In the previous life, there was a company that made a fortune solely relying on a commercial game engine.
Every year, the revenue from licensing fees and revenue sharing from the game engine alone amounted to several billion dollars.
Eventually, this engine was no longer limited to game development. It played a significant role in future film and television special effects production, as well as disciplines such as physics, chemistry, and social sciences.
This company was called EPIC, and the game engine they developed was the Unreal Engine.
This is an engine that over ninety percent of game industry practitioners cannot do without.
It's user-friendly, especially for small studios with ambitions but not enough staff.
With just a dozen people, you can develop excellent 3D games, greatly lowering the barrier to game development and reducing costs significantly.
Takayuki planned to replicate EPIC's success, but not by completely copying their initial trajectory, but rather by making it slightly more advanced.
The early licensing costs for the Unreal Engine were not low.
However, at that time, using the Unreal Engine was more popular, and mature game engines were also more stable, saving at least twenty percent of the costs.
Therefore, the Unreal Engine charged a revenue share of ten to nearly twenty percent. Those game studios could only grit their teeth and accept it.
This also led to some larger game companies feeling uneasy, thinking that they shouldn't continue to hand over so much revenue sharing to outsiders, so they started to develop their own game engines one after another.
Takayuki decided to lower the initial demand for game revenue sharing and licensing fees, making it easier for game developers to accept and rely on it more. At the same time, he would provide all the details of game development data at all times to help optimize the engine itself. Perhaps then, he would truly create a game engine behemoth far superior to EPIC in the previous life.
Norman stayed up all night, reading the instruction manual.
The instruction manual had already explained the basic operation of the game engine clearly.
Even someone with basic programming knowledge could now use this engine to create a simple game.
This was extremely magical.
Previously, there were all kinds of complex and repetitive code, and sometimes bugs could occur due to programmer negligence, making it very difficult to find the source of the bug.
But the game engine packaged all the mature and complete code into modules. Whatever was needed could be applied directly, which was incomparable to previous game development.
The only thing to consider was the compatibility between different modules and some subtle differences in development between different games.
The game engine still seemed a bit immature now, naturally it couldn't compare to the levels of Unreal Engine 3 or 4 in the future, but it still greatly facilitated game development.
Suddenly, Norman felt that a team of eighty people seemed somewhat redundant.
So, perhaps he could temporarily divide the team and work on different game projects separately?
Thinking of this, he became more and more excited.
Until dawn, he finally finished downloading the engine and made a copy to bring to the company.
Even though he hadn't slept all night, he seemed exceptionally excited today, without a trace of sleepiness.
As soon as he arrived at the company, he immediately installed the software on his computer and waited for others to arrive.
Employees began to arrive gradually at nine o'clock in the morning, and Norman excitedly told everyone about what happened last night, while also demonstrating how to use the engine.
The programmers, who were like primitive people in the Bronze Age before, had now evolved into the early industrial age with the game engine, possessing the foundation for mass production.
This was also an extremely pleasant surprise for these programmers.
Moreover, along with the game engine, there was a half-hour demo of a game already created by Takayuki, a Doom game.
This Doom game could truly rotate from all angles, monsters could fly and hide everywhere to fight against the characters, and the protagonist had three types of firearms to combat different monsters.
At the same time, the protagonist also had added elements such as jumping and melee attacks in the game, making the game experience more exciting.
Just a half-hour demo of the game made these programmers feel that it was worth studying for several years.
It already had the most mature development rules for first-person shooter games.
For example, the character's field of view, with the center as the standard crosshair, controlling the character's field of view movement with the mouse, left-clicking the mouse to shoot, right-clicking to aim accurately, using the WASD keys to move the character forward, backward, and sideways, as well as switching weapons and changing bullets, etc.
Before, when they developed shooting games, they hardly used many keys on the keyboard. At that time, they hadn't even thought about things like changing bullets, jumping, sprinting, and switching weapons, only thinking about developing a game that could at least run.
And now, seeing such a complete system of a first-person shooting game, they immediately recognized that this was the absolute rule for first-person shooting games.
There couldn't be a more perfect combination of shooting game keys.
"Our CEO is simply like a god. I remember he has already led the team to develop over ten types of game genres, right? What game genres are there that he can't develop?"
A young programmer's eyes were filled with admiration.
No wonder their company's CEO was called the God of Games in Japan.
Japan is a country that likes to deify ordinary people. Before, they only thought it was a low-level taste of the Japanese people, but now they seem to think that the title of God of Games is completely justified.
Besides Takayuki, who else could bear such a title?
These programmers also felt a sense of pride. They were all employees under the God of Games. As the subordinates of the god, their future was equally limitless.
"Oh, I have a question. So far, our CEO has only asked us to use the keyboard keys' rules for making games. Does this mean our game development will shift its focus to personal PCs?"
"It's quite possible. After all, the United States is different from Japan. The personal PC ownership rate in the United States exceeds eighty percent, and almost every household has a personal computer, so this group is still very large."
At this point, Norman smiled and said, "No, for the time being, we won't venture into the PC market. CEO told me that he has plans for it in the future, but not now. And the reason why we're using keyboard and mouse rules right now is simply because he believes that the keyboard and mouse are the most suitable peripherals for first-person shooter games. So, the engineering prototype GS1 will add new keyboard and mouse peripherals for adaptation in the future, that's all."