Global People March 2021

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（无论前方有多少险阻，我都会迎难而上）
(No matter how many obstacles lie ahead, I will face them all.)

热不热爱这件事情，它也不是口头上说了算，它是身体很诚实。越是自己热爱的工作，它越能够让你接受挑战，能够去面对那些很困难的时候。
Passion is not determined by mere words. It is a sincere feeling that resonates within your body. The more you love your work, the more it enables you to embrace challenges and face difficult times.

大家好，我是米哈游的创始人刘伟。玩家一般会叫我大伟哥。
Hello everyone, I am Liu Wei, the founder of miHoYo. Players usually call me Brother Wei.

> 2005年，刘伟本科考入上海交大电子信息和电气工程学院，大学期间与同学蔡浩宇、罗宇皓一起开始在宿舍建网站、开发引擎。2011年，即将研究生毕业的三人决定开始创业，成立了米哈游。
> In 2005, Liu Wei was admitted to Shanghai Jiao Tong University, School of Electronic Information and Electrical Engineering for his undergraduate studies. During his college years, he, along with his classmates Cai Haoyu and Luo Yuhao, started building websites and developing engines in their dormitory. In 2011, just before graduating from their postgraduate studies, the three of them decided to embark on an entrepreneurial journey and founded miHoYo.
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> ACG：指动画、漫画、游戏三者的简称，也代指二次元文化。
> The abbreviation refers to animation, comics, and games, and also represents the "two-dimensional" subculture, which refers to the Japanese pop culture focused on anime, manga, and gaming.
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我们在十年前，2011年开始做ACG这个领域的时候，属于一个叫拓荒者吧。我们从来不会想过说ACG这个领域会像今天我们所想象的这么大。但是我们还是有一个很朴素的想法，就是说因为我们觉得我们当时是那样一群非常喜欢ACG的用户，但总归我们不是独一无二的。会有一群用户，他跟我们有着同样的兴趣爱好。我们服务这样一群用户也挺好的。
When we started in the ACG field ten years ago in 2011, we were pioneers. We never imagined that the ACG industry would become as big as it is today. However, we had a simple idea. We believed that because we were a group of ACG enthusiasts, there must be others like us. We wanted to serve this community of users who shared our interests and hobbies, and it has been a great experience.

> 2011年新新达人创业总决赛资料：创业初期的启动资金为上海市科技创业中心提供的10万元无息贷款，和免费使用半年的50平方米办公室。
> 2011 Xinxin Talent Entrepreneurship Grand Finals information: During the initial stage of entrepreneurship, we received a startup capital of 100,000 yuan interest-free loan from the Shanghai Science and Technology Entrepreneurship Center, along with the complimentary use of a 50-square-meter office space for six months.
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（各位评委老师，各位现场的创业前辈，你们好！我是来自上海交通大学，米哈游创业团队的刘伟。我们团队的创业项目是虚拟偶像计划。）
(Dear judges and teachers, fellow entrepreneurs present here, hello! I am Liu Wei from the miHoYo startup team at Shanghai Jiao Tong University. Our team's entrepreneurial project is a Virtual Idol project.)

经过这样十年，过去可能几十万、几百万这么一个用户群，今天可能变成了几千万，甚至更大，甚至上亿。所以我觉得这对于我们来讲，当年那个时间节点，我们是想不到它会发展这么大的。我觉得回到当年来讲，就是说在2011年、2012年、2013年来讲，在那时候，我们哪怕都没有挣钱的时候，你在当时，你是一点都不会觉得苦的。
After these ten years, the user base that used to be in the tens or hundreds of thousands has now grown to tens of millions, or even larger, possibly reaching billions. So, from our perspective, at the time when we started in 2011, we couldn't have imagined it would grow this big. Looking back at those years, around 2011, 2012, 2013, even when we weren't making any money, you wouldn't feel any hardship at that time.

> 游戏《FlyMe2TheMoon》资料：2011年9月，米哈游第一款独立制作游戏《Flyme2TheMoon》问世。在这一年年底，公司拿到了100万元的天使投资，也是公司从初创到现在唯一收到的投资。
> Information about the game *FlyMe2theMoon*:
> In September 2011, miHoYo's first independent game, *Flyme2theMoon*, was released. At the end of that year, the company received angel investment of 1 million yuan, which remains the only investment the company has received from its inception to the present.
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有机会做一个自己热爱做的工作，这个肯定是更幸运、更快乐的。你总是会有些瞬间，比如说你解决这些问题或者你去看那些玩家的反馈，包括你去看我们自己做出的作品的时候，你有时候也会自己会被感动到，你会突然多了很多很多的动力，越是自己热爱的工作，它越能够让你接受挑战，能够去面对那些很困难的时候。
Having the opportunity to do a job that you love is definitely more fortunate and happier. There are moments when you solve problems or receive feedback from players, including when you look at the work we have created. Sometimes, you can even be moved by your own creations. It suddenly gives you a lot more motivation. The more you love your work, the more you can accept challenges and face difficult times.

