首页 > 游戏资讯 > 《赛博朋克2077(電馭叛客2077)》【情报】Cyberpunk 2077是如何开发的?

《赛博朋克2077(電馭叛客2077)》【情报】Cyberpunk 2077是如何开发的?

时间:2020-12-20 15:02:37

love544226 (一影子一) #1 2020-12-20 12:50:02
不翻译了自己看吧 xd


How Cyberpunk 2077 was developed? Timeline and insight from Poland

Hello, I'm from Poland and I would like to share with you a little insight how Cyberpunk 2077 was developed. Little disclaimer though - I have nothing do with creating games, I have connections though and I was able to reach to one of the people, who worked most of the time on Cyberpunk 2077 (he want soon to resign, but he wants no problems, so I am going to remain his identity hidden).
Please keep in mind that I'm amateur about games and coding, I just gathered information, and I don't know like specific games coding names, etc.
Why I am sharing this? I have my own reasons. Although I have nothing to do with CD Projekt, I recently found out that this company was granted 7 mln € (8.4 mln $) from the government for no particular reasons, even though the owners of company belong to top of the richest Poles. Owners of the company are also involved from the shadows in the politics with different politicans and this company is not bothered so much by the laws that normally companies should abide, it's treated like some kind of holy grail, even though their stocks were overvalued (making game once per 4-5 years and having such high stock's value just doesn't add up, even if they are only masterpieces). You know many people in Poland and throughout the world mistake clicking in computer with new technologies sector of entertmaint. For example, Amazon is not New Technology company. Jeff Bezos owns some New Technology companies, but Amazon itself is just: big warehouses + shop + platform for other to sell + logistics. And the same goes for game making - it's purely entertainment sector of economy and should not be granted with money from the government whatsoever. New Technologies are: sattelites, robotic surgeons helping surgeons, radioactive isotops used in medicine, making fast trains, 3D printing, making synchronised traffic lights, more efficient engines, vertical farming, improved recycling methods - this kind of things. 2nd reason is I didn't like passive aggresive behaviour from the owners of the company toward customers about refunding this game. If you had fun playing it, I'm not gonna argue with you. But I saw enough videos on youtube to know that this game is just bugged on unacceptable level, and even though more problems on consoles, still even on PC problems with saving over 8 MB, or like overal problem with AI - I stopped watching videos about the game, when I saw one, where police stopped chasing the player, when he got away for 100 m.

Anyway, let's begin. But before, one more thing. Crunching in CDP means like working 16 hours per day including Saturdays and Sundays, because even beside crunching it's normal for them to work 10-12 hours Monday Friday and 6-8 hours Saturday. Also sometimes company cheats and not always pays for all the job done during the overtime. Also employees turnover is massive, it was normal for "my guy" that from the beginning when he started to work that after 2 years of time he saw more new faces than the faces familiar to him 2 years before. Nothing shocking about it - wages are around 40% smaller than in other game studios in Poland, even comparing with smaller ones, which release some not well-known titles for like 20-25€. And there is not much progress in this company, you can basically be promoted from junior dev to senior dev and this is pretty much it (and most of the cases you will not be paid more), and very rarely if you are lucky (or rather, where there is situation with not enough hands on the deck) - to leader developer / lower management (and sometimes position of the team leading developer is just fill up with 2 random junior/senior developers until further notice). My source tells me that other benefits are good though - free gym, free cinema, free fruits, free beer.

2011
The Witcher 2, the big success of the company is released. Now the CD Projekt owners feel sure that they should diversive more. Work witch Witcher 3 begins (even though initially Witcher's 3 production was planned from 2008). Board of directors (this name is pretty much interchangable with the owners and with top management) looks also for another title to make beside Witcher. My source is hired to work initially on Witcher 3 somewhere in 2011.

VERGE OF 2011 / 2012
CDP reaches out to the creator of Cyberpunk.

EARLY 2012
Few people delegated to work on general ideas about Cyberpunk.

