From gaming to becoming the richest man, it all started with his counterattack against XunTeng.

Chapter 50 A Perfectly Timed Queue Cut



Chapter 50 A Perfectly Timed Queue Cut

Looking at the initial drafts of the miniature Leviathan submitted by the artists, Yang Yi shared his core design concept for the giant creature.

Do you really understand what megalophobia is?

He spoke with certainty, stating his vision: "The size must be overwhelmingly enormous, as the vast deep sea is the perfect environment for nurturing giant creatures."

My ideal Leviathan, the ultimate behemoth, uses a body exceeding a thousand meters in length as its basic framework, incorporating the bizarre and grotesque features of various deep-sea monsters to create a form that is instantly awe-inspiring and unforgettable.

After several days of hands-on training, the newly formed monster art team has been able to successfully complete the drawing of a small Leviathan, and the finished product is beginning to show its quality.

However, once they started designing the colossal Leviathan, which was enormous and resembled the original deep sea, they couldn't quite grasp its essence, and the images lacked the unique oppressive and mysterious atmosphere of the deep sea.

"Next, you will collect information on various strange deep-sea creatures, extract all those unconventional physical features, boldly disassemble and recombine them, and combine them to create your own works."

Yang Yi provided a clear creative direction, allowing the painter to break free from the constraints of conventional thinking.

After arranging the monster design work, he turned to the regular art team and assigned them the task of building the entire underwater world.

"The entire underwater ecosystem needs to be meticulously crafted. We aim to create a complete marine space that is both magnificent and beautiful, deep and tranquil, yet also harbors hidden dangers. Layers and atmosphere are both indispensable."

"When designing each marine creature, you can't just draw its surface shape. You must plan its complete survival system in advance, clearly define the species' growth and metamorphosis stages, its daily food sources, and its corresponding natural enemies, and build an interconnected and realistically self-consistent seabed food chain."

The development of Subnautica is undoubtedly a real test for the current Hive team.

Most of the company's veteran employees have extensive experience in competitive shooting games and have almost no experience in developing large-scale open-world projects;

A few new employees with relevant experience have not yet fully integrated into the team's rhythm, and their cooperation and tacit understanding are still lacking.

The team as a whole still has a lot of room for improvement before it can reach the level of a mature open-world development team.

Fortunately, this project was approved at just the right time, which inadvertently avoided huge trial-and-error costs.

If they rashly launch a large-scale, complex open-world game, given the team's current level of integration and experience, they are very likely to fall into a predicament of confused thinking and repeated revisions, wasting two or three years of time, and ultimately still not being able to deliver a satisfactory work.

Subnautica, on the other hand, has a completely different development focus, concentrating its efforts on two main areas: art design and model building.

Compared to land scenes with their complex terrain, scattered scene elements, and complicated interaction logic, the construction logic of underwater spaces is clear and orderly. The design difficulty of terrain layers and environmental layout is lower, and the threshold for getting started is also much lower.

Meanwhile, the deep-sea themed gameplay leans towards exploration, survival, and puzzle-solving, without requiring a lot of effort to build massive towns and buildings, design complex humanistic storylines, or create numerous dynamic NPC systems, thus avoiding the team's current shortcomings to the greatest extent.

This project can both expose veteran employees to open-world creative thinking and help new employees work together more quickly to achieve a unified creative standard and aesthetic style.

What was originally just a plan to fill a gap in the product line turned into an excellent training opportunity for the team, which can be considered an unexpected stroke of luck.

Once everyone has a thorough understanding of the production logic of the deep-sea world and the team is well-coordinated, they will be able to avoid many detours when attempting high-standard open-world projects in the future.

With Yang Yi as a cheat code, Beehive employees are already very lucky. Tell me, which other company on the market can develop games as efficiently as Beehive?

Since the successful conclusion of Gamescom, Hive has made a name for itself with its outstanding product performance, instantly attracting the attention of major game companies.

In a short time, many top headhunters privately contacted company employees, trying to poach key personnel with generous offers, hoping to weaken the company's R&D capabilities and strengthen their own team's combat power.

Despite repeated attempts at persuasion and enticement, all efforts ultimately failed, and no one was tempted to switch jobs.

In the entire headhunting industry, Beehive Technology's employees have become infamous, recognized as the most difficult group to poach, effectively forming an unbreakable barrier to job hopping.

Beehive employs a top-salary system, complemented by ample holidays, comprehensive welfare benefits, and even the compensation standards related to non-compete agreements are set very generously.

If competitors want to poach talent, they must first benchmark this compensation package. However, looking across the entire industry, there are very few companies that can fully afford such salary costs.

Even if a major company is willing to offer the same high salary and compensation, it is still very difficult to poach talent.

When other companies offer attractive conditions to attract talent, they will inevitably sign competency assessment agreements to match the human resource costs they incur.

However, the employees within the hive have a clear self-awareness and are aware of their true level of ability.

They knew that once they left their boss, they would become like academic papers, easily exposed as flaws if anyone investigated.

If you rashly switch jobs and sign a performance-based contract, and fail to meet the company's expectations in your subsequent work, you are very likely to be dismissed by the company on the grounds that you are not up to the task.

Not only will they lose their stable job, but they will also suffer damage to their reputation, which would be a net loss.

Furthermore, by working alongside Yang Yi, the company's development momentum has been steadily upward, with new projects being launched one after another, and personal growth opportunities are clearly visible.

On one hand, there's the stable and generous benefits of the company, and a familiar and compatible team atmosphere; on the other hand, there's the unknown performance pressure and risk of unemployment after switching jobs. Weighing the options, no one is willing to easily take the step of changing jobs.

This is why, even though headhunters frequently offer high-salary positions, they have been unable to shake the foundation of the Beehive team's personnel.

When Yang Yi found out, he just smiled slightly, wondering if the system's cost of poaching people had increased by 200%.

------

On September 1st, the long-dormant official account of The Hive suddenly updated its status, officially releasing promotional videos for the games "Vampire Survivors" and "Stardew Valley".

After the news was released, many players suddenly realized that Hive also had three very different games in its portfolio.

Currently, both XunTeng and BeeSwarm have built extensive information dissemination channels to promote Overwatch, and every few days they release new hero CG animations on game accounts, continuously stirring up online discussions.

On major social media platforms, gaming forums, and short video platforms, attention and discussion are almost entirely focused on this FPS masterpiece, with a promotional momentum reminiscent of its predecessor, Cyberpunk 2077.

Yang Yi had previously deliberately kept these two works low-key and did not invest in publicity or promotion, which greatly diluted their presence.

The sudden release of promotional materials for two games that rarely get any exposure has become a unique way to attract attention, especially given the widespread online focus on Overwatch.


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