Employee Handbook: Chapter 4

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引言：前几天，网上有流传出米哈游员工手册的高糊截图，因为对内容实在感兴趣，我就保存了下来。最近两天顶着接近马赛克的画质读完可读的部分，几乎泪流满面，对其中的内容深感触动。由于其中的文字内容实在过于模糊，以至于OCR都难以识别，于是决定将其中的内容手打转换为文本，打算长久保存用以激励自己。
Introduction: A few days ago, there were circulating low-quality screenshots of the miHoYo employee handbook online. Because I was interested in the content, I saved them. Over the past two days, despite the nearly mosaic-like image quality, I managed to read the readable parts and tears filled my eyes. I was deeply moved by the content. Since the text was extremely blurry, to the point where OCR (Optical Character Recognition) couldn't recognize it, I decided to manually transcribe the content into text, intending to save it for long-term inspiration.

## 04 Now, Let's Talk About "Tech Otakus Save the World"

“技术宅拯救世界”，这是我们公司的使命，也是我们的口号。或许你会觉得它只是在宣告一种我们的态度和模糊的方向。但其实，技术宅拯救世界，也是一个非常明确的RoadMap，一个关于miHoYo最终愿景的，Big Picture。
"Tech Otakus Save the World" is not only our company's mission but also our slogan. You might think it's just stating our attitude and a vague direction. However, "Tech Otakus Save the World" is actually a very clear roadmap, a big picture of miHoYo's ultimate vision.

### 4.1 There Is A Place Called "Honkai Online"

在miHoYo有一个流传已久的都市传说，就是崩坏神域。或许有时候你会在公司听人提起，"woc， 那不就是崩坏神域了吗！ ？”或者“实在不行我们这个项目名字，就叫崩坏神域了吧233……”之类的。
In miHoYo, there is a long-standing urban legend called *Honkai Online*. Sometimes you may hear people mentioning it in the company, saying things like, "Wow, isn't that just like the *Honkai Online*?!" or "If our project name doesn't work, let's just call it *Honkai Online*, haha...".

崩坏神域，这个类似SAO或者The Matrix的东西，好像说起来大家都知道，但又从来没见有一个严谨的定义，它存在于每个人的脑中，但好像又不尽相同。
*Honkai Online*, this thing similar to *Sword Art Online* or *The Matrix*, seems to be something that everyone knows but has never seen a precise definition of. It exists in each person's mind, yet it seems different for everyone.

没错，从概念上来说，崩坏神域就代表着一个像SAO一样，或者The Matrix一样的沉浸世界。请注意，我刻意越开了使用“虚拟”这个词，而用了“沉浸”。因为在我看来，到了那个时候，所谓“真实”的定义会变得模糊。崩坏神域真正能达成的一个重要标准就是，让人难以分清：我肉身所在的世界，和我意识沉浸的那个世界，究竟哪个才更像是我想要生活的，或者两个都是。所以，探讨虚拟与真实根本不重要。重要的是，确实有能力构建出这样的一个世界，它的沉浸感能堪比我们肉身所在的这个世界。
Yes, conceptually, *Honkai Online* represents an immersive world like *Sword Art Online* or *The Matrix*. Please note that I deliberately avoided using the term "virtual" and instead used "immersive." Because in my opinion, at that point, the definition of "reality" will become blurred. An important criterion that *Honkai Online* can truly achieve is making it difficult for people to distinguish which world, the physical world or the world where their consciousness is immersed, is more like the one they want to live in, or perhaps both. Therefore, debating the virtual and the real is fundamentally unimportant. What matters is that there is indeed the ability to construct such a world whose immersive experience can rival the world we physically inhabit.

同样，我也不打算在这里具体描述这个世界长啥样。一方面它离我很远，我讲不清。就算讲了，也不会是他被实现出来的样子。另一方面，我坚信，一千个人心中有一千个哈姆雷特。而这个崩坏神域也应该不止一个，这正是虚拟世界堪比现实的优势：可以不受现实物理的制约，更好的满足不同人的需求。也许你们是同一种追求的人群，你们就可以住在一个很适合你们的想象的世界里，而与你们需求有明显矛盾分歧的另一群人，住在另一个世界里就好了。
Similarly, I don't intend to describe in detail what this world looks like here. On one hand, it is far from me, and I cannot explain it clearly. Even if I do, it won't be exactly how it will be realized. On the other hand, I firmly believe that there are as many Hamlets as there are individuals. And there should be more than one *Honkai Online*, which is precisely the advantage of a virtual world comparable to reality: it can be free from the constraints of physical reality and better meet the diverse needs of different people. Perhaps you belong to a group of people with similar pursuits, and you can reside in a world that suits your imagination. Meanwhile, another group of people with conflicting and divergent needs can live in another world.