在学生时代我们做游戏，更加像完全基于自己的爱好嘛，对游戏市场的理解是比较差的。那个时候更多地会是从自己出发，就是我想要什么样的游戏，你只考虑自己需求，而不是去考虑用户的时候，市场会用脚去投票。当然最直观的感受就是，其实没有用户会为你买单。
During our student days, when we were making games, it was more like pursuing our own hobbies. Our understanding of the gaming market was relatively poor. At that time, we focused more on our own preferences, thinking about what kind of games we wanted. We didn't consider the users' needs, but the market votes with its feet. The most obvious feeling is that no user will pay for your product.

2013年的时候，我们已经创业大概两三年了，那时候也做出了《崩坏学园1》这个产品，得到了一部分用户的喜爱，但是实话讲，它并不太赚钱，也没有获得广泛的用户的认可。这个时候其实对于我们自己来讲，内心是非常的迷茫和焦虑的。那个时候看不清你产业的方向，拿的又是投资人的钱又不挣钱，其实你是没有退路的。
In 2013, after about two to three years of entrepreneurship, we developed the game *Houkai Gakuen* which gained some user appreciation. However, to be honest, it didn't generate much profit and didn't receive widespread recognition from users. At that time, we felt lost and anxious. We couldn't see the direction of our industry clearly. We relied on investor money without making much profit. We had no retreat.

所以我们给自己一个月开的工资是四千块钱。那我们当时任何一个同学毕业之后去找工作都能够拿到比这个数远高的，可能是一万多，可能是两万多（的工资），但是你最终还是会选择继续干这个事情。所以我说热不热爱这件事情，它也不是口头上说了算，它是身体很诚实。
So, we paid ourselves a monthly salary of 4,000 yuan. Any of our classmates who found a job after graduation could earn much higher salaries, maybe over 10,000 or even 20,000 yuan. But we still chose to continue doing what we loved. That's why I say passion and love for what you do are not just empty words. They are truly embodied in your actions.

那时候我们有一句鸡汤，叫很多时候不是因为看到了这个希望才坚持，而是因为坚持了才看到希望。其实这句鸡汤激励我们走了很长很长一段路，因为那个时候我们真的看不到未来在哪里。这个时候就会告诉大家往前走才有未来。
Back then, we had a saying: "Many times, it's not because we see hope that we persist, but because we persist that we see hope." This saying motivated us during the long and challenging journey because, at that time, we couldn't see where the future lay. It told us to keep moving forward in order to have a future.

> 2014年，《崩坏学园2》的上线让米哈游被国内大量二次元玩家熟知与喜爱，也让米哈游在2014年年营业收入超过1亿元。
> In 2014, the launch of *Houkai Gakuen 2* made miHoYo known and loved by a large number of domestic anime and manga fans, and also enabled miHoYo to generate annual revenue of over 100 million yuan in 2014.
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所以到今天来讲，我一直会觉得我们还是非常幸运的。我们在2014年那个时间节点等来了《崩坏学园2》的成功和国内动漫产业这么一个爆发，成为这个时代最大的受益者。我的另外两个合伙人主要是负责产品的研发，我其实负责产品研发之外的，包括运营和公司所有的经营管理的事情。所以说其实在我们公司我除了可能美术原画这个工作没有做过之外，在我早期其他的所有的工种我几乎都全做过。早年其实我们在推广《崩坏学园1》《崩坏学园2》的时候其实都没有什么市场团队，也没有什么推广费用，所以那个时候都是靠我在社区去跟用户互动，我去主动回答用户的问题，去跟用户之间建立情感连接。
So, to put it in perspective, I have always felt that we are very fortunate. In 2014, at that particular time, we experienced the success of *Houkai Gakuen 2* and the explosion of the domestic anime industry, becoming the biggest beneficiaries of this era. My two other partners primarily focus on product development, while I am responsible for everything beyond product development, including operations and overall management of the company. So, in our company, apart from possibly working on art and illustrations, I have almost done every other job in the early stages. Back in the early years, when promoting *Houkai Gakuen* and *Houkai Gakuen 2*, we didn't have a dedicated marketing team or much advertising budget. It was all dependent on me interacting with users in the community, actively responding to their questions, and building emotional connections with them.

我在2012年底到2013年我还做了一年的客服娘，就客服小妹。我觉得做客服给我最大的感受，你每一个用户数据后面其实不是一个数据，他是一个个鲜活的人，每个人都会有自己的需求，他会有自己的问题。那个时候你去跟他们聊天的时候你才真真正正感受到玩家的喜怒哀乐，你才真真正正会对玩家有同理心。
From late 2012 to 2013, I even worked as a customer support representative, commonly known as a "customer service girl." I believe that working in customer service gave me the greatest insight because behind every user's data is not just a set of numbers; they are living individuals with their own needs and problems. When you engage in conversations with them, you genuinely feel the joys and sorrows of the players, and that's when you truly develop empathy for them.

