not too difficult to do now, and generally a few people, and even for some cattle, one person can do it, but after the 3D era, it will not work at all, after all, there are only a handful of wizards like Carmack in the world, and, even if it is Carmack, he can complete the early 3D engine alone, but if he is allowed to complete the level of Unreal 3 and Frost 4 in the later 3D engine maturity period, it is impossible, because the work is too complex and heavy.
The game engine is the heart of a game, and all the effects you have to do, whether it's lighting, drawing, even sound, or even movement, all the functions in the game you can imagine need to be done by the game engine.
And what makes up a game engine is the piece of code that goes through the lines.
Jester is also consciously letting his young programmers develop the habit of creating modular engines when they program "Frost Brothers", the entire game engine is composed of program modules responsible for different functions, and these program modules are a complete component with a certain engine function, and when you need to use the same effect engine for other games in the future, you can use it directly.
It's so convenient.
This is Jester's advantage, he may not be as good as these people in terms of specific technology, but he has the best grasp of future technology 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, the technical content required is not high, and the advantages of this modular writing are not yet visible, but when the accumulation is several years, when the 3D tide comes, or when the high-pixel 2D picture game comes, the advantages of the modular engine will be vividly reflected.
Simplicity and versatility are the biggest advantages of the modular engine.
Of course, the physics engine Kugust did not forget to start building, now it is just starting from the simplest, such as the effect of gravity, such as the parabolic trajectory of objects, such as elasticity, and then such as acceleration, etc., and when the number jù library becomes complete and huge after several years of accumulation, its role will be very obvious.
You know, the reason why a game's engine can simulate a lot of physics effects is because they load the physics engine library, and the physics engine library has not been built over time, and if you want to build it again in the future, it will be very troublesome, even expensive, and time-consuming.
Jester is well aware of this, and the construction of the number of jù libraries is never something that happens overnight, for example, at the latest in racing games with physics engines.
"Gran Turismo" was a huge success when it was released, selling 11 million copies on a single platform, but it would never have been possible without Kazunori Yamauchi's previous "Cartoon Grand Prix" and "Ultimate Recommendation".
In addition to these, "Frost Brothers" includes the original art, soundtrack and modeling are also progressing in an orderly manner, there are no mistakes, but there are no surprises, including his redesigned image of Mario, which is not very to his liking.
Jester also found that his design team was inadequate, and there were some experts in programming and card design, but there were basically no dedicated artists, soundtracks, design experts, and even background writers.
It can't be said that there is none, but there is no good at it.
The reason is that Jester also knows that the game designers of this era are basically one person, or two or three people fighting on their own, and these people basically have to wear multiple hats, to take an extreme example, in the early Touhou Project series of games, the producer Zun (Ota Junya) completed the entire game development work by himself - the program, music, art, and script were all completed by ZUN alone.
In such an extreme environment, the requirements for game designers are very high, and in fact, the designers who can be trained from this era are all famous figures in the industry, far from being comparable to later generations.
However, such a development environment is barely feasible at the present - in fact, when working on a more sophisticated large-scale game, such as "The Avengers" that Mark Saini is leading, this kind of small team of one or two people is completely unplayable, and even if it can be done reluctantly, the development time will be stretched very long, so long that even if the development is successful, it will not make sense.
At this time, Jester felt that there were still many things to do, and even the game development team he had formed was not perfect.
"I envy Blizzard's Storm Child!" Thinking of the shortcomings of his team, Jester couldn't help but envy the most famous art design team in the game industry in later generations.
Perhaps the first time domestic players heard about this team was when it was announced at the BlizzCon 10 that their first Chinese painter Wang Wei officially joined the Stormchildren. At that time, Wang Wei was called the Eight Sons of the Storm by fans, which means that he was the eighth member of the Storm Children team, and in Jester's impression, before he was reborn, the ninth person of the Storm Children had also returned to his place.
This team as a whole is responsible for the image setting of the entire Blizzard game, the original art atlas, the logo system, and the main writer of the plot, and there are two characters who have to be mentioned, both of whom have made great contributions to the game industry.
One is the soul of the Storm's Child, Samwis Didier, a great artist, he joined Blizzard in 91, which was still called Silicon and Neural Bonds at the time, can be said to be the founding father of Blizzard, participated in almost all of Blizzard's game design, basically, all the Blizzard game images you can think of are related to him, it is worth mentioning that the concept of Panda Man, and even the earliest image of Panda Man was first proposed by him.
Another, more familiar to Blizzard fans, Chris Mason, nicknamed the father of Sal, because it was he who wrote the king of the clan, who portrayed Sal as Blizzard's own son, and later participated in the plot of StarCraft and the dark plot, it can be said that he is the most important plot writer of Blizzard.
However, the current founders of Blizzard are still in high school, and the Stormchildren are out of the question.
As soon as he thought of the Storm Child in later generations, Jester's heart became hot, could he also create such a dedicated art and design team? It's called the Son of Mars?
Although he knew that the current Samwis and Mason were just teenagers, it didn't mean that there were no good rule designers, or that there were no other people as concept artists.
Just say the rulesetter.
Let's take Ryker Priestley, the rules designer of Warhammer 1, and Richard Garfield, the inventor of Magic. The former is now just a small designer working in an obscure 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 coveted these two settings, Warhammer's worldview is too easy to compatible, no matter what background he has in the future, he can be compatible with Warhammer's worldview, which is simply a panacea, and Magic, just by virtue of its world's first tabletop card game, has the need to get its hands on it, not to mention that it will have a large number of hardcore die-hard players in the future, and the net profit generated every year is hundreds of millions of dollars.
