Global Game Art Contest July 2020

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## Renowned Brick-Moving Animator & Straightforward Comrade

**GGAC：请老师先跟大家打个招呼吧φ(゜▽゜\*)♪
Please greet everyone, Teacher!**

石头•Crab：大家好，我是石头•Crab。一个在游戏行业摸爬滚打近10年，却没有办法强迫自己说油腻假话的耿直老铁；一个希望做出直击灵魂、轻松幽默课程的非主流讲师；一个希望能为国内游戏动画行业从业者们做一些事情的搬砖动画师和游戏开发者。感谢GGAC的邀请，很开心能有这样的机会与大家交流。
Shitou•Crab: Hello, everyone. I am Shitou•Crab. I have been working in the gaming industry for nearly 10 years, but I can't force myself to say slick words. I am an honest guy. I aspire to create courses that directly touch the soul and bring light-hearted humor. I am a non-mainstream lecturer. I also work as an animator and game developer, hoping to contribute something to the game animation industry in China. I'm grateful for GGAC's invitation and I'm thrilled to have this opportunity to communicate with all of you.

## From *Honkai* to *Genshin Impact*

**GGAC：《崩坏3》是我们大家都很熟悉和喜爱的游戏了，作为国内3D动作手游的佼佼者，能够从众多竞品中脱颖而出的核心元素是什么？
*Honkai Impact 3rd* is a game that we are all familiar with and love. As a leading domestic 3D action mobile game, what are the core elements that have allowed it to stand out among many competitors?**

石头•Crab：首先我们认清了ACT游戏的关键要素，ACT游戏考验的是玩家的反应和操作，所以在项目一开始，《崩坏3》就找准了核心玩法。
Shitou•Crab: First of all, we identified the key elements of an action game. Action games test the player's reactions and skills, so from the very beginning of the project, *Honkai Impact 3rd* focused on the core gameplay.

我们的程序大佬和策划大佬做出了精准的闪避功能，以及触发闪避所获取的相应奖励机制；在常规的攻击连段之外，还有通过长按或者通过按键时间间隔来触发的分支攻击，不同的角色分支攻击的形式和作用各有不同，并且首创了战局内更换角色进行的QTE连携技能，这也得益于优秀的战斗策划和动画设计师。
Our programming and design experts implemented precise dodge mechanics and a reward system for successful dodges. In addition to regular attack combos, there are branch attacks triggered by long presses or specific timing of button presses. Each character has different forms and effects for these branch attacks. We also introduced the Quick Time Event (QTE) cooperative skills that allow players to switch characters during battles, thanks to the excellent combat design and animation designers.

在当年，市面上的3D动作手机游戏非常的少。对我们来说，如何理解及消化主机上优秀的动作游戏体验，并且想办法将这种爽快的体验感呈现在手机上是我们最需要克服的问题。
At that time, there were very few 3D action mobile games on the market. For us, the challenge was to understand and adapt the excellent action game experience from consoles and find a way to deliver that exhilarating experience on mobile devices.

不仅如此，故事、原画、模型、特效等等各方面都克服了无数困难，团队都尽可能追求并都做到了国内一线水准，最终完成这款游戏的制作。
Not only that, we overcame numerous difficulties in storytelling, original artwork, character models, special effects, and other aspects. The team strived to achieve top-tier standards in all areas, ultimately completing the production of this game.

说白了，追求极致是团队的理念，我们想要让玩家在手机上也能玩到接近主机游戏的高品质动作游戏，所以《崩坏3》是认真的在手机上为玩家做出ACT游戏那种酣畅、爽快的感觉。
To put it simply, the pursuit of excellence is the team's philosophy. We wanted to bring high-quality action game experiences close to console games to mobile players. Therefore, *Honkai Impact 3rd* is a sincere effort to deliver the thrilling and satisfying feeling of action games on mobile devices.