MIDDLE OF 2012
CDP starts to look for the directors for Cyberpunk project, around 40 people work on Cyberpunk.
it is thought that initially it will work on REDengine 3, the same that the Witcher 3 has. It is also revelad that the game will work on the then-future consoles (PS4, Xbox One).

EARLY 2013
Around dozen people left in the Cyberpunk's department, rest of the crew joins crunching in The Witcher 3.
Adam Badowski, member of the board of the company confirmes that the game is meant to have multiplayer.

SOMEWHERE DURING 2015
My source is moved from the Witcher 3 to Cyberpunk

EARLY 2015
2-3 dozens people work on the Cyberpunk project at that time, still most people are on the Witcher 3

MIDDLE OF 2015
Most of the people switched to Cyberpunk, now the proportions are changed and just some people are left on the Witcher 3 (after its release). Now, on Cyberpunk work around 100 people (not all people went from the Witcher 3 to Cyberpunk, some found new job opportunities, some were terminated).

LATE 2015
The Witcher 3 project is considered generally to be closed, now almost 150 people work on Cyberpunk.
Problems arise between old Cyberpunk crew from 2012 - early 2015 and new crew that has joined later from the Witcher 3. From one hand, new crew members are thrown on the deep water, on the other hand, many ideas from the old crew are now being thrown to the bin, since management now is looking more deeply in Cyberpunk (heavy micro-management). Competition between old and new crew is fueled by the upper management (owners, board of directors).

EARLY 2016
Owners want to transgenders to be chosen in the game, different voice options, etc.
CDP finds musician to compose music.
CDP wants to release two titles somewhere between 2018 and early 2021, one of them being Cyberpunk.

MIDDLE OF 2016
150-200 people work on Cyberpunk.

LATE OF 2016
Most of the crew from before middle of 2015 (around 30 people) is instantly terminated, new vision of the project ahead
After all there will be new engine REDengine 4 (highly improved modification of REDengine 3), instead of exactly the same engine like in the Witcher 3.
CDP receives money from the government with the purpos of "creating big virtual city".

EARLY 2017
Owners expect that main course of the game should provide at least 50 hours of playing.

MIDDLE OF 2017
Someone is blackmailing CDP that he will reveal documentation of the game. CDP states to the blackmailer: you can go on, we don't care, from early 2017 we have new project going on about Cyberpunk and you have old data.
Several senior, well-known senior specialists leave the project. But many new people are hired now. And new problems arise in the crew - now between people who were anywhere near the Witcher 3 (less than 60 devs at this time), and new crew, people who mostly are right from the university or during senior years of studies (more than 150). And like before the competition is fueled by the upper management. People do not know who to trust with their ideas, and doesn't matter are you from old or new crew, better don't say too much about your ideas to middle managements (leads), because they will think you want to be smart and maybe take their position.
Now owners expect that the game provide in the main quests 80-100 hours of playing.

LATE 2017
250 people work on Cyberpunk now, but from them around 40 people are temporarly delegated for now to work specifically on the official trailer and to prepare sneak peeks before E3 Expo 2018.

EARLY 2018
CDP takes over other small gaming company in Poland with 20 people. They also now are meant to work on Cyberpunk.

MIDDLE OF 2018
Official trailer is presented on E3 Expo 2018.
Over 300 people now are working on Cyberpunk (less than 50 from the team of the Witcher 3)
Owners tell the crew that they want see the game be released 1.5 year from now and they want to sell 20 mln copies in the first quarter after the release.

LATE OF 2018
Around 350 people work on Cyberpunk. CDP also starts hiring several people by external companies / subsidiaries, also in other parts of the world (like in Canada).