At this time, Jester remembered a rebirth novel he read, why he was able to complete the 3D engine writing, the establishment of the physics engine library, the capture of anthropomorphic movements, the 3D modeling of characters and buildings, the creation of a sand table map several kilometers large, the writing of NPC advanced AI, high-fidelity sound effects and dubbing, soundtrack production and other highly skilled people can only be a coder in a small mobile game company, which is simply incomprehensible.
Is this a masochistic tendency? Or has the IQ dropped to negative numbers?
It's really incomprehensible.
Jester now dreams of this kind of street fighting, 100,000, no, 500,000 dollars a year? I'll pay you to set up your own studio, why don't you do it?
Such a technical dog can send his work to any game company and get an annual salary of more than 100,000 dollars? Do you have to be a yard farmer on the street?
However, Jester, who will never find this kind of technical dog, can only sigh, can such a cow man only exist in the fantasy world of neurosis?
Forget it, don't think about it for now.
The AM TV show required Jester to go to Chicago to record, and the time was set for three days later, but the other party agreed to come to Costa Mesa to shoot the trial of the latest three games of Mars Entertainment, so in order to achieve the maximum promotion effect, Jester put the game that was still in the company's internal BETA test in the showroom and invited players to participate in the test in person.
Jester is still very confident in the quality of these three games, and their hidden charm is also irresistible to these players who have just fallen in love with match-playing games.
Because AM was far away in Chicago, it was too inconvenient to send a film crew, so the mission to Costa Mesa was filmed by ABC's Los Angeles headquarters, and then when Jester went to Chicago, he brought the master tape with him, which was kind of a location material for that talk show.
ABC came this time with a small film crew of three people, led by a regular ABC employee, a young man under the age of thirty, named Jack Stone, and the other two were interns at ABC during the holidays, both USC students, which made Jester's eyes light up, and he remembered the girl he had met in the Los Angeles bookstore before who was also studying at USC.
"Take a chance to ask them if they recognize the girl." Jester thought so.
The three people who came are all young people, and they have all played Mars Entertainment's "American Cubes", they are also very fond of this game, and they are also very excited to come to Mars Entertainment for an interview.
They can play their favorite games for free.
Naturally, Jester lived up to their expectations, allowing the three of them to experience the three latest games that he would be testing out to players tomorrow half a day in advance.
Since Jester turned the first floor of the original supermarket into a game display area of Mars Entertainment, it has not been disclosed to the public, and has been used as a rest room for employees, with no shortage of tables, chairs, tea, but it still looks extremely empty.
Fifteen more game consoles were added this time, which made the hall a little less empty.
"Bejeweled", "Zuma", and "Bubble Bobble" are all three games with their own characteristics, and they are all very easy to play, but it is not so easy to play very skillfully.
This is also in line with Jester's consistent urine nature of making games, a good game must be easy to play and difficult to master.
An intern named Austin Francis loved the "Bejeweled Circle", which was designed by Jester to imitate the appearance of this later mouse, and designed an ergonomic curved mouse, especially the delicate mouse, and directly said that the person who designed this mouse must be a master of industrial design.
This also made the employees of Mars Entertainment, who were also resting nearby and playing games, burst into laughter, and then the inquiry by the Austin Francis found out that the shape of the square box mouse, which was completely different from Apple's Macintosh computer, was also made by Jester.
"I didn't expect you to be not only a master of game design, but also a bit of accomplishment in industrial design." The leader Jack Alstone sighed to Jester from the bottom of his heart, "Those exterior designers at Apple should all learn from you!" ”
"Huh!"
Jester didn't care much, just smiled and didn't say anything, for him this is just a simple mouse design, and this is just a layer of window paper, after he pierced it, those other manufacturers are not fools, all kinds of trendy mice will inevitably appear in large numbers in the future, and at that time, this can only be said to be a second-rate design is nothing.
Jester now wants to know more than anything else, how the three original players felt about the three games their team designed.
Isn't it the same as their own feelings, these are three really great games?
Mark Saini makes it clear in his methodology that only the player is the only criterion for judging the quality of a game, and only if the player says that your game is a good game, then your game is a good game.
"Excellent!" This time, Jack Stone was still full of praise, and even a little gushing, "That game called Zuma is so interesting, I think it's even more fun than American Cubes, it's a great game!" ”
"Thank you!" Jester nodded, he didn't actually want to hear anything good, there were two purposes for letting players test it, one, it was to see the market response, and second, the most important thing was to see what else could be improved, the first point was that Jester had already been confident, and the second point he valued the most.
As he spoke, two other USC interns also gathered, they had to complete their location interview assignment this afternoon, and then tomorrow to shoot the grand occasion of Mars Entertainment's new game trial, and they were going back to Los Angeles immediately, and they didn't have much time.
"Do you think there's anything else that could be improved?" Jace saw that the other two were also around, so he simply asked.
The three of them all frowned and thought carefully for a while, and then they all shook their heads, unable to think of anything that could be improved.
For this, Jester also expected it, after all, he directly took the mature design of the future, and he improved it himself once when he used it, and now this person who has not gone through the tide of the game, it is naturally difficult to see what can be improved.
Even in Jester's eyes, the three games designed by his company according to the scheme he provided have achieved the ultimate in this era.
Maybe the only thing that can be said is the picture, right?
As for the problem of the picture, the processing power of the 8-bit substrate is so large, and I want a more realistic image, more vivid color, and more color rendering on the same screen...... Jester says he can't think of anything better than a 16-bit substrate.
So be it.
Jester thought so.
PS: Ask for recommendation votes!! In addition, I saw some people say that I have fewer updates, I have an average of more than 7000 a day this week, and this chapter has 8000, but when I write, I write it all at once, and I don't like to divide it into chapters, so don't say that I have fewer updates!!!!!!!!