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Game development cost of 100 billion
In November of last year, the game 'Lost Arc', which invested a whopping 100 billion won in development costs, appeared. This game, which features the quarter-view action MMORPG, has attracted a lot of gamers' attention with its splendid graphics. However, the figure of 100 billion won is not uniform. It's similar to last year's sales of BTS, which is the vanguard of K-pop.

It is because a game company can spend as much money on development as it can expect. In fact, NCsoft released 'Lineage M' with annual sales of nearly 1.7 trillion won, and the game market is growing more than 11 trillion won.

As the game market grows, so do the number of people who want to make games. It is a desire to create new games that have not been created before, based on an abundance of ideas.
I really want to make a game, but I can not find my way.
But even if you like games, it's never easy to get into the game industry. There are a lot of jobs, especially in the game industry, because I do not like new employees who have no experience. I do not know the passion of loving games, but what I really need to do in real life is not the passion, but the ability to make things happen.

So what choice do you have for a newcomer who aspires to the game industry? First of all, academies come to mind. There you can learn theories, learn theories, and continue to learn theories. It is difficult to win a job competition because you have learned a few months at these institutes.

After all, it's a more substantial career than you need. You may want to ask where you can build your career because you can not get a job. However, it is not always possible to build a career only in the company. It is a job to go to work much quicker than to build a small self-made game, just to build a portfolio that is far from practical in the school.

Oh, of course, it's not the end of the game. The process of getting the game you created to the consumer is also important. Fortunately, nowadays, there are more ways to distribute your games. Steam (STEAM) is a typical distribution platform. With a simple process like registering for Steamworks, you will be able to showcase your own games to the world, as well as the hearty reviews of those who play them.

We can not help but mention the revenue. Currently, the revenue share between the platform and the developer is reasonable at 3: 7, and the more game downloads, the greater the return of developers to the top 10%.
The PR channel is also changing. There are lots of interesting games full of ideas through various u-tubers, streamers and BJs. The "jar game" that hit the first half of last year is representative. There is no great story, no great graphics, but a lot of streamers have been loved because of their unique design and the astonishing difficulty.

This flow is never temporary. In the last years of popular u-tubers, we introduce various indie games such as mini-metro, under-tail, and limbo every week, and other Power-U can boots such as the library and Kim Jae- .
Now, you just learn to develop games.
But there are a lot of people who are afraid of the word 'game development'. We need to rearrange the concept. It's hard to make a masterpiece like StarCraft for the first time. In addition, it is not a good game to have good graphics, game play, well-structured story and development.

So, let's concentrate on the basics of implementing ideas right now. The first step is to start with basic concepts such as concept, system, scenario, and character design and marketing. But I think there are some hurdles in this process. I do not have enough information about where to learn to be effective, and I do not even know if I can apply the process I've picked up to my game right away.
In this difficulty, the Fast Campus game production all-in-one package aims to be a compass for developing newbies. We aim to complete our own game at the same time as competing, and we are preparing a curriculum that can be developed directly from basic games to advanced games.

Especially in the game industry where the day changes differently, there is nothing as helpful as the business voice. In order to reflect this, the curriculum directly addresses the voices of business professionals who are continuing their careers at this moment, not the career instructors who have left the game industry.
The experience of trying to create a game yourself is inevitably higher in the game company. In all areas, the experience of what you've done is more than just a certification.
Bond is approaching in the second half. Do you want to be a ready-made talent who can make something out of you because you love and love the game and want to make it into the game company and make it something you did not before?

In the field, I want a practical talent who has hit his head and made his own. How about putting your name on the business card of the company you dreamed of in the second half of the year with Fast Game's all-in-one package of the campus game?

Game companies want 'hands-on talent' rather than 'prepared talent'