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《崩坏学园2》
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上海交大一间宿舍,走出3个百亿宅男
创业家· 2025-12-16 10:12
Core Viewpoint - MiHoYo has transformed from a small dormitory startup into China's third-largest gaming company, with a valuation of 175 billion RMB, focusing on creating a virtual world for a billion people by 2030 [8][39]. Group 1: Company Background - MiHoYo was founded in 2011 by four students from Shanghai Jiao Tong University, who initially aimed to create a world-class original animation company [12][18]. - The company started with a small loan and faced numerous challenges, including initial failures in game launches and securing funding [22][23]. Group 2: Key Milestones - The breakthrough came with the release of "崩坏学园2" in 2014, which capitalized on the rise of the 二次元 culture and mobile gaming, generating significant revenue growth [26][27]. - "崩坏3" was launched in 2016, surpassing Tencent's "王者荣耀" to become the top-grossing game in China, marking a pivotal moment for MiHoYo [32][33]. Group 3: Financial Performance - In 2020, MiHoYo's revenue soared to 10.128 billion RMB, with a net profit of approximately 5.7 billion RMB, largely driven by the success of "原神" [37][38]. - By 2022, MiHoYo reported game revenues of 27.34 billion RMB, solidifying its position in the gaming industry [38]. Group 4: Future Aspirations - MiHoYo aims to create a virtual world that can accommodate a billion users, expanding its focus beyond gaming to include AI, brain-computer interfaces, and nuclear fusion technologies [45][46]. - The company is actively investing in new technologies and has established partnerships with institutions for research and development in advanced fields [43][44].
上海交大一间宿舍,走出3个百亿宅男
首席商业评论· 2025-12-14 03:49
以下文章来源于最华人 ,作者华人作者团 最华人 . 有华人的地方,就有最华人。 关注华人商业领袖、创业者及商业案例; 洞察科技制造、品牌出海、产 业革新等。 "2022中国正能量网络精品"获得者。 11月21号,B站上一条视频刷屏,截至目前播放量已经超550万。这个米哈游旗下的新游戏 Varsapura 还没上 线就引来关注,就连游戏巨头索尼的前高管也忍不住在社交媒体转发,说"等不及要玩了"。 米哈游在中国游戏圈是个特别的存在。 在小众的二次元赛道里,几个上海交大毕业的技术宅靠10万元无息贷款起步,只用了13年时间就把它做成 了估值1750亿、仅次于腾讯和网易的中国第三大游戏公司。 今天米哈游的目标已经从"做世界一流的原创动漫公司",到投身AI、脑机接口,甚至火箭发射、核聚变等 面向未来的产业,立志在2030年打造出全球十亿人愿意生活在其中的虚拟世界。 ● 米哈游创始人团队,从左至右:罗宇皓、蔡浩宇、靳志成、刘伟和张庆华 从一开始就喊出"技术宅拯救世界"的米哈游,有什么样的故事? 01 宿舍创业 2005年,上海交大迎来了一批新生,来自山东济南的蔡浩宇、湖南长沙的刘伟和江西抚州的罗宇皓就在其 中。 1987年 ...
米哈游”大丽花”角色被指消费真实案件 回应以公告为准
Zhong Guo Jing Ji Wang· 2025-11-13 06:11
Core Points - The character "Dahlia" from miHoYo's game "Honkai: Star Rail" has sparked controversy due to its design allegedly referencing the 1947 "Black Dahlia" murder case, leading to accusations of trivializing a tragic event [1] - Some users have reported the issue to regulatory authorities, questioning the respect for the deceased [1] - MiHoYo's customer service stated they are unaware of the specific design details and will record the controversy for higher management [1] Company Overview - MiHoYo was established in 2011 and aims to provide users with exceptional products and content [2] - The company has released several popular titles, including "Honkai Impact 2," "Honkai Impact 3," "Genshin Impact," and community products like "MiHoYo Community" [2] - MiHoYo has developed a diverse range of products around original IPs, including animations, comics, music, novels, and merchandise [2]
腾网米哈游,双11正面开战
3 6 Ke· 2025-11-12 00:34
Core Insights - The gaming industry has emerged as a new focal point during the Double Eleven shopping festival, alongside traditional e-commerce platforms and apparel brands [1][2] - Various gaming companies, including Tencent, NetEase, and miHoYo, have adopted diverse strategies for live-streaming sales, moving beyond traditional discounting to engage players more interactively [1][3] Group 1: Marketing Strategies - Live-streaming sales have become a new extension of the gaming industry's content ecosystem and business model [2] - Companies are utilizing live-streaming to create entertaining consumption scenarios and transactional content, enhancing player engagement [3][16] - Tencent's games focus on resource leverage and limited-time offers, with high DAU products like "Escape from Tarkov" achieving over 10 million DAU [3][9] Group 2: Player Engagement - Live-streaming sessions serve as platforms for player interaction, allowing them to express concerns and ask questions about game balance and updates [10][28] - The live-streaming format has transformed into a space for both sales and community engagement, fostering trust and loyalty among players [10][27] Group 3: Sales Performance - NetEase's "Nirvana in Fire" mobile game achieved significant sales during its live-streaming event, ranking first on the sales leaderboard [7][9] - The "Nirvana in Fire" game previously generated over 25 million yuan in sales during a four-hour live-stream in August [9] Group 4: Industry Trends - The rise of live-streaming sales reflects a broader trend in the gaming industry, driven by increasing advertising costs and the need for more efficient growth strategies [28][30] - The gaming live-streaming market has seen a 56% increase in consumption scale compared to early 2024, with mobile game live-streaming accounting for over 30% of total ad spending [30]