**GGAC：《崩坏3》是应该是很重打击感设计的一款游戏，可以说，动作是这款游戏的灵魂。做到这么高的水准，当时经历过哪些困难？最大的痛点是什么？最后是怎样解决的？有些什么感受可以分享给我们吗？
*Honkai Impact 3rd* is undoubtedly a game designed with impactful combat. It can be said that action is the soul of this game. Achieving such a high level, what difficulties did you face? What were the major challenges? How did you overcome them? Can you share your experiences with us?**

石头•Crab：之前也说过，我们一直致力于为手机玩家带来主机游戏体验，所以最难的莫过于如何将主机上12个按键+2组摇杆的复杂操作简化，在手机的小小屏幕上也能做出不亚于主机的华丽操作，这非常艰难。
Shitou•Crab: As I mentioned earlier, we have always been committed to bringing console gaming experiences to mobile players. So the most challenging part was simplifying the complex controls of consoles with 12 buttons and 2 joystick sets into something that can be achieved on the small screen of a mobile device, without compromising the impressive gameplay of console games. It was a very daunting task.

当然最终我们做到了，而且《崩坏3》还在不断提升水准上限。其中曲折，并不能三言两语便能说清，所以就总结成一句话吧：精诚所至，金石为开！
However, we managed to accomplish it in the end, and *Honkai Impact 3rd* continues to push the limits of quality. The journey was full of twists and turns, and it's not something that can be summarized in a few words. But if I were to summarize it in one sentence: With sincerity and dedication, we achieved the impossible!

## Unmentionable Matters??

**GGAC：最近在忙什么项目？
What projects have you been busy with recently?**

石头•Crab：目前在做的项目是《原神》，一款开放世界题材的多平台游戏，我在这款项目里的定位比较不可描述……我是动画师，是业务主将，是外包商务，是保姆，是导师，是打杂，是影片监制，是场务，是动捕导演。
Shitou•Crab: Currently, I'm working on "Genshin Impact," a multi-platform open-world game. My role in this project is quite unmentionable... I'm an animator, a key player in the business, a outsourcing coordinator, a caretaker, a mentor, a jack-of-all-trades, a film producer, a production assistant, and a motion capture director.

哈哈哈总之这里的每个人都这样，我会跟项目的动画师兄弟们讲，我们不是美工，我们是设计师，是开发者，要参与到每个环节里去，从而做出我们喜欢的游戏和设计。
Hahaha, well, everyone here is like that. I always tell my fellow animators on the project that we are not just artists; we are designers, developers who should participate in every aspect of the process in order to create the games and designs we love.

于是我要这样身先士卒，我们都自称动画背锅侠！
So, I have to lead by example. We all consider ourselves the scapegoats for animation!

## Game Animator: Dancing with Ankle Chains

**GGAC：何谓“好”动画的标准？制约动画创作的关键性因素有哪些？
What are the criteria for "good" animation? What are the key factors that constrain animation creation?**

石头•Crab：好动画要落地到创作和产品两方面来说。
Shitou•Crab: "Good" animation needs to be evaluated from both the creative and product perspectives.

对于创作而言，好动画是扎实的基本功，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。
In terms of creativity, good animation requires solid fundamentals, a clear sense of rhythm, poses filled with tension, eye-catching creativity and design, bold experimentation, and unexpected bursts of imagination.

对于产品而言，创作中的一切都是好动画的基础。在此之上，漂亮、扎实的绑定，承载了好动画；明确、精准的分段思维，善用了好动画；明快的手感参数和段落配置，升华了好动画。
From a product standpoint, everything in the creative process forms the foundation of good animation. On top of that, beautiful and solid rigging supports good animation; clear and precise segmental thinking utilizes good animation effectively; swift hand feel parameters and paragraph configuration elevate good animation.

我们在开发中都是带着脚镣起舞。但是在无数限制条件里，依然能做出让人赏心悦目的设计，给人爱不释手的体验，才是游戏美术设计师的最高级形态。
We are all dancing with ankle chains in our development process. However, being able to create visually appealing designs and provide an immersive experience within countless limitations is the highest level of achievement for game art designers.

