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“For most people, creativity could either be a treasure chest or shackles.”

While the gamers’ creativity had to be respected, Min Jingchao also had to be cautious about the ‘shackles’ effect. She had to avoid turning the game into an odd patchwork, which was neither fish nor fowl.

As the system designer, Min Jingchao had to exercise control over the game’s system balance. At the same time, Zhang Nan had to exercise control over the game’s artistic style. On top of that, with so many ideas being contributed, filtering and analyzing would be very troublesome. Thus, the designer had to foresee those problems and come up with a mechanism to deal with them.

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Min Jingchao divided the Creative Community into several simple sections and designed a mechanism to sieve gamers who ‘liked’ similar items. This would minimize the amount of low-level work that the designers would have to do in the future.

In Min Jingchao’s mind, there were generally three types of heroes in GOG:

First, heroes whose IPs had been bought over. They had been modeled after their original concept art, and their skills had been designed based on the background story of the original character.

Second, heroes that had been designed and modeled based on internal employees or people who had made special contributions to the game. Modest was one example of such heroes.

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Third, heroes designed by the gamers themselves.

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Further, gamers could design two types of heroes: the type that emphasized on mechanism and gameplay and the type that emphasized on outward appearance.

There were specializations in the art industry. Most gamers would not think about a hero’s background story, appearance, and skills mechanism, much less the balance in the system.

Thus, Min Jingchao had to separate all of those items.

Therefore, the Creative Community was split into four sections: the IP Heroes Idea Pool, the Special Contributions Idea Pool, the Original Works (Mechanisms) Idea Pool, and the Original Works (Appearance) Idea Pool.

The officials would regularly post stickies on the IP Heroes Idea Pool to notify everyone of the newest character IPs that GOG had bought over. After that, gamers could raise ideas on skills design based on the existing images and background stories.

Outstanding employees, business partners, and gamers would be singled out in the Special Contributions Idea Pool. After that, gamers could start designing new heroes based on those people’s unique characteristics.

In the Original Works (Mechanisms) Idea Pool, gamers could brainstorm hero designs and plans that could benefit the game’s mechanism. For example, the game was lacking a roaming support hero at the moment. Thus, gamers could use this section to suggest skills that new heroes could possess. Other people or the officials could then fill in the gaps in the heroes’ concept art and background stories.

The Original Works (Appearance) Idea Pool would be the exact opposite. Gamers would only have to contribute concept art or background stories that they had created for new heroes, and other people or the officials could come up with the heroes’ skills.

All of the sections would have rich filtering and sorting functions.

For example, players would be able to sort the various suggestions based on different figures such as popularity, date and time, and the number of likes. They would also be able to interact with others’ designs by liking them, recommending them, laughing at them, or trampling all over them.

That way, gamers would get to do the initial filtration. New heroes would then be created in descending order of popularity among gamers.