Global Game Art Contest 2021

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## Introduction

《原神》自上线以来创造了太多奇迹
App store全球2020年度游戏
google play全球2020年度最佳游戏等等
Since its launch, *Genshin Impact* has created numerous miracles. It was named the Global Game of the Year for 2020 on the App Store and the Best Game of 2020 on Google Play, among other accolades.

铺天盖地的玩家涌入提瓦特大陆
使《原神》不仅获得了良好的口碑
在商业上也是取得了非常耀眼的成绩
实在是太火了！
The game has attracted a massive number of players, flooding into the world of Teyvat. As a result, *Genshin Impact* has not only received great acclaim but has also achieved remarkable success in the commercial sphere. It has become incredibly popular!

重点来了！
米哈游《原神》视效监督
石头•Crab/董一夫
担任第四届GGAC全球游戏动漫美术概念大赛
【ANI】组评委！欢呼~ohhhhhhh
Here it is! Shitou•Crab, the visual effects supervisor for miHoYo's *Genshin Impact*, serving as a judge for the ANI category in the fourth GGAC, the Global Game Art Contest! Let's cheer for Shitou•Crab~ Ohhhhhhh!

《临床动画学》联合创始人
“Master of Animation”格斗动画大赛主办团队成员
参与产品《崩坏3》、《原神》
目前在米哈游主要负责《原神》的Cutscenes
游戏动效、视频视觉等后期美术效果
Co-founder of Linchuang Animation, member of the organizing team for the "Master of Animation" Fighting Animation Contest; involved in the production of *Honkai Impact 3rd* and *Genshin Impact*; currently primarily responsible for cutscenes in miHoYo's *Genshin Impact*; handles game animation effects, video visuals, and post-production art effects.

在4月22日第四届GGAC发布会中
石头•Crab会惊喜现身
On April 22nd, during the fourth GGAC (Global Game Art Contest) Conference, Shitou•Crab will make a surprise appearance.

真是个帅气又强大的男人！
奇怪的参赛理由增加了
What a handsome and powerful man! The strange reasons for participating have increased.

## Interview

**GGAC：石头老师您好，先跟大家聊聊近况吧，有什么新动态可以跟大家分享？
Hello, everyone. Let's talk about recent updates. Is there any new development you'd like to share with us?**

石头•Crab：最近没什么新动态啦。要说有的话，就是《原神》让我忙的更加昏天暗地了。虽然很忙，但是做的是自己喜欢的事情，所以也不会觉得烦躁和疲惫。
Shitou•Crab: Hello! There haven't been many new updates recently. If there's anything worth mentioning, it would be that *Genshin Impact* has been keeping me extremely busy. Although it's demanding, I enjoy what I do, so I don't feel frustrated or exhausted.

我们一直都是在把游戏做到自己也喜欢玩的样子，不然自己做的产品，连自己都不满意，更别提让玩家满意。
We've always aimed to create games that we would enjoy playing ourselves. If we're not satisfied with our own products, it's impossible to expect players to be satisfied with them.

**GGAC：之前很多G友看过您的专访，评论您看起来非常年轻帅气！想问您入行多少年了？在K动画的同时还能保持高颜值，您有什么秘诀？跟大家简单分享一下您的从业经历吧？
Many fans have watched your interviews before and commented that you look very young and handsome! Can you tell us how many years you have been in the industry? While working in the animation field, how do you manage to maintain such good looks? Could you briefly share your professional experience with us?**

石头•Crab：别别别…这个真没有。我只能说自己心态一直都很好、很乐观，毕竟游戏开发除了是我的职业以外，也是我最大的爱好之一，痛并快乐着2333~
Shitou•Crab: Oh, no, that's not true. I can only say that I have always had a positive and optimistic attitude. After all, game development is not just my profession, it's also one of my greatest hobbies. It's a mixture of pain and joy, hahaha!

我2011年第一次接触零散的外包工作，大多数是给一些公司做flash故事动画和简单的3D游戏角色动画，算是第一次踏入行业大门。
I first got involved in sporadic outsourcing work in 2011, mostly creating Flash story animations and simple 3D game character animations for various companies. That was my first step into the industry.