EARLY 2019
Some people go away, some new people are hired, now almost 400 devs (junior, senior, and leads who are also the lower management).
Around 50 people are working now to prepare material for E3 Expo 2019.
Beside mentioned 400 people, 50 people are meant to make different team to work on a different game, that is meant to be released one year after Cyberpunk.
Owners give up about genders, and also say that no need for 80-100 hours for the maing quests, around 60 hours will be enough, also the world doesn't have to be bigger than in the Witcher 3

MIDDLE OF 2019
People who were supposed to work on the different title, now also take care about Cyberpunk.
The unofficial Crunch for Cyberpunk begins, people work 6-7 days a week for 15-16 hours. It is forbidden though too call it crunch, and if somebody outside of the company comes to visit, they all should smile and look well rested, or they will have problems with HR.
Less than 40 left from the crew that made the Witcher 3 (not counting the middle management that basically are either Old Guard from times of Witcher 1, or specialist hired from other well known game producers).
E3 2019 Expo, date at 16-04-2020 is announced, but nobody in the studio believes that it will happen, game at this stage (june 2019) may be called with a very good will as pre-alpha.
After E3 2019 Expo is over, the leads (lower managament) and the middle and the upper management receive big bonuses.
40 people start to work on a multiplayer version.
Management decides there's no time for demo version of the game.

LATE 2019
It is decided that multiplayer should be seperate, paid thing and released 2 years later after the original Cyberpunk.
Now, more external companies are collaborating with CDP on Cyberpunk.
Moods in the crew are tough, everybody believes that board of directors and management expect too much. They don't want to listen what devs have to say, at this point if you talk too much about any ideas or problems, you can be instantly terminate
First real beta tests begin, in the versions on consoles the game is barely working.
Most of the people who started to work on the multiplayer version, now work on the main singleplayer version.
Management gives up about metro transportation, running on the walls, flying cars, large discussions with passerbies, different voice options, and other things. My source believes that the overall content is 1/4 - 1/3 smaller than that planned before.

JANUARY 2020
The date of the release is postponed from April to September.
My source believes at that time that the cut version of the game is playable in 80% on PC and 70% on consoles.
Almost 450 people work now directly in CDP on Cyberpunk + some outsorcing, altogether almost 500 people. It is decided there will be no other game and multiplayer for Cyberpunk at least until late 2022.

MARCH 2020
Coronavirus comes to Poland.

MAY 2020
Corona hits Poland hard. It is known now that Corona will affect work, many people do not believe that the game will be ready at September.

JUNE 2020
Many people in the crew doubt that versions on PS5, XSXS will be ready before 2022.
New date of release, from September to November.

29 OCTOBER 2020
The premiere is moved from 19-11-2020 to 10-12-2020. Devs are informed the very same day like the rest of the world. Why? So "they could get their asses more tight on the job during the last 2 months".

10 DECEMBER 2020
The premiere.


看较旧的 14 则留言

那样很好啊: 42 分前

https://truth.bahamut.com.tw/s01/202012/c08ba0ce5a13baf1265b101cf9d2670d.JPG?w=300

Death Fire: 38 分前

turnover rate高, top management不时提高要求, 不让员工反映意见, 怪不得会搞到这样混乱https://i2.bahamut.com.tw/editor/emotion/8.gif

sean: 31 分前 编辑

这波兰人不是玩家 看不惯一间游戏公司拿一堆波兰政府的补助(跟某岛国很像XD或全世界都这个样...)做出一个品质有问题的产品 CDPR负面新闻国外国内一起被公干

y25458565 (チーズケーキさん) #2 2020-12-20 13:01:35
懒得看内容直接猜
整个游戏拆成好几个部分交给各个负责的团队製作
有的团队做的很好有的做的很差
最后整合在一起变成一个勉强可玩的游戏
发售前几个月才开始优化抓bug
结果发现根本是无底洞所以一再延期赶工