## Starting High Unintentionally in the Industry

**GGAC：职业生涯里所参与的众多作品/项目中，让自己印象最深刻的是哪一个？为什么。
Among the numerous works/projects you have been involved in throughout your career, which one left the deepest impression on you? Why?**

石头•Crab：那应该是我开始从事研发的第一款项目，虽然它可能因为资金的问题没能面世，但是这是一款以主机品质为标准的产品，直接拉高了今后我对于个人以及产品的要求底线，说白了就是，把我的口味养刁了。
Shitou•Crab: That would be the first project I worked on in the development field. Although it never saw the light of day due to financial issues, it was a product that aimed for console-level quality. It raised the bar for my personal expectations and standards for future projects. In other words, it made my taste more discerning.

石头•Crab 老师的第一款项目
Teacher Shitou•Crab's first project
## To Excel in a Field, More Than Passion is Required

**GGAC：工作中面临过最大的困难/挑战是什么？是否想过转行？为何而坚持。
What has been the biggest difficulty/challenge you've faced in your work? Have you ever thought about switching careers? What keeps you determined?**

石头•Crab：要说低谷还是有的。职业生涯中的每个阶段都有不同的低谷，比如第一家公司倒闭了；比如裸辞之后没有合适的工作机会；比如第一次遇到设计瓶颈；比如第一次被网络喷子骂。
Shitou•Crab: There have been low points, to be honest. Every stage of my career has had different low points, such as when my first company went bankrupt, or when I quit without having suitable job opportunities, or when I encountered design bottlenecks for the first time, or when I faced online trolls' criticism.

转行还真的没想过，原因很简单，喜欢做这个。在我从业的这些年里的确看到不计其数的人从行业中离开，有去做生意的，有去做销售的。这些看起来与金钱直接挂钩的行业，被铺天盖地的吹捧，可能有些小伙伴就因此动摇了吧。但是几年后，他们中又至少有一半的人回到了游戏行业中来。
I haven't really considered switching careers. The reason is simple—I enjoy what I do. Throughout these years in the industry, I have indeed seen countless people leaving, some starting their own businesses, others going into sales. These industries, seemingly directly tied to money, are hyped up extensively, and perhaps some friends were shaken by it. But after a few years, at least half of them returned to the game industry.

说真的，绕了这么一大圈，这些年游戏美术行业风起云涌、变幻莫测、群雄并起，白白浪费这么多学习和自我提升的时间去做别的事情，亏大喽……
Honestly, after going around in circles, the game art industry has been booming, unpredictable, and filled with fierce competition in recent years. It's a waste of time and self-improvement to spend so much time on something else. It's a big loss...

每一个行业的水都很深，在每个领域能把深浅摸个大概明白，都至少要5年左右的时间，不是去了就能发大财的。要想把一行做好，需要的不只是热血，还有恒心和毅力。
Every industry has its own depths, and it takes at least about five years to have a general understanding of a particular field. It's not something you can excel at overnight. To excel in a field, it requires more than passion; it requires perseverance and determination.

著名作家Malcolm Gladwell曾经提到过一万小时定律，虽然成为某一领域的专家不一定要消耗准确的一万小时，亦或者不止一万小时，但是他的观点阐述了恒心和毅力的重要性。
Renowned author Malcolm Gladwell once mentioned the 10,000-hour rule. Although becoming an expert in a certain field doesn't necessarily require exactly 10,000 hours, or even more than that, his point emphasizes the importance of perseverance and determination.

步子迈大了容易扯着蛋，一步一个脚印把事情做好，提升自己的能力，机会和财富也自然会找上门来。
Taking big strides is easy to stumble, but by taking one step at a time and doing things well, improving one's abilities, opportunities and wealth will naturally come knocking on the door.