如果一定要给一个明确定义的话，我认为，崩坏神域的意思就是，一个沉浸感堪比现实，并且让人(或特定的某一群人)愿意生活其中的世界。崩坏神域可能是多个不同的世界。而miHoYo的终极愿景就是：把它造出来。
If we must give a definite definition, I believe that the meaning of *Honkai Online* is a world that offers an immersive experience comparable to reality and makes people (or a specific group of people) willing to live in it. *Honkai Online* may consist of multiple different worlds. And miHoYo's ultimate vision is to create such a world.

或许有的人会说，那miHoYo的终极愿景不是会混淆现实吗？技术是中立的，怎么使用技术服务于人类应该是独立技术本身的一个问题。 而在我们还距离崩坏神域诞生不知道几十年的今天，我更关注如何缩短这个技术上的差距。
Some may argue that miHoYo's ultimate vision would blur the line between reality and virtuality. Technology itself is neutral, and how to use technology to serve humanity is an independent issue of the technology itself. However, as we are still decades away from the birth of *Honkai Online*, I am more concerned about how to narrow the technological gap.

另外，如果畅想一下的话。我可能会想。崩坏神域和支持它诞生的技术。其实是通往人类对美好生活追求的重要阶梯。因为现实世界，或者更具体一点，我们这个地球的资源毕竟是有限的，但人的需求是无限的。 举一个俗一点例子，每个人都想住海景大别墅，但这个地球上有60亿人，绝对无法实现。不过，在与现实感知完全无差别的虚拟世界中，这就是完全有可能的事情。所以，崩坏神域可以解决我们资源紧缺的问题，可以解决生老病死的苦痛，可以解决星际迷航的无聊，可以解决很多在地球上就是无解的问题。
Furthermore, if we indulge in speculation, I might think that *Honkai Online* and the technology supporting its creation are actually important steps towards humanity's pursuit of a better life. After all, the resources of the real world, or more specifically, our Earth, are finite, while human needs are infinite. To give a commonplace example, everyone wants to live in a seaside villa, but with 6 billion people on this Earth, it is simply impossible. However, in a virtual world that is indistinguishable from real perception, it becomes entirely feasible. Therefore, *Honkai Online* can solve our problems of resource scarcity, alleviate the suffering of aging and illness, address the boredom of interstellar travel, and provide solutions to many problems that are unsolvable on Earth.

人类造出火箭，挣脱出第二宇宙速度，飞向太空，同样，在我看来。人类还有一条出路，就是内生发展，去自己的意识之中挖掘出一片像宇宙一样广阔的空间。
Just as humans have built rockets to break free from Earth's gravity and venture into outer space, in my view, there is another way for humanity: internal development, exploring a vast space within our own consciousness, akin to the universe.

SpaceX向外走，miHoYo向内走。
SpaceX ventures outward, miHoYo ventures inward.

都是未来。
Both are the future.

### 4.2 There is a Power Called Manifestation of Imagination

接下来，我们来说说怎么能够把这个崩坏神域真正造出来。我的答案是，我们需要一个能力，叫做空想具象化。换一种不这么中二的说法就是，我们需要一个足够高效的内容创造工具。高效到我脑子里想想，基于一种交互式的创造体验，我脑海中想象的东西就可以在虚拟世界中被生成出来。
Next, let's talk about how we can truly create *Honkai Online*. My answer is that we need a capability called "manifestation of imagination." In less cheesy terms, we need an efficient content creation tool. Efficient to the extent that when I think of something in my mind, based on an interactive creative experience, it can be generated in the virtual world.

我们常说，任何数字娱乐体验的升级，都依赖在技术进步的基础上。30年前，任天堂做一个超级玛丽，需要5个人，而现在，基于现代的PC架构、GPU架构、游戏引擎和开发工具，只要1个人就能完成当年的工作。但是，现在我们要造一个GTA这样的开放世界，需要上千号人，开发数年，也就造出一个100平方公里，且细节和自由度远小于现实世界的虚拟世界。所以，我们要造出一个细节度和大小堪比现实世界的虚拟世界，必须要把现有的内容生产力提升几个数量级。
We often say that the advancement of any digital entertainment experience relies on technological progress. Thirty years ago, creating a game like *Super Mario* required a team of five people. But now, with modern PC architecture, GPU architecture, game engines, and development tools, it can be done by just one person. However, if we want to create an open world like *Grand Theft Auto*, it requires thousands of people and several years of development to create a virtual world of 100 square kilometers, with details and freedom far less than the real world. Therefore, to create a virtual world that matches the level of detail and size of the real world, we must increase the existing content production capacity by several orders of magnitude.