看较旧的 1 则留言

DarkSoul2: 1 小时前

你猜错了

DarkSoul2: 1 小时前

是有想法或发现错误不敢往上报,怕被炒鱿鱼

sean: 56 分前 编辑

里面就有讲了 升迁不易(地位不容易建立)讲错话就被炒了 加班制度平均薪水低人员汰换高(情况跟当时顽皮狗很像但是人家是真正专业的) 老鸟早就都跑了菜鸟哪敢讲话 现在出来就是吵害到奖金

kcu225160950 (『肆疯院』) #3 2020-12-20 13:26:47
两队人员流动

2015年,巫师三100人,赛博朋克150人,巫师3团队意见被替代否决
2016年,巫师三100,赛博朋克200人,找音乐团队
2017年,巫师三60名,赛博朋克 150名,据称害怕跟中层管理说明想法,他们只会认为你自作聪明,且被要求80〜100HR的游戏长度,但改成60HR
2018,巫师三50,赛博朋克 250,持续招生中
2019年,巫师三40,赛博朋克 410,高层要求砍1/3内容让游戏如期发布,巫师团队研究多人版
2020年,巫师三40,赛博朋克 410,闹笑话啰
zzzz7192 (DeviL˙RaiN) #4
CC
2020-12-20 13:28:08
以下为翻译机粗翻(有简字请见谅)

赛博朋克2077是如何开发的?波兰的时间线和见解

你好,我来自波兰,我想和你分享一下《赛博朋克2077》的开发过程。小的免责声明--我与创造游戏没有任何关系,我有关系,我能够联系到其中一个人,他在《赛博朋克2077》中工作了大部分时间(他很快就想辞职,但他不想有任何问题,所以我将继续隐藏他的身份)。
请记住,我对游戏和编码是外行,我只是收集信息,我不知道具体的游戏编码名称等。
我为什麽要分享这些?我有自己的原因。虽然我和CD Projekt没有任何关系,但我最近发现这家公司被政府无缘无故地授予了7百万欧元(840万美元)的资金,尽管公司的所有者属于波兰最富有的人。该公司的老板还在暗中与不同的政客一起参与政治,而这家公司并没有受到通常公司应该遵守的法律的困扰,它被视为某种圣杯,尽管他们的股票被高估了(4-5年做一次游戏并拥有如此高的股票价值是不可能的,即使它们只是大作)。你知道在波兰和世界各地的许多人错误地点击计算机与新技术部门的entertmaint。例如,亚马逊不是新技术公司。杰夫-贝佐斯拥有一些新技术公司,但亚马逊本身只是:大仓库+商店+其他销售平台+物流。游戏制作也是一样--它是纯粹的娱乐经济领域,不应该由政府出钱来授予。新技术是:卫星、机器人外科医生帮助外科医生、放射性同位素用于医学、制造快速列车、3D打印、制造同步交通灯、更高效的发动机、垂直农业、改进回收方法--这类东西。第2个原因是我不喜欢公司老板对客户关于退还这个游戏的被动侵略行为。如果你玩得很开心,我不会和你争论。但我在youtube上看了足够多的视频,知道这款游戏的bug是不可接受的,即使在游戏机上有更多的问题,甚至在PC上也有超过8MB的保存问题,或者像AI的整体问题--我不再看关于游戏的视频,当我看到一个视频,警察停止追捕玩家,当他离开100米时。

总之,我们开始吧。不过在这之前,还有一件事。在CDP中,Crunching意味着每天工作16个小时,包括周六和周日,因为即使在Crunching之外,他们周一周五工作10-12小时,周六工作6-8小时也是正常的。另外,有时公司会欺骗,并不总是为加班期间完成的所有工作支付报酬。另外员工的流动率很大,对于 "我的人 "来说,从一开始工作的时候,2年时间后看到的新面孔就比2年前熟悉的面孔多,这很正常。这没什麽好震惊的--工资比波兰其他游戏工作室小40%左右,甚至和小工作室相比,小工作室发行一些不知名的游戏,工资也就20-25欧元左右。在这家公司里没有什麽进步,你基本上可以从初级开发员升到高级开发员,这就是差不多的情况(大多数情况下你不会得到更多的工资),如果你幸运的话(或者说,在没有足够的人手的情况下),很少有机会升到领导级开发员/下级管理人员(有时领导级开发员的位置只是由两个随机的初级/高级开发员填补,直到另行通知)。我的消息来源告诉我,其他福利虽然不错--免费健身房、免费电影院、免费水果、免费啤酒。

