Game development has never been easier than this year. More and more amateur developers have popped up all around the word, but for some reason, they are still as rare as four leaf clovers in Hong Kong.
閱讀全文〈Game Development – A circle of interest 興趣使然的遊戲創作〉FirePillar2 to attend Hong Kong Exhibition 火柱工作室將參展《給我一點。2》
《給我一點。2》(literally translated as “Give me a little. 2” was originally known as Hong Kong Original Only Exhibition, an exhibition for original work from all around Hong Kong, sort of like Fancy Frontier in Taiwan. We’ll once again be taking part this year. This will be the second time we join in and we’ll be selling Craft in Abyss merchandises such as a Fanbook and soundtrack.
閱讀全文〈FirePillar2 to attend Hong Kong Exhibition 火柱工作室將參展《給我一點。2》〉香港無出路,國外讀遊戲學位有可能嗎?
前幾天有位陌生人在 Facebook 找我,說自己是一張「白紙」,問應該如何踏進遊戲業。因為他已經不是讀書的年齡,所以我告訴他可以先從營運、測試人員做起。他是一位十分願意自學的人,我亦慶幸他有如此決心。
閱讀全文〈香港無出路,國外讀遊戲學位有可能嗎?〉香港準遊戲從業者該如何入行?
近日,香港媒體「香港同人」發佈了一篇文章,裡面提到「香港的遊戲行業萎縮,新入行人士難以找到機會」,並提出了一些建議給有意投身遊戲業的人。(大家如有興趣了解,連結在文末。)
確實,想從事遊戲業的香港青少年每年都不少,但在「如何入行」這件事上,往往擋住了很多人入行。在香港,具體要讀甚麼做甚麼,才有機會進入遊戲行業呢?
閱讀全文〈香港準遊戲從業者該如何入行?〉為何不建議發佈完全免費遊戲
我在業餘時間創作遊戲,也推動著香港的業餘創作文化。所有業餘性質的活動,包括為興趣而創作,都是比較自由和不受限的,也就自娛而己。
這種情況下,大部分業餘創作者並不會去思考發佈商業作品,換句話說,他們傾向發佈完全免費遊戲。
閱讀全文〈為何不建議發佈完全免費遊戲〉Using mechanics to tell a story 遊戲之所以感動–淺談機制敘事
I previously introduced a game called 428: Shibuya Scramble. It had a very emotional story, and after thinking about it for a while, I felt like it could have actually been made into a movie instead.
In that’s the case, then can those feelings you get from a game be replaced by what you get from movies, comics, and other form of media?
閱讀全文〈Using mechanics to tell a story 遊戲之所以感動–淺談機制敘事〉How to attract potential audiences with your Steam page 淺談 Steam 頁面如何吸引潛在受眾
There was a popular LIHKG post about game development, but I don’t have an account there, so I’ll just post my two cents here.
閱讀全文〈How to attract potential audiences with your Steam page 淺談 Steam 頁面如何吸引潛在受眾〉The Problems with a Long Game Development Period 花費長時間製作遊戲,有甚麼問題?
I have discussed the topic of “Game Development Cycle” with many developers, more specifically, how do you split your time between development and optimization, as well as how long do you want the development to actually take.
閱讀全文〈The Problems with a Long Game Development Period 花費長時間製作遊戲,有甚麼問題?〉Singlv – Save the Game Industry! The Industry Needs YOU! [產業需要你] 齊救 Game 界!「升呢」雲集香港遊戲愛好者
“Singlv” (Pronounced Sing-Leh) is a term that clearly shows you that it’s a local Hong Kong community. It’s a term that more or less translates to “level up”. This plan is the brainchild of Alex (牛柏葉). Here is its core concept:
閱讀全文〈Singlv – Save the Game Industry! The Industry Needs YOU! [產業需要你] 齊救 Game 界!「升呢」雲集香港遊戲愛好者〉“To gather local (Hong Kong) game development information, push local game development, increase public standing of the industry, give a chance for developers to communicate and offer aid, and provide a cultural foundation for the whole industry.”
The Second Hong Kong Game Enhancement and Promotion Scheme – Is the HKD $4.8 million well spent? [產業需要你] 這 480 萬港元用得其所嗎?「第二屆香港遊戲優化和推廣計劃」
The second Hong Kong Game Enhancement and Promotion Scheme is a program to sponsor the marketing of Hong Kong games. A briefing was held on April 1st, so how exactly was it? Is the money that’s going into this program well spent?
閱讀全文〈The Second Hong Kong Game Enhancement and Promotion Scheme – Is the HKD $4.8 million well spent? [產業需要你] 這 480 萬港元用得其所嗎?「第二屆香港遊戲優化和推廣計劃」〉