同样，20年前，当我们还用着功能手机的时候，也无法想象一个Up主，Youtuber， 自己一个人基于PC，甚至基于手机。就可以做出如此丰富的视频内容。
Similarly, twenty years ago, when we were still using feature phones, we couldn't imagine that a content creator, a YouTuber, could produce such rich video content on their own, based on a PC or even a smartphone.

所以，如果我来定义这个所谓“空想具象化”的技术标准的话，我会设想，任何一个创作者，Ta 可能是一个有画面想象能力的人，可能是一个编故事的人，可能是一个建筑师等等，只要能在自己脑中大概想清楚想要创造的这个东西是啥样，“空想具象化”系统就会一步一步与之互动，帮他们逐渐理清脑中想象的概念，在短时间内就可以创造出一个堪比现实细节程度的物件。这可能是一个杯子，一座大楼，一只恐龙。只要你能想的清，能跟系统进行有效交互，系统就可以帮你快速创建出足够细节程度的虚拟物件。系统还会提醒创作者把之前脑海中没想清楚的细节想清楚，或自动帮创作者补完。
So, if I were to define the technical standard of this so-called "manifestation of imagination," I would envision that any creator, whether they have visual imagination, storytelling skills, architectural abilities, or any other creative talent, as long as they can roughly visualize the thing they want to create in their mind, the "manifestation of imagination" system would interact with them step by step, helping them gradually clarify the concept they imagine in their mind, and in a short period, create an object with a level of detail comparable to reality. It could be a cup, a building, or a dinosaur. As long as you can envision it clearly and interact effectively with the system, the system can quickly create a virtual object with sufficient detail. The system will also remind the creator to clarify any details they haven't thought through in their mind or automatically assist in completing them.

做个杯子还要建模、画贴图、分UV，烘法线。那都是历史书里才有的东西了，就像我们的祖先要钻术取火一样。足够智能的辅助创作系统，拥有巨大的知识库和逻辑能力，总之人只需要做创作的事情，任何的体力活，机器都可以代劳了，甚至部分创作工作，如果你懒得做，都可以“外包”给机器去做，比如“这里帮我挑一张梵高的画装饰一下就好了” 。
Creating a cup used to involve modeling, texturing, UV mapping, and baking normal maps. Those are things found only in history books now, just like how our ancestors had to use fire drills to start a fire. With an intelligent and assistive creation system that possesses a vast knowledge base and logical capabilities, humans only need to focus on the creative aspects. Any physical tasks can be handled by machines, and even some creative work can be "outsourced" to machines if you're too lazy to do it, like saying, "Help me choose a Van Gogh painting to decorate this area."

看到这里，你或许会想，这还是空想嘛。不尽然，其实，我们现在正在做的很多事情，虽然距离刚才描述的科幻场景还很远，但已经在路上了。
At this point, you may think that this is still mere imagination. However, in reality, many things we are currently doing, although far from the sci-fi scenarios described earlier, are already in progress.

我们在尝试自动建模、自动绑定、自动生成动作，让游戏设计师只需要配置十分高层的逻辑状态，而不必关心如何生成那些各种情况下的动作细节。我们在尝试一笔刷出一个热带雨林区域，而不用在意每一根草怎么种，每一棵树长什么形态。我们在尝试让配音的声线可以随意转换为萝莉、御姐或大叔，并完美保留语速语气和感情色彩等。
We are experimenting with automatic modeling, automatic rigging, and automatic animation generation, allowing game designers to focus on high-level logic states without worrying about the detailed animations for various situations. We are attempting to paint entire tropical rainforest regions with a single stroke, without concerning ourselves with how each blade of grass should be placed or how each tree should look. We are striving to transform voice actors' voices into various styles, such as loli, onee-san, or middle-aged man, while perfectly preserving speech rate, tone, and emotional nuances.

我们在努力逐步构建出一个足够智能、高效的辅助设计系统。一个在游戏引擎上层，可以帮助创作者足够高效创作出内容的工具平台。
We are gradually building an intelligent and efficient assistive design system, a platform that empowers creators to efficiently produce content on top of game engines.

这就是空想具现化系统，构建出崩坏神域的必备技术。
This is the manifestation of imagination system, an essential technology for constructing *Honkai Online*.