## The Zenith: Forever in the Future

**GGAC：跟读者分享一下，职业生涯的高光时刻吧~
Share with the readers a highlight moment in your career~**

石头•Crab：对于每个人来讲，高光时刻都是不一样的，或者说完成每一件不曾做到的事情，都是高光时刻。我的高光时刻可能是第一次找到工作，播出了第一期课，也可能是做了第一款上线产品。但是对于所有人来说，我们的至高点永远都在未来。
Shitou•Crab: For each individual, the highlight moments are different. It could be accomplishing something they've never done before, or achieving a mileShitou. My highlight moments could be finding my first job, airing the first episode of a course, or releasing the first published product. But for all of us, our ultimate zenith always lies in the future.

## Respect in the Journey of Growth

**GGAC：最初是在怎样的机缘之下，入行做动画？个人成长过程中，是否受到过某人/某部动画作品的影响/启发？是否有想要特别感谢的人？
How did you initially enter the field of animation? During your personal growth process, have you been influenced or inspired by someone or a particular animation work? Is there anyone you would like to give special thanks to?**

石头•Crab：其实大学的时候，报考的是影视动画，因为服从调剂才去了游戏学院，这算是命吧，老天爷让我干这个的。
Shitou•Crab: Actually, when I was in university, I applied for film and television animation. It was due to being reassigned that I ended up in the game college. I guess you could say it was fate, as if a higher power destined me to do this.

其实之前也画过原画，做过模型，写过flash代码，但还是更喜欢动画吧。在成长过程中影响过我的人太多了，有的是朋友，有的是老师，甚至有些人我们互相之间还不认识，但我都心存感激。
Before that, I had done original drawings, created models, and even wrote Flash code, but I still preferred animation. There have been so many people who have influenced me during my growth process, some were friends, some were teachers, and there were even some people whom I didn't personally know but still feel grateful towards.

很多人的作品、很多公司的产品中都有值得学习的内容。Respect！
There are many works of individuals and products of companies that contain valuable lessons to learn from. Respect!

## Observing, Playing, Thinking, Summarizing

**GGAC：对于自己的专业来说，平常会以哪些资料为参考？是否有增强动画师专业修养的练习方法，可以分享给大家？
In your profession, what reference materials do you usually use? Do you have any practice methods to enhance the professional cultivation of animators that you can share with everyone?**

石头•Crab：其实参考的形式多种多样，可以从游戏gameplay动画和cutscenes表演动画两个角度来讲，网络上关于这两种动画的优秀demo也非常多。对于动画师来说，多看、多玩、多思考、多总结，是成为优秀动画师的必经之路。
Shitou•Crab: In fact, there are various forms of references. From the perspectives of gameplay animation and cutscene performance animation, there are many excellent demos available online for both types of animation. For animators, the path to becoming an outstanding animator lies in observing, playing, thinking, and summarizing.

对于gameplay动画，韩国和欧美的大量游戏动画创作demo都非常具有参考价值。在这些现有的创作demo以外，我个人也更倾向于从游戏中寻找灵感，每一款游戏对于一个专业的游戏人来说，都是一篇成品的论文，包含但不限于动作美术设计、段落切分、硬直时间、实时镜头等等不计其数的实际应用参考，都值得我们去学习。
For gameplay animation, a lot of game animation demos from Korea, Europe, and America are highly valuable as references. In addition to these existing demos, personally, I prefer to find inspiration from games themselves. Each game, for a professional in the game industry, is like a completed thesis, containing numerous practical application references such as action art design, segmenting, hitstop timing, real-time camera, and many more. They are all worth learning from.

对于cutscenes表演动画，可以从大量的影视剧、动画片、游戏中学到各类分镜构图、运镜方式、情绪渲染等等方面的知识和技巧。
For cutscene performance animation, you can learn various aspects of knowledge and techniques such as shot composition, camera movement, emotional rendering, etc., from a wide range of movies, animations, and games.

