A mature game is often completed by multiple people working together.
For example, someone like Takayuki initially working alone is essentially standing on the shoulders of predecessors, plus the more mature programming system of later generations, making it relatively easier for Takayuki to create games.
But relying on these alone to establish an entire game industry is like daydreaming.
And the number of people needed to produce a mature game is now at least five or six.
In addition to producers, planners can handle level design, numerical values, and plot comprehensively. This requires one person.
Programmers, at the very least, need two or three. Programming requires repeated trial and error, it's not just about finishing typing, sometimes encountering difficult problems may take a long time to solve, insufficient programmers will seriously affect progress.
Then there's the art.
Takayuki has an aesthetic sense, but he's terrible at drawing, at most, he can barely produce pixel art that's barely viewable. This has to be entirely handed over to real artists.
With the current capabilities of the NES, preparing two artists for a game is enough.
However, since this is a teaching method, it's definitely better to involve more people to pass on knowledge and skills.
Actually, game development isn't complicated. This world just lacks someone with an open mind, such as understanding the principles of game operation.
And if there's time, figuring out a game engine would be a good idea.
A game engine is like a mathematical software with well-established formulas, just ask a question and it will give you the corresponding answer, greatly reducing the difficulty of game development.
It can be said to be the cornerstone of future games.
Takayuki called Matsuhashi Mi over, and now she mainly handles personnel recruitment matters.
Takenaka Sayaka focuses on the company's management and publicity, and then the two of them jointly handle legal and financial issues.
"President, you called for me."
Matsuhashi Mi has been at the company for a week now.
She feels very comfortable working here.
There's no discrimination here, work goes smoothly, Takayuki trusts her highly, and is willing to delegate some troublesome tasks to her without worrying that she, being a woman, can't handle them.
This is quite rare in Japanese society.
Here, she feels fulfilled.
Moreover, the company's long-term profitability looks good.
As long as the game console's sales expand nationwide, it will definitely be profitable.
Now the dispatched Ota Masashi is working on this.
He has already closed his own arcade and is now focusing on promoting and selling game consoles.
"Do we have any candidates for the positions I need to recruit for now?"
"Some have been found, and interviews are being arranged."
Matsuhashi Mi took out her notebook.
"For the computer engineering positions you need, there are a total of fifty-two, and for computer programmers, thirty-four."
"What about artists?"
Matsuhashi Mi shook her head, "No one... but there are inquiries. Most of them thought it was about drawing some advertisements or something, but when they found out it didn't match their expectations, they didn't contact us again."
Alright.
Game concept art is still a new industry, it's not easy to find qualified artists.
But drawing is diverse, it seems they shouldn't limit it too much at the beginning.
"Expand the scope of requirements, consider those who are good at advertising and film and television painting as well, with sufficient salary, there should be people coming."
"Got it."
Matsuhashi Mi scribbled on her notebook and then looked up, "We've already scheduled a collective interview for this afternoon as agreed, may I ask who will be the interviewer, President?"
"I'll do it."
Computer interviews aren't difficult, just need to ask some simple programming questions.
Now the priority is to recruit employees first, and then consider training and learning. Starting an industry from scratch is bound to be challenging.
In the afternoon, Tsukino Aya stood in front of Gamestar Electronic Entertainment Co., Ltd. with some hesitation.
Should she go in or not?
There must be a lot of people, and whenever there are many people, she feels scared... but she really wants this job, it's so conflicting.
About the afternoon two days ago.
At that time, Tsukino Aya was still somewhat unsatisfied with the story of Dragon Quest.
This is the game she likes.
That's what Tsukino Aya thought.
While thinking, she casually browsed the web, and then suddenly saw a recruitment advertisement in her usual network for freelancing.
Gamestar Electronic Entertainment Co., Ltd. is recruiting programmers, computer engineers, digital media artists, and other positions.
Gamestar, she's quite familiar with this name now.
Because every time she opens the game console, the first screen she sees is Gamestar's, and then there are two words "Gamestar" in the lower right corner.
This is that game company!
Tsukino Aya, who was still a bit confused, immediately became spirited.
This company is recruiting employees, and it's even a programming job.
Tsukino Aya is now quite curious about games.
She even extracted the data from the game cartridges through some means, and with her computer skills, reverse-engineering wasn't too difficult.
Then she analyzed the program code inside, which gave her a basic understanding of game development.
And as she gradually understood, she became more interested in the fun of games.
Not just the games themselves, but also the game programs.
It turns out that these little characters operate through this kind of logic.
It turns out that the final boss only has a few lines of code, even though it's so difficult to beat.
Game development on the NES is not difficult in itself, it's just lacking a mindset.
Once the mindset is opened, Tsukino Aya tried to write similar game programs on her computer.
She quickly created her own game.
However, there is still a big gap between her game and the games produced by Gamestar Electronic Entertainment.
A game has a whole set of coherent systems.
Each part is closely related, it's not just about figuring out how to write programs, it also requires a creative mind to provide inspiration.
In later years, there will be specialized logic planners and level planners, and the more complex the large-scale games, the stronger the professionalism of these planners.
She really wants to know what kind of person can create a game.
Why can he create this interesting electronic world?
If this creator can create one world, does it mean he can create more?
So, maybe she can learn by entering that company?
With this curiosity in mind, she submitted her resume.
With a computer major from a well-known foreign university, there weren't even any additional requirements, and she easily passed the initial screening and scheduled a collective interview a few days later in the afternoon.
When Tsukino Aya heard about the collective interview, she hesitated again.
Fear of physical contact.
This is a strange illness.
And she is such a patient.
Whenever in an environment where there are many people, she becomes anxious.
Especially if someone wants to touch her, her fear doubles.
So she always wears thick clothes all over her body, and whenever she goes out, she feels like a ball.
Now suddenly going out and participating in a collective interview, the feeling of anxiety strikes again.
But, the curiosity in her heart took the upper hand.
Curiosity about the person who created the game, let her briefly overcome the anxiety in her heart, muster up the courage, and come to the front of Gamestar Electronic Entertainment Co., Ltd.
At this time, there were already many people at the door, they all seemed to be here for interviews, just by looking at their appearance, you could immediately tell that they were all eccentric programmers.