17 案例研究 · 跨职能翻译 episode artwork

EPISODE · Dec 15, 2025 · 3 MIN

17 案例研究 · 跨职能翻译

from Hao的游戏PM笔记

案例1:某动作游戏的"手感"落地过程背景这是一个3D动作游戏项目,主打"硬核动作"体验。策划提出核心需求:手感要像《只狼》。问题:程序多次实现都被否程序按照策划的描述实现了攻击系统,但每次策划体验后都说"感觉不对"。第一版:策划说"太软了,没有力量感"第二版:策划说"有力量感了,但不够干脆"第三版:策划说"干脆了,但连招不流畅"第四版:策划说"流畅了,但又变软了"来回修改了两周,进展缓慢,程序开始有抵触情绪。案例2:某二次元项目的美术风格统一背景一个二次元游戏项目,角色立绘外包给了三家不同的外包商。每家外包商都按照要求完成了工作,但放在一起看,风格明显不统一。问题:口头描述无法对齐项目初期,策划给外包商的指引是: 风格:日系二次元 调性:清新、活泼 参考:某某游戏但三家外包商理解的"日系二次元"不一样:A家偏写实,B家偏Q萌,C家偏厚涂。口头沟通了多次,发了很多参考图,但每家都说"这就是日系二次元啊"。🔗 延伸内容 [游戏项目管理进阶课程] [模拟面试 / 简历优化服务] [游戏 PM 成长社区(含工作思考与案例沉淀)]在小宇宙查看该单集文稿

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17 案例研究 · 跨职能翻译

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