KM6302-无代写
时间:2024-09-19
Black Myth: Wukong
Programme
Master of Science in Knowledge Management (MSc KM)
Nanyang Technological University
KM6302 Knowledge Management Practices and Implementation
Word count: -
Date of Submission: -
Lecturer: Associate Professor Dr. Chua
Team Members:
Name Student ID
Wong Kit Ling G2404750C
Luo Jia Jing G2406769B
Zhu Zi Yue G2405042K
Zhang Hong Le G2403159E
Zhang Yao Yue G2404796K
Table of content
Black
Myth: Wukong
..................................................................................................................................................1
1.
Introduction................................................................................................................................................................3
1.1 Company background
............................................................................................................................3
Background of Game Science's
Founding..................................................................................................3
Overview of Early
Projects..............................................................................................................................3
1.2 Objectives
..................................................................................................................................................3
2. Literature Review
....................................................................................................................................................4
2.1 History of Knowledge Reuse in .. ?
...........................................................................................................4
2.2 Knowledge Reuse Theory
.............................................................................................................................5
2.3 Multi-Theoretical Model of Knowledge
Transfer.................................................................................6
2.4 Knowledge Sharing and Reuse in Game Development ......................................................................7
Knowledge Reuse Strategies in Game Development ..............................................................................7
Exploring the Reuse Elements in Black Myth: Wukong. .......................................................................7
3.
Discussion and
Analysis........................................................................................................................................9
4. Conclusion
..............................................................................................................................................................
10
5. References
...............................................................................................................................................................
11
1. Introduction
1.1 Company background
Background of Game Science's Founding
Overview of Early Projects
1.2 Objectives
• Analyze the knowledge management strategies and the application of domain
theory to enhance innovation capabilities in the Black Myth: Wukong project.
• Integrate and analyze the application of new theories in the context of the project's
knowledge management.
• Discuss the feasibility of applying these new theories to similar small to mid-sized
companies in the game industry.
2. Literature Review
2.1 History of Knowledge Reuse in .. ?
2.2 Knowledge Reuse Theory
• Modular Knowledge Reorganization and Case-Based Reasoning (CBR)
• Application of Domain Theory in Software Engineering
2.3 Multi-Theoretical Model of Knowledge Transfer
• Multi-Dimensional Model of Knowledge Sharing and Reuse
• Knowledge Transfer and Trust Mechanisms Across Teams
2.4 Knowledge Sharing and Reuse in Game Development
Knowledge Reuse Strategies in Game Development
Knowledge reuse is a crucial strategy in modern game development, enhancing both
efficiency and innovation. Murphy-Hill et al. (2014) highlight how game developers
utilize existing code, tools, and engines to reduce development time. Lewis et al. (2000)
show that reusing 3D models and skeletal systems improves productivity in animation.
Cohen and Levinthal’s (1990) absorptive capacity theory explains how companies
integrate external knowledge to fuel innovation. Schreiber (2009) underscores the role of
iterative design and template reuse in streamlining game creation, while Bunge and
Coleman (2012) provide case studies of engine development, illustrating how prior
technical solutions reduce redundant effort. The Unreal Engine Documentation further
demonstrates how modular engine design accelerates development through reuse.
Collectively, these sources emphasize the pivotal role of knowledge and technology reuse
in optimizing game development.
Knowledge Reuse in SME game company
In game development, knowledge and technology reuse are key strategies for enhancing
efficiency and driving innovation, especially for small to mid-sized companies.
Supergiant Games, with Hades, reused technologies and narrative frameworks from
Bastion and Transistor to maintain consistency while conserving resources. Similarly,
Klei Entertainment reused existing 2D engines and animation systems for Don't Starve,
focusing on gameplay innovation. Motion Twin, creators of Dead Cells, reused
mechanics from earlier projects to enable rapid iteration. Larian Studios exemplifies a
mid-sized company transitioning to AAA development, reusing RPG engines from
Divinity: Original Sin II and further advancing this approach in their AAA title, Baldur’s
Gate 3. These examples highlight how reuse strategies allow smaller developers to
produce high-quality games despite resource constraints.
Exploring the Reuse Elements in Black Myth: Wukong.
Black Myth: Wukong utilized Unreal Engine to streamline development by reusing
existing technology, thus avoiding the need to build foundational systems from scratch.
This approach, as outlined by Gregory (2014), highlights how modular game engines
allow developers to focus on content creation rather than technical complexity. Similarly,
Davenport and Prusak (1998) stress that reusing knowledge and technology not only
improves efficiency but also frees resources for innovation. The game's use of Unreal
Engine exemplifies how technical reuse enables teams to prioritize creativity while
leveraging pre-built solutions. As a result, it allows the development team to focus more
on polishing game content and design.
Video games can help players understand and experience historical, social, and cultural
phenomena by reusing specific cultural contexts. According to Kurt Squire, video games
are not just entertainment but also serve as a powerful medium for cultural expression
and transmission (Squire, 2002). Black Myth: Wukong exemplifies this by reusing the
storyline and characters from Journey to the West, while incorporating modern game
mechanics, thereby contributing to the global spread of Chinese culture. Moreover, the
game has gained global attention by reusing traditional Chinese culture, with its success
stemming from both technological innovation and the fresh presentation of Chinese
culture to international audiences. This cross-cultural knowledge reuse strategy not only
enhances the game's competitiveness but also increases the global influence of Chinese
culture.
3. Discussion and Analysis
4. Conclusion
5. References
Bunge, M., & Coleman, J. (2012). Reuse in game development: A case study on experience -based reuse in
game engine development. Journal of Game Development and Design, 7(3), 45-62.
Cohen, D., & Levinthal, D. A. (1990). Absorptive capacity: A new perspective on learning and innovation.
Administrative Science Quarterly, 35(1), 128-152.
Gregory, J. (2014). Game engine architecture (2nd ed.). A K Peters/CRC Press.
Lewis, J. P., Cordner, M., & Fong, N. (2000). Pose space deformation: A unified approach to shape
interpolation and skeleton-driven deformation. In Proceedings of the 27th Annual Conference on Computer
Graphics and Interactive Techniques (pp. 165-172).
Murphy-Hill, E., Zimmermann, T., & Nagappan, N. (2014). Cowboys, ankle sprains, and keepers of quality:
How is video game development different from software development? In Proceedings of the 36th
International Conference on Software Engineering (pp. 1-11).
Schreiber, I. (2009). Game design workshop: A playcentric approach to creating innovative games. CRC
Press.
Squire, K. (2002). Cultural framing of computer/video games. Game Studies, 2(1). Retrieved from Game
Studies 0102: Cultural framing of computer/video games. By Kurt Squire
Unreal Engine Documentation. Epic Games. Retrieved from https://docs.unrealengine.com