之后在我现有工作生涯的每一个阶段都有贵人相助。2012年加入老仲永（我们系学生会主席，也是我的好友）的外包公司，他开始带我系统学习和从事3D动画外包工作，成为了一名成手动画师。
Throughout my career, I've had mentors helping me at every stage. In 2012, I joined a outsourcing company owned by Lao Zhongyong (the president of our college student union and also my good friend). He started teaching me systematically and involving me in 3D animation outsourcing work, which made me a skilled animator.

2013大学毕业去了珠海，加入了商伟光的创业公司，他带我认识了什么是游戏开发，在经历了种种波折之后，商哥带我去了西山居，参加更大的产品研发，也算是成为了一名资深动画师。
In 2013, after graduating from university, I went to Zhuhai and joined a startup company led by Shang Weiguang. He introduced me to the world of game development. After going through various ups and downs, Shang took me to Xishanju, where I participated in larger-scale product development and became a senior animator.

2014年我报名了RJ的动画课程，并得到了他的认可。所以在2015年与RJ老哥一起开始组织《Master Of Animation》格斗动画大赛。在这些经历中，我结识了很多朋友，也认识了很多动画新人。了解到了很多动画新人对于行业的迷茫，于是我像几位老哥一样，开始帮助新人，指点迷津。包括后来开课的决定，也是因为这个。
In 2014, I enrolled in RJ's animation course and gained his recognition. In 2015, together with RJ, we organized the "Master Of Animation" fighting animation competition. Through these experiences, I made many friends and met many aspiring animators. I realized that many newcomers in the animation industry were lost and confused, so I started helping them, just like a few senior animators had helped me. That's also why I later decided to start teaching.

我曾经也陷入过迷茫，2017年跟朋友们吃饭的时候，感慨自己空有一身本事，但是却从来没参与过一个顺利上线并且成功的产品和项目。职业生涯命途多舛，天意弄人，干了这么多年，项目各种被毙。之前还因为这件事，在某厂面试的时候，被HR认为没有实际的本事而嘲讽过。
I've had moments of confusion as well. In 2017, during a dinner with friends, I lamented that although I had the skills, I had never been part of a successful project that went live. My career has been tumultuous, with various projects getting canceled over the years. I even faced mockery from an HR interviewer at a certain company who doubted my practical skills.

于是“小路看东西”（第一届MOA格斗动画大赛的冠军）把我引荐到了米哈游。一起加入了《崩坏3》的开发和维护，主要负责《崩坏3》的动画品质优化和迭代。之后就加入了那时刚刚立项的《原神》，一直到了今天。
Then "Xiao Lu Kandongxi" (the champion of the first MOA fighting animation competition) introduced me to miHoYo. Together, we joined the development and maintenance of *Honkai Impact 3rd*, where I mainly focused on optimizing and iterating the animation quality. Later, I joined *Genshin Impact* from its early stages and have been working on it till today.

行业经历中的各种曲折和坎坷，虽然难忘但也不值一提，因为都是过程。真正印象深刻的，还是朋友们的帮助。
The twists and challenges I encountered in the industry, though unforgettable, are not worth mentioning because they are all part of the journey. What truly left a deep impression on me is the help from my friends.

**GGAC：米哈游miHoYo最吸引您的地方是什么？
What is miHoYo's most appealing aspect for you?**

石头•Crab：我作为美术，米哈游最吸引我的地方，首先是团队愿意在细节和高品质美术效果上，投入大量成本与资源，给了美术设计师足够的发挥空间；其次是对二次元产品美术风格的严苛追求。绝对不是因为公司里面到处都是穿着水手服和穿着洛丽塔的二次元小姐姐什么的，绝对不是！
Shitou•Crab: As an artist, the most attractive aspect of miHoYo for me is, firstly, the team's willingness to invest a significant amount of cost and resources in details and high-quality artistic effects, which provides enough room for artistic designers to showcase their skills. Secondly, it's the strict pursuit of the art style in the realm of two-dimensional products. It's definitely not because there are two-dimensional-style girls wearing sailor uniforms and lolita dresses everywhere in the company. Definitely not!

