In the Silicon Valley branch of Gamestar Electronic Entertainment in the United States, there are now over a hundred employees.
Eighty percent of them are game developers, and there is only one game development team here.
Their task is to develop the first 3D graphic game.
As for the development direction, Takayuki has already given it, and that is to develop a shooting game.
A first-person shooter game.
Shooting, racing, and sports are the top three best-selling categories in the United States, and they have been enduring.
If a game studio doesn't have a development direction, developing these three types of games at least ensures survival and sustenance.
However, so far, the rules and routines for racing and sports games have been roughly established in this world.
SuRui Electronics has already developed their first 3D racing game, and just because of this realistic game, their game console sales have increased significantly.
And 3D sports games are also being developed intensively. SuRui Electronics seems to intend to take the lead in the new era of 3D games with strong financial resources and manpower.
Sometimes, you may not be able to make a top-notch game, but seizing the first-mover advantage can also make a lot of profit.
This way, Hayakawa Uejin can also meet the requirements from above, allowing himself more time to do other things.
As for first-person shooter games, it has always been a blank space.
So far, people in this world seem to be confined to side-scrolling shooter games.
And the first-person shooter game developed by Takayuki, "Doom: The First Generation," is just a game demo.
Moreover, it hasn't been released publicly; it was just sent to a mysterious hacker as agreed upon initially.
At that time, Takayuki thought that giving the game to the other party would immediately lead to similar content in the game market and accelerate the development of first-person shooter games.
But unexpectedly, after receiving the demo, the mysterious hacker only gave an interesting comment and disappeared.
This hacker actually hid the demo, and there has been no trace of this demo game on any network.
This somewhat disappointed Takayuki, indicating that he would have to pioneer the first-person shooter game himself.
So Takayuki gave the game studio in North America the task of developing the first-person shooter game.
When they first received this task, they were a bit confused.
Because at that time, they didn't even understand the basic rules and framework of the game itself.
Previously, they had only made a side-scrolling treasure hunting adventure game as a practice.
And now, they were directly transitioning to developing a 3D graphic shooting game, which was quite a leap.
Initially, Takayuki only provided some basic rules for the first-person perspective, and then did not give any further hints. This initially led to many problems in the game's development.
For example, the character's movement in a 3D environment, or many other issues.
These were not difficult to solve, but they didn't have an immediate solution.
Takayuki just wanted to see if these people had the ability to solve problems on their own.
With the basic rules in place, their development was not particularly difficult, but there were many big and small bugs in the game. Either objects flew around when characters moved, or the system crashed when shooting.
However, after three or four months of research and development, they finally made a rough prototype of a shooting game, and it could run for at least three or four minutes.
Even so, they felt that this was a miracle.
After all, not everyone has unparalleled creativity, and most people can only push forward on the paths paved by predecessors.
When they finally managed to create a demo without major bugs, they somewhat nervously sent it to the company headquarters in Japan for Takayuki to review.
The game itself was made using computers and could also be controlled using a mouse and keyboard, but they didn't specify the specific control method, which led to some strangeness.
The shooting key was set on the keyboard.
Movement was done with the arrow keys to the left of the keyboard's numeric keypad.
The mouse could be used to move the perspective.
But for now, they could only barely rotate horizontally by 360 degrees, meaning they could only rotate within the X-axis range in the three-dimensional view.
This was quite similar to the initial "Doom" in the previous life, where the initial German headquarters could only rotate horizontally, and it was only after the development of the second and third generations of "Doom" that they gradually upgraded to rotating along the Y-axis.
However, at that time, it was more of a compromise due to hardware performance limitations. The legendary figure in shooting game development, John Carmack, had no solution at the time.
But now, the hardware technology in this world could fully support more content for first-person shooter games, so there was no need to make them so rudimentary.
But for this group of programmers who only received a direction and started development, being able to develop to this extent was enough to make them lose a lot of hair.
Takayuki found the result quite acceptable.
After trying out the game on the computer and finding the effect satisfactory, he immediately picked up the phone and contacted the studio manager in the United States.
The studio manager over there is a young man named Norman. He became the manager because he was fortunate enough to have been to Japan before and had also studied game development courses offered by Gamestar Electronic Entertainment for some time.
When he returned, he had always been obsessed with game development, but at that time, he hadn't graduated yet, and he was thinking about finishing his studies first.
If he hadn't seen the recruitment information from Gamestar Electronic Entertainment in North America, he might have chosen to start making games immediately upon graduation.
The young Norman initially felt quite panicked leading a team of eighty people, but after all, he came from a top university, and he quickly adapted to the role of leader and began leading the team to develop games.
When he submitted the demo of the first-person shooter game developed by his team, he couldn't sleep in anxiety.
Even though it was already past eleven o'clock at night, he still couldn't sleep.
At this moment, the phone rang.
He almost jumped out of bed and quickly grabbed his phone to check the number.
It was a number from Japan!
His heart tightened.
It's finally here!
He answered the phone and cautiously asked, "Hello? This is Norman."
On the other end of the phone, Takayuki's voice sounded, "Sorry, Norman, for bothering you at this time."
"No, no, not at all, I've been having trouble sleeping lately," Norman responded anxiously.
Takayuki roughly guessed that the other party was probably having trouble sleeping at the moment, so he decided to try calling.
He valued this game very much and hoped to contact Norman as soon as possible.