### 4.3 Because of Business, These Are Not Empty Talk

看到这里，你或许会想，这个愿景貌似不错，但是miHoYo现在的技术还差距甚大，我们眼下还是要先好好做产品嘛，愿景终归还是愿景。
At this point, you may think that this vision seems promising, but miHoYo's current technology still has a long way to go. We should focus on creating good products for now, as the vision remains just a vision.

其实，并不是，开篇我写到，这也是我们的RoadMap。
Actually, that's not the case. As I mentioned at the beginning, this is our roadmap.

我们现在所处的世界，已经有公司造出了很大的开放世界游戏，也有了相对成熟的Procedure Creation的技术，并且很多人都有着对于崩坏神域这样产品的憧憬。那么我们要如何能把技术发展到空想具象化系统的程度呢。靠卖情怀吗？靠融资吗？
In the world we currently live in, there are already companies that have created large-scale open-world games and have relatively mature procedural creation technologies. Many people also have aspirations for products like *Honkai Online*. So, how can we advance our technology to the level of an imagination manifestation system? Do we rely on nostalgia? Do we rely on funding?

答案是，依赖于“商业的支持，进行数十年不断的技术迭代。”
The answer lies in "the support of business and decades of continuous technological iterations."

我们在崩3阶段第一次做了3D游戏，做了假的开放世界；我们在原神阶段做了第一个真正的开放世界游戏；下一代作品，我们会努力尝试赶上GTAV的世界；然后一代代产品，不断迭代。不断向着一个更大、更多细节、更多自由度的世界去发展。这是我们的产品迭代线。
During the *Honkai Impact 3rd* phase, we developed our first 3D game and created a simulated open-world. In the *Genshin Impact* phase, we delivered the first true open-world game. In the next generation of our projects, we will strive to catch up with the world of *Grand Theft Auto V*. And with each successive generation of products, we will continue to iterate, moving towards a larger world with more details and greater freedom. This is our product iteration trajectory.

为了做出这一代代的产品，我们必须要不断的提升内容生产力，提升我们公司的创作效率，提升辅助创作工具的智能化。这是我们的重要技术路线。
To create these successive generations of products, we must constantly improve our content creation capabilities, enhance our company's creative efficiency, and advance the intelligence of our assistive creation tools. This is our important technological roadmap.

而技术研究进步是需要投入巨大成本的，少说也要成百上千个小目标，这巨大的资金支持，就来自于我们每一代游戏产品所创造出的收入。
And technological research and advancement require significant investment. At the very least, it involves hundreds or even thousands of small objectives. This enormous financial support comes from the revenue generated by each generation of our game products.

游戏或其他形态产品的开发需要我们技术的提升，技术研发需要海量资金和人力投入，游戏创造的商业收入是我们技术研发的重要资金支撑。
The development of games or other forms of products relies on the improvement of our technology. Technological research and development require massive financial and manpower investments, and the commercial income generated by game creation serves as crucial financial support for our technological advancements.

你或许会问，那融资不也可以有钱吗？确实可以，甚至可能某些时候也会需要，但这都有着相应的代价，甚至可能会稀释我们的理想，左右我们对梦想追求的路线。
You may wonder, couldn't we simply rely on funding? Indeed, funding can provide financial resources, and there may be times when it is necessary. However, this approach comes with its own costs and may even dilute our ideals, influencing the path we take in pursuing our dreams.

除了提供资金，基于我们自身商业的迭代，还可以保证我们每一步 都在用户需要的基础上前进。不至于做出一个大家不喜欢的崩坏神域，不至于跑偏方向。因为用户会用屁股，用手里的钱投票。
In addition to providing funding, our iterative business approach ensures that every step we take is based on user needs. This prevents us from creating *Honkai Online* that people dislike or deviating from the right direction. Users have the power to vote with their wallets and their preferences.

另外，我直认为，商业是推动人类进步发展的重要动力之一，在一个形成了正向商业循环的模式下，我们不靠讲情怀，就可以逐渐吸引到更多的人才、资本，因为能赚钱，就意味着靠谱，有利益驱动，就会有更多优秀的资源加入。
Furthermore, I firmly believe that business is one of the important driving forces behind human progress and development. In a model that forms a positive commercial cycle, we can gradually attract more talents and capital without relying solely on nostalgia. Making money implies credibility, and when there are profit-driven interests, more excellent resources will join us.

毕竟，情怀讲不了一辈子，甚至只能讲一次， 但只要有商业利益在，这个事业就可以持续进行下去。
After all, nostalgia can only go so far, and it may only be effective once. However, as long as there is a commercial interest, the enterprise can continue to thrive.