我从《崩坏学园2》开始成为了米哈游的玩家。在我还没加入米哈游的时候，这家公司让我感觉发布每款产品之间的间隔时间都很长，而且都神秘兮兮的，于是在意起了米哈游。
I became a player of miHoYo since *Houkai Gakuen 2*. Even before joining miHoYo, I felt that the company had a long interval between each product release, and they were all shrouded in mystery, which caught my attention.

加入米哈游之后，这里有话直说和追求极致的工作氛围，给了身为美术设计师的我大展拳脚的机会；而且同事们都很优秀，分享的氛围也很好，让我对于游戏开发有了更加深入的了解和认知。
After joining miHoYo, I found a work environment where people speak their minds and pursue excellence, giving me, as an artistic designer, the opportunity to fully showcase my skills. Moreover, my colleagues are all excellent, and there's a great atmosphere of sharing, which has deepened my understanding and knowledge of game development.

**GGAC：游戏《原神》不论是在商业上还是口碑上都取得了非常好的成绩，能跟我们讲讲您在《原神》项目中负责的工作部分吗？
Regarding the game *Genshin Impact*, which has achieved great success both commercially and in terms of reputation, could you tell us about your role and responsibilities in the *Genshin Impact* project?**

石头•Crab：我最开始是《原神》的第一个游戏动画师。角色的体形确定、骨骼系统方案的落地，基本移动类动画方案的落地、战斗动画的方案等等都有我的参与。
Shitou•Crab: I was the first game animator for *Genshin Impact*. I was involved in various aspects such as determining character proportions, implementing skeletal system solutions, basic motion animation solutions, combat animation solutions, and more.

后来逐渐为项目组搭建了动画团队，为了有更多的精力来把控整体品质和提升效率，我也从一线的动画师逐渐转型，开始负责审核监修、品质把控和团队工作。
Later on, I gradually built an animation team for the project. In order to have more energy to oversee overall quality and improve efficiency, I transitioned from a frontline animator to taking on roles in reviewing and supervising, quality control, and team management.

现在的话……啥都干，各个环节都会参与一些，而且《原神》的团队太大了，所以我也不能准确的定义我的主要工作范畴，总之忙的哭爹喊娘……
Nowadays... I do a little bit of everything and participate in various stages. However, the team for *Genshin Impact* is quite large, so I can't accurately define my primary scope of work. In short, I'm incredibly busy... to the point of being overwhelmed.

但是有一点可以确定，就是我要保证《原神》能够给大家呈现出惊奇、亮眼并且值得推敲和探讨的动态视觉美术效果，保证游戏与故事的精彩体验。
But one thing is certain: I must ensure that *Genshin Impact* presents astonishing, visually appealing, thought-provoking dynamic art effects, and guarantees an exciting experience in both gameplay and story.

**GGAC：作为《原神》的动画总监及CG视效负责人，在项目的研发过程中遇到的最大的困难是什么？
As the Animation Director and CG Visual Effects Lead for *Genshin Impact*, what was the biggest challenge you encountered during the project's development process?**

石头•Crab：大多数开发中的技术困难都能够解决，这得益于公司里的同伴，他们可以让我放心的把背后交出去，他们的背后也同样由我来守护，齐心协力。但即使是这样，每天需要传达的信息量也异常巨大，庞大的团队使各组之间的协同工作成为了最大的难点之一。
Shitou•Crab: Most of the technical challenges in development can be solved, thanks to the colleagues in our company. They allow me to trust them with tasks, and in turn, I protect their backs. We work together as a team. However, even with that, the amount of information that needs to be communicated on a daily basis is exceptionally enormous. The coordination between different teams has been one of the biggest difficulties.

另外一个最大的困难产生于我们自己对于产品的追求。我们还有非常大量的内容和创意想要呈现出来，但是《原神》的世界又大又复杂，而且会越来越大。然而目前手机设备的整体性能使我们不得不做一些难以决断的取舍。
Another major challenge arises from our own pursuit of the product. We have a tremendous amount of content and ideas that we want to present, but the world of "Genshin Impact" is vast and complex, and it continues to expand. However, the overall performance of mobile devices currently forces us to make difficult decisions and compromises.