在《崩坏学园2》上的时候，整个公司才有七个人。那个时候玩家群体给了我们非常大的支持和帮助，而且他们给了我们非常大的宽容。他们会很小心地去支持和保护我们这样的小团队，能够让我们去往前发展。所以我会觉得说，那时候的玩家和今天这些支持我们的玩家其实都非常非常的可爱。尤其我本人跟玩家之间其实有很强的情感连接，包括玩家希望我出现的时候，不管是我们的直播，包括在游戏里面，我如果时间上OK，我都是愿意去跟玩家有这样一个互动的。
During the release of *Houkai Gakuen 2*, the entire company consisted of only seven people. At that time, the player community provided us with tremendous support and assistance, and they showed us great tolerance. They were careful in supporting and protecting our small team, allowing us to move forward. So I feel that the players back then and the players who support us today are all incredibly lovely. Personally, I have a strong emotional connection with the players, whether it's during our livestreams or within the game. If I have the time, I'm always willing to interact with the players in this way.

所以这次当《原神》上线的时候，也有很多玩家呼吁说，能不能把大伟哥做到游戏里面，我们就做了一个叫“大伟丘”的（角色），可以让玩家路过的时候可以去打，可以去戏谑。最后上线之后发现玩家其实很喜欢，玩家在很多社交媒体上有互动说，我今天见到大伟丘了，大伟丘在休息，或者大伟丘在怎么样。到今天我们也很珍惜这样的一种（和玩家）情感的连接。
When *Genshin Impact* was released, many players requested that we include Brother Wei in the game. So we created a character called "Dawei-qiu" (Unusual Hilichurl) that players can encounter, fight, and jest with as they pass by. After the character was introduced, we found that players really liked it. There have been interactions on various social media platforms where players say things like, "Today, I met Dawei-qiu," or "Dawei-qiu is resting" or "How is Dawei-qiu doing?" We truly cherish this kind of emotional connection with players even today.

我们的这个现实生活，因为有了虚拟世界那一部分，会变得更美好。能够让你去经历那些你在现实生活中所不能经历的人和事情。这个体验其实是能够丰富我们自己的人生的这种阅历的。其实，2013年正好是我们整个公司创业最艰难的时候，体验到了一款很独特的游戏作品。这个作品叫《Journey（风之旅人）》，中文叫《旅途》。它讲述的是你一个人在这个旅途中，包括像沙漠、包括雪山。这个时候我印象最深的是当你到达这个大雪纷飞的雪地的时候，你其实会倒下。这时候一定需要有队友或者有其他跟你一起联机的玩家，然后把你扶起来，你才能够继续往前走。尤其在最后的时候，你在那个落日余晖的背景下面一路地开始飞翔，就那种体验，它其实对我的感动是非常大的。
Our real life becomes better because of the virtual world. It allows us to experience things and meet people that we cannot in our real life. This experience enriches our own life experiences. In 2013, which was the most challenging time for our company, we had the opportunity to experience a unique game called *Journey*, which is "旅途" in Chinese. It tells the story of a person on a journey, including deserts and snowy mountains. The part that left the deepest impression on me was when you reached the snowy landscape with snowflakes falling all around. At that moment, you would fall down and need a teammate or another player in the online mode to help you up so that you could continue moving forward. Especially towards the end, when you started to fly amidst the backdrop of a setting sun, it was an experience that deeply moved me.

其实我在2013年反复体验过作品两三次吧，每一次体验完之后都是热泪盈眶，很像我们当年创业的心境。很多时候你也会面临一种你不知道往哪里去走的那种探索的迷惘。那这个时候你会发现有人跟你一起往前走，你还没有走到山穷水尽，你团队还在，还看到有人确实喜欢你的产品，你还有自己想做的东西，所以你还会往前走，哪怕在黑暗中，看到一点点的光亮会点亮你，你就知道会朝那个方向去走。
I played the game several times in 2013, and each time, it brought tears to my eyes, reminiscent of the mindset we had during our entrepreneurial journey. Many times, you face the uncertainty of not knowing which direction to go, the confusion of exploration. But at those times, you realize that there are people walking with you. You haven't reached the end of the road, your team is still there, and you see that people genuinely appreciate your product. You still have things you want to create, so you keep moving forward, even in the darkness. When you see a glimmer of light, you know you should walk in that direction.

花絮：不冷，因为今天灯一照就会热。我每次直播的时候，都会冒汗。
Behind the scenes: It's not cold because as soon as the lights turn on, it gets hot. Every time I do a livestream, I sweat.

想对玩家说…因为有了你们的陪伴，我们才能走到今天。所以，希望未来的一年、数年，都能够跟你们一路同行。
To the players, I want to say: Because of your companionship, we have been able to come this far today. So, I hope that in the future, for the next year or several years, we can continue to journey together with all of you.

## Notes

1. ↑ This is a victory catchphrase associated with the Raiden Mei battlesuit "Striker Fulminata" (破晓强袭) from *Honkai Impact 3rd*.