直到——
Until--

我们已经逐渐接近空想具象化系统的那一天。
We are gradually approaching the day of the manifestation of our imagination.

我们会发现，此刻，我们已经在有些方面达到了空想具象的水平。比如，所有世界里角色的动作都可以自主完成，且像真人一样自然。但是，仍旧有很多细节的点需要突破，比如还不知道怎么让NPC说话也像真人一样自然，毕竟人类科技树，就是越发展，叶子节点越多，越难突破。所有这些事情，恐怕靠miHoYo一己之力也难以完成。但一个部分空想具象化的系统，已经给我们了一个支点，这个时候，我们要撬动整个人类智慧的力量，用这个支点来点燃整个行业，让所有有才能的人加入进来，一起推动产业发展，一起突破技术节点，一起分享商业利益，让我们更快的接近，崩坏神域的终极体验。
We will discover that, at this moment, we have already reached the level of imagination in some aspects. For example, all character animations in the game can be autonomously performed and appear natural, just like real humans. However, there are still many details that need to be overcome. For instance, we still don't know how to make NPCs speak naturally like real humans. After all, the human technology tree becomes more complex as it develops, making it increasingly difficult to make breakthroughs. It is unlikely that miHoYo can accomplish all these tasks single-handedly. However, a partially manifested system has provided us with a fulcrum. At this point, we need to leverage the power of human wisdom, use this fulcrum to ignite the entire industry, and encourage talented individuals to join us. Together, we can drive the development of the industry, break through technological barriers, and share the benefits of our commercial success. This will bring us closer to the ultimate experience of *Honkai Online*.

这就是，技术宅拯救世界的路线图，是miHoYo的使命。
This is the roadmap for the tech otakus to save the world, and it is miHoYo's mission.

### 4.4 Regarding Questions about Neural Interface

在这一章的最后，说明一个问题。
In the final part of this chapter, let me address a question.

你或许会问，好像我们只讲了关于创造世界内容相关的东西，那具体是个什么体验？ VR？戴眼镜？头号玩家？还是索性，The Matrix那样脑后插管？
You may wonder, it seems like we have only discussed things related to creating world content, but what is the actual experience like? Is it VR? Wearing glasses? *Ready Player One*? Or perhaps, like in *The Matrix*, with a neural interface plugged into the back of our heads?

我的答案是，这不是miHoYo路线图里关心的问题。其实要最终实现崩坏神域的体验，除了插管这种事情，还有很多问题，比如“一个无限多细节的世界，要怎么被渲染出来？”等等。
My answer is that this is not a concern in miHoYo's roadmap. In order to ultimately achieve the experience of *Honkai Online*, apart from the issue of neural interfaces, there are many other challenges to address, such as "how can a world with infinite details be rendered?" and so on.

就像我们要实现可以随时随地通过视频和世界上的任何一个人面对面聊天。这需要手机硬件制造技术。芯片技术通信技术、软件技术各方面配合发展。
Just like how we aim to achieve the ability to have face-to-face conversations with anyone in the world through video at any time and place, it requires advancements in mobile hardware manufacturing technology, chip technology, communication technology, software technology, and various other aspects working together.

对于崩坏神域来说，插管，还是其他的接入方式。这被我当做是一个输入输出没备的问题，它应该由Neural Link这样的公司来解决。同样渲染问题，需要GPU制造商，图形渲染引擎开发商来解决。而miHoYo在整个事情里，要贡献的能力是，怎么把一个海量内容的世界给造出来，提供这么一个技术。
For *Honkai Online*, whether it's a neural interface or other means of access, I consider it as an input-output device issue, which should be addressed by companies like Neural Link. Similarly, rendering challenges should be tackled by GPU manufacturers and graphics rendering engine developers. In the entire equation, miHoYo's contribution lies in how to create a massive content world and provide such a technology.

当然，假设我们在很多年后真的有足够多资源，技术也了得，且其他部分技术的落后成为了阻碍崩坏神域实现的障碍，那或许我们也会去尝试解决那些问题。
Of course, assuming that in many years from now we do have abundant resources and highly advanced technology, and other technological limitations become obstacles to realizing *Honkai Online*, then perhaps we would attempt to solve those problems as well.

不过眼前，我们就专注在如何高效创造内容这件事情上，这件事已经大到不知要多少年去实现了。
However, for now, our focus is on the efficient creation of content, a task that is already so immense that it may take many years to accomplish.