这些被舍弃的内容，有些已经做好了但没能实装，有些还在计划清单里，如果有一天手机的性能可以有飞跃式的提升，这些内容应该就能够迎来实装的一天吧。
Some of the content that had to be sacrificed was already created but couldn't be implemented, while some remain on our planning list. If one day the performance of mobile devices makes a leap forward, perhaps these contents will have the opportunity to be implemented.

**GGAC：《原神》上线后非常受欢迎，参与创作出这样一款现象级的游戏，在心态上会有什么变化吗？
*Genshin Impact* has been extremely popular since its launch. When participating in the creation of such a phenomenal game, did your mindset undergo any changes?**

石头•Crab：这是我曾经的一条朋友圈，《原神》上线并且收获了不错的成绩之后，喜悦的同时也伴随着焦虑。这条朋友圈依然能够表达我目前的心境，《原神》依然有很多问题需要解决，还远远没有达到我们心中好游戏的标准。
Shitou•Crab: There was a post I made on my social media circle before, expressing both joy and anxiety after the successful launch of *Genshin Impact*. That post still reflects my current state of mind. *Genshin Impact* still has many issues that need to be resolved and has not yet reached our standards of a great game.

世界上有一家公司，名字叫ROCKSTAR，做过《恶霸鲁尼》、《GTA》、《荒野大镖客》系列这样的代表作，我从第一次玩他们的游戏到现在已经近20年，是这家公司的忠实粉丝。
There is a company called Rockstar in the world, known for creating iconic games like *Bully*, *Grand Theft Auto*, and the *Red Dead Redemption* series. I have been a loyal fan of their games for almost 20 years since I first played them.

ROCKSTAR的游戏充满细节，充满乐趣，充满值得深思的故事和彩蛋，充满无数的玩法和可探索内容。所以望着这样的前辈，《原神》自然是还有很大的差距，我们还想要把《原神》做到更好、更完善。
Rockstar's games are filled with details, fun, thought-provoking stories, Easter eggs, and countless gameplay and exploration elements. So, looking at such predecessors, there is still a significant gap for *Genshin Impact*. We still want to make *Genshin Impact* even better and more polished.

**GGAC：可否为大家剧透一下，《原神》近期会有什么新的动态？小伙伴们都非常期待！
Can you give us a little spoiler about any recent developments in *Genshin Impact*? The community is eagerly anticipating them!**

石头•Crab：请各位旅行者亲自在提瓦特大陆探索和发现！
Shitou•Crab: I encourage all Travelers to personally explore and discover the continent of Teyvat!

**GGAC：《原神》在海外市场也取得了相当大的成就，请问，海外玩家与国内玩家的关注点，有哪些区别？在游戏中是怎样去设计与处理的？
*Genshin Impact* has achieved significant success in the overseas market as well. Could you please share the differences in focus between overseas players and domestic players? How do you design and handle these differences in the game?**

石头•Crab：其实在规划之初，《原神》的目标就是定位全球市场，所以并没有特别地去区分海外玩家和国内玩家。我们希望打造一个具有沉浸感、鲜活的世界，让全球玩家乐在其中，并且传达出属于《原神》的，值得认可的文化与精神。
Shitou•Crab: Actually, from the initial planning stage, *Genshin Impact* was aimed at the global market, so there wasn't a specific differentiation between overseas players and domestic players. We wanted to create an immersive and vibrant world that would captivate players worldwide and convey the distinct culture and spirit of *Genshin Impact*.