蔡浩宇,正在招人
投资界· 2025-09-26 07:20
Core Viewpoint - The article discusses the ongoing recruitment efforts by Anuttacon, a company founded by former Mihayou CEO Hugh Tsai, highlighting the fierce competition for AI talent in the industry [3][5][11]. Company Overview - Anuttacon is focused on developing AGI (Artificial General Intelligence) and has begun hiring extensively for roles such as AI trainers, with a particular emphasis on pre-training and LLM (Large Language Model) talent [5][7]. - The company aims to create a highly creative team to innovate in the AI and gaming sectors, reflecting a shift in game development paradigms due to advancements in AI technology [5][6]. Recruitment Strategy - Anuttacon's recruitment efforts have expanded beyond the initial focus on the San Francisco Bay Area to include locations such as Singapore and Beijing, indicating a broader strategy to attract global AI talent [7]. - The company is offering competitive salaries for positions, with AI trainers earning between $20 to $30 per hour [7]. Industry Context - The AI industry is experiencing a talent war, with top-tier AI experts being a scarce resource. Companies are willing to invest heavily to secure these individuals, as evidenced by Meta's $15 billion investment in Scale AI [12][13]. - The article notes that the number of elite AI experts globally is less than a thousand, primarily concentrated in major tech firms like OpenAI, Google, and Meta, highlighting the competitive landscape for talent acquisition [12][13]. Talent Landscape - Chinese AI researchers are particularly sought after, with 50% of AI research personnel globally coming from China, indicating a significant talent pool that companies are eager to tap into [12][13]. - The article suggests that the future of AI competition may hinge on the ability to attract and retain top talent, with many of these individuals coming from prestigious academic backgrounds [12][13].
前米哈游制作人被曝欠薪:曾获1500万投资,明星团队第二次死亡
3 6 Ke· 2025-09-05 00:12
Core Viewpoint - The sudden shutdown of the game "Golden Four Eyes" highlights the internal and external challenges faced by the development team, leading to its failure within just five months of launch [1][39]. Group 1: Game Shutdown - Players first noticed issues with the game's server on July 10, leading to widespread realization that the game was no longer playable without any prior notice [1][3]. - Despite the game still being available for download on platforms like TapTap, it became unplayable, indicating deeper operational issues [5][9]. - The last official communication from the team was on May 13, celebrating the game's 100-day milestone, which foreshadowed the impending crisis [7][12]. Group 2: Internal Conflicts - The development team faced significant ideological differences, particularly regarding gameplay design, which led to conflicts between the producer and team members [14][16]. - The game was designed with a complex strategic system that alienated casual players, leading to demands for more accessible features like auto-battle [17][18]. - Communication breakdowns within the team resulted in inefficiencies and a lack of responsiveness to player feedback, exacerbating the game's issues [19][21]. Group 3: Financial Struggles - The company received a $15 million investment, which was nearly depleted by October of the previous year, leading to financial instability [23][25]. - Attempts to secure additional funding were thwarted by the producer's refusal to accept offers, believing the game could succeed independently [25][27]. - The financial crisis led to salary suspensions for all employees, further eroding trust in the leadership [27][30]. Group 4: Game Launch and Reception - The game launched with expectations of significant user engagement, but initial downloads fell short, with less than 100,000 in the first month [34]. - Poor preparation for the iOS launch and mismatched gameplay updates contributed to negative reception and player attrition [34][35]. - The rapid release of new content without adequate resources led to operational chaos and further dissatisfaction among players [35][37]. Group 5: Conclusion and Aftermath - The game ultimately ceased operations due to financial insolvency, with the server shutting down unexpectedly [39]. - The narrative surrounding the game's development and failure serves as a cautionary tale about the challenges in the competitive gaming industry [40].