很多从业者的确有多看，却忽略了玩；的确有多思考；却忽略了总结。游戏经过蛮长时间的沉淀，总结出了很多扎实的理论知识，也呈现出了无数的产品和视频资料，游戏行业也是靠着传承和拓展，才有了今天。
Many practitioners do focus on observing but neglect playing; they do think but neglect summarizing. Games have accumulated a wealth of theoretical knowledge and presented numerous products and video materials after a long period of development. The game industry has thrived through inheritance and expansion, leading to its present state.

动画师也是同样，需要在向众多先驱者学习的同时，沉淀属于自己的方法论，才能够熟练运用和创新。
Animators are no different; they need to learn from numerous pioneers while also developing their own methodologies to proficiently apply and innovate.

## Speaking From the Heart About GGAC

**GGAC：作为第三届GGAC大赛ANI组的评委，您会被怎样的作品所打动？您会更注重考察选手哪些方面的特质？
As a judge for the ANI category in the third GGAC competition, what kind of works would impress you? What aspects of the participants' qualities would you pay more attention to?**

石头•Crab：我可能比较偏重基本功、创意和表现力。首先基本功决定了动画创作看着是否“舒适”；创意和表现力决定了动画创作是否“亮眼”。既舒适又亮眼的创作，一定是能够打动观众的创作，一定会受到大家的青睐！
Shitou•Crab: I may emphasize on fundamentals, creativity, and expressive abilities. Firstly, fundamentals determine whether the animation creation appears "comfortable" to watch; creativity and expressive abilities determine whether the animation creation is "eye-catching." Works that are both comfortable and eye-catching are bound to touch the audience and receive everyone's favor!

**GGAC：ANI组是第三届大赛新增的大组，特等奖奖金18万元。对于ANI组的参赛选手，您有些什么建议或期待？
The ANI category is a newly added category in the third edition of the competition, with a grand prize of 180,000 yuan. Do you have any advice or expectations for the participants in the ANI category?**

石头•Crab：18万的奖金真的很有吸引力，GGAC 真的可以说是诚意满满，在国内的动画职业技能比赛中可以说是史无前例啦！另外我还是想跟各位小伙伴说句掏心窝子的话，比赛的意义不只是奖金，更在于同台竞技和交流。
Shitou•Crab: The 180,000 yuan prize is indeed very attractive, and GGAC can be said to be full of sincerity. It is unprecedented in domestic professional animation skills competitions! I also want to speak from the heart to all the participants. The significance of the competition is not just about the prize money but also about competing and exchanging ideas on the same stage.

大家通过同样的起点出发，在最终创作的作品中一较高下。通过这个过程可以更深刻的审视行业和自己，而平时我们很难有这样一个客观认识自己的过程。
Everyone starts from the same point and competes through their final works. Through this process, we can have a deeper understanding of the industry and ourselves, which is something we rarely experience in our daily lives.

比赛会给选手们创造大于18万奖金的实际价值，因为它能够让大家明确方向，更快地进步。奖金只是对于优秀参赛选手认可的一部分，而更多的部分是为选手创造了无限的机会。
The competition will create practical value for the participants that exceeds the 180,000 yuan prize money because it allows everyone to clarify their direction and progress faster. The prize money is just a part of the recognition for outstanding participants, while the more significant part is the limitless opportunities created for the participants.

## Otaku Paradise at miHoYo: Figures, Sailor Uniform Girls, and and the Best of Both Worlds with Cats and Dogs

**GGAC：在以二次元著称的大厂“米哈游”工作的气氛是怎样的，跟大家聊聊好吗？
Could you tell us about the atmosphere of working at miHoYo, a renowned company in the two-dimensional world?**

石头•Crab：说到米哈游，这是一家充斥着二次元气息的公司，这里面的每一个人都特别的二次元，以前我以为自己就够宅了，结果来到这里之后才算是开拓了眼界。
Shitou•Crab: When it comes to miHoYo, it's a company immersed in the two-dimensional culture. Every person here is particularly into the two-dimensional world. I used to think I was quite an otaku myself, but after coming here, I realized my horizons have truly expanded.