**GGAC：前段时间《原神》与KFC联动的活动成功破圈，引各界围观，话题度超高！这次活动的成功是否与《原神》中丰富精彩的设定有着非常大的联系？
The recent collaboration between *Genshin Impact* and KFC was a huge success, attracting attention from various fields and generating a high level of discussion. Does the success of this event have a strong connection with the rich and exciting settings in *Genshin Impact*?**

石头•Crab：首先，把游戏中的设定和设计做的精彩，在我们看来是设计师的分内之事，我们一直以来都在绞尽脑汁给玩家带来生动的角色和鲜活的世界。
Shitou•Crab: First of all, creating fantastic settings and designs in the game is what we designers strive to do. We have always put in our best efforts to bring players vivid characters and a vibrant world.

单拿角色动画设计来说，游戏中每个城邦，都会由于自己的地域文化，孕育出属于自己的肢体语言礼节和战斗风格，比如蒙德的剑术快准狠，璃月的剑术行云流水。
When it comes to character animation design, each city-state in the game has its own regional culture, which gives birth to its unique body language, etiquette, and combat style. For example, Mondstadt's swordsmanship is fast, precise, and fierce, while Liyue's swordsmanship flows like water.

角色的每一个表情，每一次眨眼，一颦一笑都是由美术设计师根据角色的性格为角色专门定制，角色的着装风格和场景的地形地貌，在这方面的体现就更加明显。
Every expression, blink of an eye, and smile of the characters is custom-made by the art designers based on the characters' personalities. The clothing styles of the characters and the terrain and topography of the scenes further emphasize this aspect.

后面每个地域和城邦都会拥有属于自己的特色，在我看来，这些是角色“自己做出的选择”，不是设计师强加给他们的，而是设计师们将自己融入到《原神》的世界中，融入到每一个鲜活的角色中，从而使角色和世界“自然演化”出的结果。
Each subsequent region and city-state will have its own distinct features. In my view, these are choices made by the characters themselves, not imposed by the designers. The designers have immersed themselves in the world of *Genshin Impact* and integrated themselves into each lively character, resulting in a "natural evolution" of the characters and the world.

其次，能获得如此破圈的效果，我觉得还是要感谢参与这次联动活动的玩家，也感谢他们对我们这次活动中不足之处的包容。
Secondly, for the success of breaking through barriers in this collaboration, I believe we owe it to the players who participated in this event. We are grateful for their acceptance of the shortcomings in this collaborative activity.

关于这次联动，我们原意是给玩家提供一个平台和机会，希望玩家们能够一起快乐的交流。
Regarding this collaboration, our original intention was to provide a platform and an opportunity for players to enjoy interactive communication together.

但玩家们真心给力，带来了意外的欢乐氛围，超出我们所有人的意料，甚至一度玩起了cosplay，把原本只是普普通通的线下联动活动，玩成了小型漫展现场，还诞生了好多的梗，创作了很多二创内容，我们每天也因此乐在其中。
However, the players went above and beyond, bringing unexpected joy and creating a lively atmosphere. It exceeded everyone's expectations and even led to cosplay and turned the ordinary offline collaboration event into a mini comic exhibition. Many memes and creative content were born, and we have been enjoying every moment of it.

**GGAC：GGAC不仅是一个美术概念大赛，也是一个CG艺术创作分享平台，请问您在www.ggac.com冲浪的时候，有没有特别喜欢的作者和作品？会更希望什么样的G友加入您的团队？
GGAC is not only an art concept competition but also a platform for sharing CG art creations. When you surf on www.ggac.com, are there any particular authors or works that you especially like? What kind of GGAC friends would you prefer to join your team?**

石头•Crab：逛G站的时候，主要看二次元标签的图比较多，哈哈哈，主要是想看看有没有新的高手诞生。 "Shitou•Crab: When browsing on GGAC, I tend to look at the artworks with the "two-dimensional" tag more often. Hahaha, mainly to see if there are any new talents emerging."

不过相比G站，其实我更加喜欢GGAC的公众号，发布的内容都很有营养，前几天正好看到了波兰概念艺术家Greg Rutkowski相关的文章，被他的草图震撼到了，我想这就是追求极致吧。
However, compared to the GGAC website, I actually prefer GGAC's official account. The content they publish is very informative. A few days ago, I happened to come across an article about the Polish concept artist Greg Rutkowski, and his sketches were truly stunning. I think that's the pursuit of perfection.