-
时间轴的部分
2011
巫师2》,该公司的大获成功。现在,CD Projekt公司的老板们觉得他们应该多做一些事情。巫师3》的工作开始了(尽管最初《巫师3》的制作计划是从2008年开始的)。董事会(这个名字与业主和高层管理人员的名字几乎可以互换)也在寻找《巫师》之外的另一个标题。我的消息来源是受雇于2011年某地的《巫师3》的初期工作。

2011年/2012年的边缘
CDP联系到《赛博朋克》的创作者。

2012年初
很少有人委派去研究赛博朋克的总体思路。

2012年中期
CDP开始为Cyberpunk项目寻找导演,大约有40人在为Cyberpunk工作。
据认为,最初它将在REDengine 3上工作,与《巫师3》一样。据悉,该游戏将在未来的游戏机(PS4、Xbox One)上运行。

2013年初
赛博朋克的部门还剩下十几个人,其余的人都加入了《巫师3》的紧缩工作。
的成员亚当-巴多夫斯基确认,游戏是要有多人游戏。

2015年的某一天
我的资源从《巫师3》移到了《赛博朋克》。

2015年初
当时有2-3十个人在做赛博朋克项目,大部分人还是在做《巫师3》。

2015年中期
大部分人都转到了赛博朋克,现在比例发生了变化,只剩下一些人在《巫师3》(发布后)。现在,在赛博朋克上工作的有100人左右(并不是所有的人都从《巫师3》转到了赛博朋克,有的人找到了新的工作机会,有的人被解聘了)。

2015年底
巫师3项目一般认为是关闭的,现在有近150人在赛博朋克工作。
2012年-2015年初的《赛博朋克》老队员和后来从《巫师3》加入的新队员之间出现了问题。一方面,新组员被扔到深水区,另一方面,老组员的很多想法现在被扔到垃圾桶里,因为现在管理层对赛博朋克看得更深(重微观管理)。新老船员之间的竞争是由上层管理人员(老板、董事会)推动的。

2016年初
自己希望在游戏中选择变性人,不同的语音选择等。
CDP找到音乐人作曲。
CDP希望在2018年到2021年初的某个时间段推出两款游戏,其中一款是《赛博朋克》。
2016年中期
150-200人在赛博朋克工作。

2016年底
2015年中以前的大部分人员(约30人)瞬间被解聘,未来项目的新愿景
毕竟会有新的引擎REDengine 4(REDengine 3的高度改进),而不是像《巫师3》那样完全相同的引擎。
CDP从政府那里获得资金,目的是 "创造大型虚拟城市"。

2017年初
业主期望,游戏的主菜应该提供至少50小时的游戏时间。

2017年中
有人在勒索CDP,要他透露游戏的文档。CDP对勒索者表示:你可以继续,我们不管,从2017年初开始,我们有新的项目在进行,关于赛博朋克,你有旧的数据。
几个资深的、知名的资深专家离开了这个项目。但是现在又请了很多新人。而新的问题出现在团队中--现在在靠近《巫师3》的人之间(此时只有不到60个开发人员),和新的团队,这些人大多是刚从大学毕业或在高三学期间的人(超过150人)。而和之前一样,竞争的动力来自于上层管理者。人们不知道该相信谁的想法,不管你是老队员还是新队员,最好不要对中层管理人员(领导)说太多你的想法,因为他们会认为你想自作聪明,可能会占据他们的位置。
现在楼主希望游戏在主线任务中提供80-100小时的游戏时间。