有擅长打call和喊口号的CEO，有擅长女装的男同事，有每天水手服或者Lolita的小姐姐，有每天带宠物上班的小伙伴。
We have a CEO who excels at rallying the team and chanting slogans, male colleagues who are skilled at cross-dressing, girls who wear sailor uniforms or Lolita fashion every day, and coworkers who bring their pets to work.

然而这些奇怪的人，却都是各个领域和圈子的红人或者大佬，每天都我是跪着上班的。
Interestingly, these eccentric individuals are renowned figures or experts in their respective fields and communities. I feel like I'm working in the presence of greatness every day.

石头大大的办公桌
Shitou's magnificent office desk米哈游的工作环境，充斥着二次元气息
The working environment at miHoYo is filled with the atmosphere of the two-dimensional world....猫狗双全还有手办的办公室，这谁能抗拒得了？（ps：还有水手服小姐姐做同事...）
...With a mix of cats and dogs and an office adorned with figurines, who could resist? (PS: And having colleagues in sailor uniforms...)
## Advice for Fresh Graduates

**GGAC：马上就是秋招季了，对这些即将走入社会的应届生，您有什么建议吗？
It's almost the autumn recruitment season, and for the upcoming graduates who are about to enter the workforce, do you have any advice?**

石头•Crab：首先，这个行业靠水准说话的，这是很难得和少有的行业特质。成败靠自己，拼的不是爹。
Shitou•Crab: First of all, in this industry, your skill level speaks for itself. It is a rare and unique industry trait. Your success or failure depends on your own abilities, not on your connections.

其次，做游戏不像是玩游戏那么美好和轻松，每天都充满挑战。但也正因如此，游戏行业才不像是某些工作那样年复一年，一成不变。
Secondly, working in the gaming industry is not as idyllic and easy as playing games. It is filled with daily challenges. However, it is precisely because of this that the gaming industry is constantly changing and never stagnant, unlike some other professions.

总之，这是一个值得热爱和为之奉献的行业，尽情地发光发亮吧！
In conclusion, this is an industry worth loving and dedicating yourself to. Shine brightly and enjoy your journey!

## Autumn Recruitment is Approaching, Seize the Opportunity

**GGAC：那么什么样的应届生才能加入米哈游这个大家庭呢？
So, what kind of fresh graduates can join the miHoYo family?**

石头•Crab：米哈游……其实是一家非主流的公司？我是这么理解的哈哈哈。自由活泼，强将如林，在追求极致的道路上越走越远，在有话直说的氛围下越做越精。
石头•Crab: miHoYo... it's actually a non-mainstream company? That's how I understand it, hahaha. It's a place that values freedom and liveliness, with a strong team that continues to push the boundaries in the pursuit of excellence. We have a straightforward atmosphere where we speak our minds and strive to do better.

如果你也是一个像我一样耿直的，对游戏品质有追求的，并且对自己专业水准有信心的人，这里的确是不二之选。不仅如此，针对新进的同学，我们还会安排导师进行培训，也鼓励大家互相交流、学习，不断地去增进自身的业务能力。
If you are someone like me, straightforward, with a pursuit of game quality, and confident in your professional abilities, then this is definitely the ideal choice for you. Moreover, for new joiners, we have mentors who will provide training, and we encourage everyone to engage in mutual communication and learning, constantly improving their professional skills.

所以，有兴趣的同学可以关注下咱们“米哈游招聘”的公众号，秋招应该是在7月末，所以踊跃投递，HR同学会认真对待每一份简历的。
So, if you are interested, you can follow our "miHoYo Recruitment" official account. The autumn recruitment is expected to take place at the end of July, so please actively submit your applications. Our HR team will carefully review each resume.

希望每一个毕业生都能坚持自己的理想，加入喜欢的公司，做自己喜欢的事情。欧耶！I hope that every graduate can pursue their ideals, join a company they love, and do what they are passionate about. Woohoo!