“极致”这个东西如梦似幻，永远也抓不到，但却是每个优秀设计师和艺术家的至高追求，我也希望能够发现更多追求极致的宝藏设计师和艺术家出现在G站中。
The concept of "perfection" is elusive, like a dream, and it can never be fully grasped. However, it is the ultimate pursuit of every outstanding designer and artist. I also hope to discover more treasure designers and artists who strive for perfection on GGAC.

**GGAC：了解到您早些年，经常活跃在各大动画论坛，也出了很多优质的教程，可见您对动画十分热爱！您当初是为什么选择了动画这条道路，初心是什么？现在依然如此吗？
We learned that in earlier years, you were often active on major animation forums and created many high-quality tutorials. It's evident that you have a strong passion for animation! What led you to choose the path of animation initially, and what was your original intention? Is it still the same now?**

石头•Crab：我天生好动……学过一些打术，跆拳道黑带一段，后来又练了八极拳。再后来没管住自己，跑去学起了街舞。虽然荒废了打术，但是得益于这些学习经历，在运动规律和动态效果方面的学习和理解，会进展的比较快。
Shitou•Crab: I have always been an active person... I learned some martial arts, obtained a black belt in Taekwondo, and later practiced Baguazhang. Then I couldn't contain myself and started learning street dance. Although I neglected my martial arts training, these learning experiences allowed me to progress quickly in understanding movement patterns and dynamic effects.

在大学时期，思考过三个问题：我会做什么？我擅长做什么？我想做什么？这三个问题只有唯一一个答案，那就是--动画。
During my college years, I pondered three questions: What can I do? What am I good at? What do I want to do? These three questions had only one answer: animation.

工作之后，我又给自己定了三个阶段性目标：
1. 做动画，养家糊口。
2. 做动画，成为中国最优秀的游戏动画师之一。
3. 做动画，成为一名优秀的游戏开发者，为有追求的产品奉献自己的本事。
After entering the workforce, I set three phased goals for myself:
1. Do animation to make a living.
2. Do animation and become one of the best game animators in China.
3. Do animation and become an excellent game developer, contributing my skills to ambitious projects.

目前还在第三阶段摸爬滚打，要学习的东西还有太多太多。之所以“成为优秀开发者”的这个目标放在“成为优秀动画师”之后，是因为我觉得做优质产品，才是我作为游戏动画师，能够去面向更加广阔世界的途径。
I am currently still in the third phase, struggling and learning countless things. The reason why the goal of "becoming an excellent developer" comes after "becoming an excellent animator" is that I believe creating high-quality products is the path for me as a game animator to reach a broader world.

之前我一直混迹在动画设计师圈子里，只有同行和好友在互相学习和交流。虽然很快乐但也不免有些孤芳自赏、圈地自萌的感觉。
Previously, I mainly interacted within the circle of animation designers, learning and exchanging ideas with peers and friends. Although it was enjoyable, there was a sense of being isolated and self-indulgent within that circle.

现在我把设计放在产品中，不但没有停止与同行和好友的学习和交流，还可以面向不计其数的玩家。通过市场和玩家的反馈，从更多的视角来认识和提升自己的设计。
Now I integrate design into products. Not only do I continue to learn and exchange ideas with peers and friends, but I also have the opportunity to reach countless players. Through market feedback and player responses, I can understand and improve my design from different perspectives.

当然产品的形式是多样的，比如一幅画、一本画集、一个短片，都可以是产品，每个人可以选择适合自己的方式来经营，只不过我选择了游戏而已。
Of course, products can take various forms, such as a painting, an art book, or a short film. Each person can choose the suitable way to manage their own creations. I simply chose games.

**GGAC：对于刚入职场的新人，有些什么建议？
What advice do you have for newcomers who have just entered the workforce?**

石头•Crab：对于刚刚接触动画的新人，可能还没到迷茫期，所以我能说的只有一个：什么都不要想，努力提高自己的动画水准。
Shitou•Crab: For newcomers who have just started in animation and may not have entered the period of confusion yet, I can only offer one piece of advice: Don't overthink and focus on improving your animation skills.