2017年底
现在有250人在为《赛博朋克》工作,但从中暂时委派了40人左右,专门负责官方预告片的制作,并在2018年E3博览会前準备偷拍。

2018年年初
CDP接管了波兰其他20人的小游戏公司。他们现在也是要从事《赛博朋克》的工作。

2018年中
官方预告片在2018年E3博览会上呈现。
现在有超过300人在制作《赛博朋克》(《巫师3》团队不到50人)。
业主告诉工作人员,他们希望看到游戏在1.5年后发布,他们希望在发布后的第一个季度卖出20毫升的副本。

2018年底
大约有350人在Cyberpunk工作。CDP也开始由外部公司/子公司招聘一些人,也在世界其他地方(如加拿大)。

2019年初
有的人走了,有的人招了新人,现在差不多有400个开发(初级、高级、领导也就是下层管理人员)。
现在大约有50人在为2019年E3博览会準备材料。
除了上述400人之外,还有50人将组成不同的团队来开发一款不同的游戏,这款游戏将在《赛博朋克》之后一年发布。
业主放弃了性别问题,还说不需要80-100小时的任务,60小时左右就够了,世界也不需要比《巫师3》更大。

2019年中期
原本应该从事不同题材工作的人,现在也开始关心赛博朋克了。
赛博朋克的非正式紧缩开始了,人们每周工作6-7天,15-16小时。不过禁止太叫紧缩,如果公司以外的人来参观,都要面带微笑,看起来休息得很好,否则会给HR带来麻烦。
制作《巫师3》的团队只剩下不到40人(不算中层管理人员,基本都是《巫师1》时代的老成员,或者从其他知名游戏制作人那里请来的专家)。
E3 2019博览会,日期在16-04-2020公布,但工作室没有人相信它会发生,游戏在这个阶段(2019年6月)可能会被称为非常好的意愿作为pre-alpha。
2019年E3博览会结束后,领导(下层管理人员)和中高层管理人员领取了大笔奖金。
40人开始研究多人版。
管理层决定没有时间做游戏的演示版。
2019年底
决定多人游戏应该是独立的、付费的东西,并在原版《赛博朋克》之后的2年后发布。
现在,越来越多的外部公司与CDP合作开发《赛博朋克》。
队员们的情绪很不好,大家都认为董事会和管理层期望过高。他们不想听开发人员说什麽,在这个时候,如果你说了太多的想法或问题,你就会被立即解雇。
第一次真正的测试开始,在游戏机上的版本中,游戏几乎没有工作。
大多数开始在多人版工作的人,现在在主单人版工作。
管理层放弃了关于地铁交通、在墻壁上奔跑、飞车、与路人的大讨论、不同的语音选项等内容。我的消息来源认为,整体内容比之前计划的小1/4 - 1/3。

2020年1月
发布日期从4月推迟到9月。
我的消息源当时认为,游戏的删减版80%在PC上可以玩,70%在游戏机上可以玩。
现在CDP直接在《赛博朋克》上工作的有近450人+部分外包,总共近500人。决定至少在2022年底之前,《赛博朋克》不会有其他游戏和多人游戏。

2020年3月
COVID-19来到波兰。

2020年5月
COVID-19对波兰的打击很大。现在都知道COVID-19会影响工作,很多人不相信游戏会在9月份準备好。

2020年6月
很多人在剧组怀疑,PS5、XSXS上的版本会不会在2022年之前完成。
新的发布日期,从9月到11月。

2020年10月29日
首发时间从19-11-2020移至10-12-2020。开发者们和其他人一样,当天就会接到通知。为什麽要这样做?为了 "他们可以在最后的2个月加紧工作"。

