Inworld Culture & Art Studio

Record and recreate the culture and art of human civilization with games

设计理念

设计游戏对我们来说并不是一项自娱自乐或追逐利益的工作,而是希望以游戏的作为媒介,促进人与人之间的链接,为人们的生命体验增加厚度。鉴于此,我们每一个项目都将遵循以下原则

I 促进链接

我们相信:游戏不仅是个体体验,更是人与人之间的媒介,能促进玩家之间的连接。

  • 让玩家之间的互动有意义,而不仅仅是攀比或数据交换。
  • 设计需要沟通、协作、理解对方的机制,而非纯粹的数值优化。
  • 让玩家的关系能以某种方式被记录、体现,并影响游戏进程。
  • 允许“关系的深度”成为游戏的一部分,而不仅仅是“关系的数量”。

II 社会价值

我们相信:游戏不只是娱乐工具,而是对社会有正向影响的媒介。

  • 让游戏探讨有意义的议题,如历史、文化、社会与人性等。
  • 让玩家在游戏中学会现实世界中的某些能力,如沟通、共情、决策。
  • 关注游戏的可持续性设计,避免纯粹的“短期刺激+氪金”模式。
  • 让玩家在游戏中的行为能在现实世界产生某种回响(比如社区行动、公益玩法)。

III 长期主义

我们坚持:游戏不追求短期爽感,而是构建长期有意义的体验。

  • 让玩家的选择和行动有长期影响,而不仅仅是短期反馈。
  • 设计能持续演化和成长的游戏系统,而非一次性体验。
  • 鼓励玩家投入时间建立深厚的关系、成就和回忆,而不是追求速通和刷数值。
  • 让游戏的生命周期足够长,不是“一次性消费品”,而是能持续被探索和讨论的世界。

WITH YOU

TILL END OF WORLD


一款致力于促进亲密关系的双人合作生存沙盒游戏

始于2023.5.12 仍在开发中

我们的思考

《WithYou:Till End of World》是一款专为双人玩家打造的沉浸式合作生存游戏,旨在探索人与人之间的亲密关系如何在艰难环境下成长与变化。玩家将共同面对一个后末日世界,在资源有限、威胁四伏的环境中相互扶持,建立属于彼此的生存之道

创业初心

窦月汐 March 21, 2024

不知道你是否曾为这三个问题所困扰过: 我为什么选择设计游戏? 如果衣食无忧,我想设计什么游戏? 怎样才能设计一个好游戏? 这么多年我们游戏行业一直在研究“怎么赚钱”,却很少有人出于社会价值告诉我们:还可以设计些什么,也更少有人直面自己的内 …

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世界不是背景,而是叙事:WithYou的环境叙事哲学

窦月汐 October 2, 2015

末世生存游戏往往把世界当作战斗或资源管理的舞台,但《WithYou》的世界是一个“会诉说故事”的存在。本文将探讨如何让环境、遗迹、物品、废墟中的文字,成为叙述角色命运与玩家旅程的一部分。 Lorem ipsum dolor sit …

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生存沙盒游戏的设计思想

窦月汐 September 17, 2015

Hugo uses the excellent go html/template library for its template engine. It is an extremely lightweight engine that …

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我们是谁

由一群热爱游戏、怀揣梦想的成员组成的团队

窦月汐

制作人&主策划

六边形游戏制作人,前网易游戏策划,曾被丁磊指定为创意设计顾问,参与过《Rust》《Once Human》等项目

素子

技术美术

前腾讯二方工作室TA,毕业于UCLA,游戏圈Social Queen,参与过《Command&Conquer:Legions》等项目

耀文

技术

互联网大厂从业十年资深工程师,毕业于浙江大学计算机专业,前创业者,决定用三年时间转行,后半生All in游戏领域

丸子

编剧/文案策划

前记者/非虚构编辑,毕业于中国传媒大学文艺学专业,《天才捕手计划》核心编辑,广泛触及传奇人生、特殊职业和罪案纪实

邱雪梅

心理学顾问

北京大学,心理学专业,从业八年临床心理咨询师

谁在支持我们

他们的声音

We have worked with many clients and we always like to hear they come out from the cooperation happy and satisfied. Have a look what our clients said about us.

One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

John McIntyre
John McIntyre

CEO, TransTech

One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

John McIntyre
John McIntyre

CEO, TransTech

One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

John McIntyre
John McIntyre

CEO, TransTech

One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

John McIntyre
John McIntyre

CEO, TransTech

One morning, when Gregor Samsa woke from troubled dreams, he found himself transformed in his bed into a horrible vermin. He lay on his armour-like back, and if he lifted his head a little he could see his brown belly, slightly domed and divided by arches into stiff sections.

John McIntyre
John McIntyre

CEO, TransTech

Welcome to Inworld Studio

We are a passionate game development studio focused on creating unique and immersive gaming experiences. Our team combines artistic vision with technical excellence to bring innovative games to life.

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