进入迷茫期之后，可以小窗我，我会帮大家针对具体的问题，通过自己有限的见识和理解提出建议，我就潜水在各个动画师的聊天群里。
Once you enter the phase of confusion, you can reach out to me privately. I will try to provide advice based on my limited knowledge and understanding of specific issues. I lurk in various animation artists' chat groups.

**GGAC：近期有什么新的计划或目标吗？
Do you have any new plans or goals for the near future?**

石头•Crab：我想把《原神》做得更好，并持续提升自己的眼界和知识储备，同时也要持续为未来的产品做技术和经验沉淀。
Shitou•Crab: My goal is to make *Genshin Impact* even better and continue to broaden my horizons and expand my knowledge. I also aim to accumulate technical expertise and experiences for future projects.

**GGAC：经过第三届GGAC大赛的评审工作，整体来说，您的感受如何？印象最深刻的作品是哪一件？
How do you feel about the judging work for the third GGAC competition overall? Which piece left the deepest impression on you?**

石头•Crab：即使现在让我不看网站直接回想里面的作品，大多数动画作品的内容我都还记得，所以我想说每一件作品我都印象深刻。
Shitou•Crab: Even if I don't look at the website now and just recall the works in my mind, I remember the content of most of the animation pieces, so I would say that I'm deeply impressed by every single one.

坚韧是七美德之一，代表着勇气、胆量和坚持，完成一个动画作品工作量非常大，需要很大的毅力。上一届报名的选手非常多，而真正坚持不懈将作品呈现在大家面前的，却是百里挑一。所以在这里，向突破了重重困难，完成一部完整参赛作品的每一位选手，表示由衷的敬意。也希望每一位参赛选手都能坚持到底，勇敢的展现自己。
Perseverance is one of the seven virtues, representing courage, bravery, and persistence. Creating an animated work requires a tremendous amount of effort and demands great perseverance. There were a significant number of participants in the previous edition, but only a few managed to persevere and present their works to everyone. Therefore, I sincerely admire and respect each participant who overcame numerous obstacles and completed a full entry. I also hope that every participant in the competition can stay committed, bravely showcasing themselves until the end.

**GGAC：第四届GGAC您连任ANI评委，在作品的评判标准上有什么新的要求吗？对本届选手有些什么新的建议？
In the fourth year of GGAC, you are serving as an ANI judge again. Do you have any new requirements for judging the works? What advice do you have for this year's participants?**

石头•Crab：从设计层面来讲，没有新的要求。依然是：扎实的基本功、明快的节奏感、充斥着张力的pose、亮眼的创意和设计、大胆的新尝试、天马行空令人意想不到的脑洞。
Shitou•Crab: From a design perspective, there are no new requirements. The same principles still apply: solid foundational skills, a sense of dynamic rhythm, poses filled with tension, eye-catching creativity and design, bold new attempts, and unexpected imaginative ideas.

这些我的内心标准虽然跟去年没有任何变化，但是这些对于设计师来说已经是非常高的挑战，期待各位大佬的参赛作品！
Although these internal standards of mine haven't changed from last year, they already pose a significant challenge for designers. I look forward to seeing the competition entries from all the talented individuals!

## Notes

1. ↑ The shot is from the miHoYo 2021 Autumn Recruitment Trailer.
2. ↑ 否认三连 *Fǒu rèn sān lián*, "deny the triple" is often used to indicate that someone does not want to engage in the typical three actions of liking, commenting, and sharing a post.
3. ↑ In the English localization of *Genshin Impact*, Anthony says: "Because of Anna, my sister. You may have met her during the day. She's suffering from a rare disease, so she often comes here to make wishes. Why does it have to be her... She's such a kind and gentle kid... Why must it be her and not me... These coins somewhat make up for the medicine she needs, but I also work hard at my job, of course... If the Archons are watching... I'm sure they will forgive my actions..."
4. ↑ 二刺螈 *Èr cì yuán*, "two-piece salamander" is a homonym of 二次元 *Èr cìyuán*, "two-dimensional" (ACG).