I want to be a game planner, where should I start?

Updated on Game 2024-03-15
8 answers
  1. Anonymous users2024-02-06

    First learn the following common planning software:

    word、excel、visio、ps

    Have time to learn a language:

    VB or C++ recommended

    Make your own little game and understand what it's actually like to make a game (which is important to avoid a lot of detours):

    Recommended RPGMAKER, Warcraft Trio.

    Play a few games in a targeted manner:

    Real-time battle MMO

    3D class, World of Warcraft, Perfect World or Aion (learn what air combat is all about), Dragon Babu, Genghis Khan (learn how to guide PK) 2D class, Journey (1st generation, 2nd generation, understand item charging and 3rd generation charging mode) - turn-based MMO

    Fantasy Journey to the West, Dream World.

    Browser games. The Three Kingdoms of Blood, Pride in Heaven and Earth or Immortal Dao (understand consumption guidance and novice guidance).

  2. Anonymous users2024-02-05

    1. Play more games and think more, read more game analysis posts, and pay attention to new popular games abroad.

    2. Have a general understanding of the game development process, that is, you need to have some programming knowledge.

    3. In your spare time, think of some ideas for a small game system and write them down.

    4. Exercise the ability to communicate and communicate with others; This is the most important capability for all game companies.

  3. Anonymous users2024-02-04

    Let's go to college first, and then talk about the undergraduate degree requirements.

  4. Anonymous users2024-02-03

    From the design **, then there are a lot of computer programs, very troublesome,

  5. Anonymous users2024-02-02

    You're still early, you have to get into a good university, and then you have to go to that major to study.

  6. Anonymous users2024-02-01

    I've also been working in games for more than ten years, so I'll share it with you.

    If you want to work in a game company, what do you need to learn?

    1.Game planning is classified into,System planning,Level planning,Copywriting planning,Numerical planning,These are several types of price comparisons,Small companies are generally divided into this,Larger companies,Will be more detailed,Including UE,User experience, etc.。 Of course, there is also the role of executive planning, which is generally similar to the role of an apprentice.

    2.Everyone who wants to engage in the game industry, or who wants to be a game planner, has a great vision, a great ideal, and makes a great game, but these are not enough to support you to enter the game industry as a novice. This can be training in some game school, remember, this doesn't learn much, it's just a stepping stone to the game industry.

    Or, you can start with some playtesting and get into the industry as a gamer.

    3.Then after entering the industry, the smaller companies are used when you carry out the planning, that is, to find information, matching tables and other work, you have to absorb knowledge like a sponge in the process, ask more questions if you don't understand, and don't be afraid to make mistakes.

    4.Then after you know enough about the industry, you can start positioning yourself, which route you want to take, and eventually move towards the bright throne of producers. The system route is generally familiar with the main systems of each game, and can peel off the phenomenon to see the essence, and you can know at a glance what the role of this system is, and can analogize similar mutation systems.

    Numerical route, this Zheng Quantan is more boring and more professional, and I personally think that if there are talents in related majors, he must be more promising than making games if he does other mathematics-related work So don't think about it. The level route, which requires you to plan the player's game progress and player experience, is also a road. There is also copywriting planning, plot route, which you need to have enough confidence in your writing, and it also belongs to a more professional level.

    5.To engage in game planning, you also need to know the workflow and working methods of art and programming, and at least you need to know some basic knowledge, because planning is the communication bridge of the entire project team, a microphone, if you have a problem with understanding, then it will be strange to make things.

    6.Take good care of your body!

    Hope these are helpful to you.

  7. Anonymous users2024-01-31

    Online game copywriting is a very interesting job. Its primary responsibility is to create elements such as the game's storyline, characters, quests, and dialogue in order to engage players and immerse them in the game world.

    Specific work details include:

    Research market needs: Understand the interests and expectations of gamers in order to create a storyline that is suitable for Hops.

    Create a storyline: Conceive a storyline for your game, including characters, quests, strategy, and more.

    Write a character design: Design a name, appearance, personality, and background for your game character.

    Write dialogues: Create in-game dialogues, including character interactions, mission descriptions, and more.

    Assist with game development: Work with the game development team to ensure that the ideas for the leakage are reflected in the game.

    In general, online game copywriting requires an in-depth understanding of the game industry, as well as creativity and literary literacy. If you have a keen interest in the gaming industry and enjoy creating stories, then this could be the right job for you.

  8. Anonymous users2024-01-30

    There are more and more people playing games around me, and my parents' generation and even my grandfather's generation are trying to feel the charm of online games. It can be said that online games have been thoroughly integrated into our lives.

    With the development of the game industry, more and more young people who like to play games and have dreams of games have entered the game industry and become a game practitioner. They either become game artists, game programmers, or game marketing operators, but because of their love for games, most of them still become game planners.

    So what is game planning? Is it true that if you play a good game, you can be a good game planner, as most players think?

    Game planner is the person responsible for the overall design of the game, and the content that needs to be designed includes the game's plot and background story, core gameplay, development system, combat formula, prop output, numerical balance, etc.

    In the actual work process, the planner must face up to his own position, consider the game needs of various players as much as possible, and not use the results expected by the players to do the gameplay design because of how the type of player he belongs to plays the game. I've seen too many disagreed plans tear each other apart, and in the end, they all end up falling apart and not coming up with a worthwhile design solution.

    This phenomenon is also very common in the actual work process of planning. For example, when we conduct a survey of in-game players, we get a feedback on the game's experience and churn points, and then we focus on optimizing these poor experiences. In fact, there are some other places in the game that are not very good, or even very serious, and you have no way of knowing that players here are lost because of a bad experience.

    When analyzing the data of the game, if you don't get a comprehensive enough research report, don't blindly trust the data, and should have more objective and rational analysis.

    It is a well-known fact that domestic game copycats are a serious problem. Some planners who specialize in making copycat games often blindly plagiarize without understanding a certain design, and often make jokes in the end, which are spurned by players and despised by industry insiders.

    In conventional game design, although planning also needs to adapt to some rules of the industry and meet the behavior habits of users. However, when designing your own gameplay, you must thoroughly understand the reasons for the setting of each detail, and you can't blindly pile it up.

    Only when every detail has been carefully crafted will you be able to see the results you expect in the final player feedback. At this time, you can enjoy the sense of accomplishment as a game planner as a game planner.

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