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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

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