2020年12月10日
游戏正式上市

e4r5t6yIaN (Mewtwo2) #5 2020-12-20 13:31:59
请问一下有翻译蒟蒻吗
一影子一: 30 分前

没有

dfr12382 (Douggy_Sans) #6 2020-12-20 13:32:18
※ 引述《love544226 (一影子一)》之铭言


译者提醒:参考就好,毕竟来源不清楚,只能说这摊水越来越黑了,尤其还提到政治,有够赛博庞克。


翻译



哈喽,我来自波兰而我想跟你分享一点关于《电驭叛客 2077》如何开发的内幕。
先在此小小声明一下-我并未参与游戏开发当中,但我有与开发团队中的人有所联繫(他虽然很早就想辞职了,但他想在工作生涯上无忧无虑,所以在此不透露关于他的身份。)

请记得我对于游戏与程式开发只是个初学者,我只是想获取资讯,我也不懂的特定游戏的程式开发代号等...

为什幺我要分享这个? 我有我的原因。
儘管与CDP无关,我最近发现这家公司无缘无辜获得来至政府的七百万(美元:八百四十万)的资助,甚至拥有人也是属于社会富有等级的人物。
公司的拥有人也有与其他政治家捲入一些政治操作当中,而在面对普通公司应当遵守的规则时这家公司却不用在乎遭到法律上的困扰。
这家公司就如同圣杯一样被人对待,即使他们的股票被高估了(四到五年开发一款游戏并有着如此高价的股票是不合理的,即使出产出的数数都是杰作。)你知道波兰与世界各地的人们误以为在电子娱乐上面以为出现了新的技术。举例来说,亚马逊不是新技产业的公司。Jeff Bezos拥有一些新技产业的公司,但亚马逊来说只是由:大型舱运、购物、其余销售平台、后勤所组成而已。

而同样的对于製作游戏也是 - 简单来说纯粹娱乐方面的经济面不该接受由政府资助的经费。举例关于新技的话像是:卫星、自动化手术、医疗用放射性同位素、建造更快的火车、3D列印、製作有同步性的道路号誌、更有效率的引擎、垂直农法、改进回收资源的方法等这些事物才是所谓的新技。

第二-我不喜欢来至CDP拥有人在面对消费者想要将此游戏退款时的消极攻击行为 (译者:嗯,遇过不少,尤其那句:你干嘛生气。)

如果你玩得愉快,那没关係,你有享受到就好,我不会跟你争吵。
但我在数部影片当中只知道那款游戏有着难以接受程度的游戏漏洞,在家用主机上的程度更为糟糕,甚至还有8MB的存档问题(译者:PS2记忆卡),或者整体表现的问题像是- AI,我看到当警察距离玩家100公尺之后就不追捕之后我就停下观看的影片了。

反正呢,回到主题。

但在那之前,有一件事。在CDP提到的「加班」是指每天工作十六小时包括週休二日,如果没有加班来说大致上就是平日 - 十到十二小时,礼拜六 - 六到八小时。有时候公司有会偷吃步不会把每次的加班费发给员工。而员工产生的营业额是非常庞大的,对于「我的线人」从刚开始工作并工作两年后:「新的脸孔比旧的脸孔更加熟悉是很正常的。」这没什幺好震惊的。而工资却比波兰的其他工作室少了四成,甚至比更小的还未成名的公司卖的游戏都是700-900台币(译者:20-25欧元)来得少。而在这家公司你不会有什幺多大的进展,你大概能从初级开发升职到首席开发,大概就这样(而且大多数你升职钱也没跟着升。)有的话你可以去签乐透了(或者更确切的说,在工作上面缺乏人手的时候) - 从领导开发到底层管理(有时候团队领导层只是随便塞两个初级或者首席开发师来填补位子直到有新的消息为止。)我的线人告诉我其他的员工优惠是还不错- 免费的健身房、免费的电影院、免费水果、啤酒等。

正在翻译时间点中...

看较旧的 1 则留言

沉盘: 24 分前

CDPR高层跟股东荒版化

随便: 12 分前

荒腔走坂

sean: 10 分前 编辑

2077就是一个开发者的故事啊 你的灵魂最终还是脱离不了企业的手掌 哈哈哈(奸笑)

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