Are you curious about how our Coaches DLC for Euro Truck Simulator 2 is being created? You're in luck! Today, we're giving you a behind-the-scenes look at this upcoming expansion. We interviewed Dominik, the producer of Project Coaches, who will share a few insights. 您是否好奇我们的《欧洲卡车模拟器2》教练DLC是如何创建的?你真幸运!今天,我们将为您介绍即将到来的扩展的幕后情况。我们采访了《项目教练》的制作人多米尼克,他将分享一些见解。 "Hi, I'm Dominik, and I'm the producer of the Coaches DLC. Even before I joined SCS, I was very interested in coaches, waiting for news, and looking forward to what SCS would come up with. When I moved into the role of a producer, and we were discussing what project I could take on, coaches were the obvious choice. It's a very interesting project with a long history, but one that has been stagnating for many years. Taking it on and seeing it through to completion is a challenge. I'm very happy to have been given this opportunity and to be able to work with the team on this great project," he shares with us. “大家好,我是多米尼克,我是教练DLC的制作人。甚至在我加入SCS之前,我就对教练非常感兴趣,等待消息,期待SCS会想出什么。当我担任制作人时,我们正在讨论我可以承担什么项目,教练是显而易见的选择。这是一个历史悠久的非常有趣的项目,但多年来一直停滞不前。承担并完成它是一个挑战。我很高兴有机会与团队合作完成这个伟大的项目,”他与我们分享道。 Dominik has been with our team for several years, and his path to becoming a producer for the Coaches project has provided him with strong, relevant experience. Dominik在我们的团队工作了几年,他成为Coaches项目制作人的道路为他提供了丰富的相关经验。 "I joined SCS as a map designer for the Italia DLC. I gradually worked my way up to map lead, and after a few years, I moved to the position of a producer. This prepared me quite well for Coaches' development. I had extensive knowledge of the map and coach station coverage, I was familiar with the map development process, asset submission, and managing large numbers of people and tasks. Of course, there were many other challenges ahead of me. Working with the game design and programming teams was new to me, and overall, it was a more agile project with more unknowns than in map development," Dominik told us. 多米尼克告诉我们:“我加入SCS是作为意大利DLC的地图设计师。我逐渐晋升为地图负责人,几年后,我转到了制作人的职位。这为教练的发展做好了充分的准备。我对地图和教练站的覆盖范围有着广泛的了解,我熟悉地图开发过程、资产提交以及管理大量人员和任务。当然,我面前还有许多其他挑战。与游戏设计和编程团队合作对我来说是新的,总的来说,这是一个比地图开发更敏捷的项目,有更多的未知因素。”。 So, what exactly does a producer do on a project like this? Dominik gave us a clear overview of his responsibilities and how they all come together to ensure the project's success. 那么,制片人在这样的项目上到底做了什么?Dominik向我们清晰地概述了他的职责,以及他们如何共同确保项目的成功。 "The main focus of this position is coordination. My job is to ensure that the whole team pulls together, that everyone knows what they are supposed to do, and that they have all the necessary resources and information to reach our common goal as quickly as possible. Sometimes it is necessary to secure additional capacity and work outside the team; for example, when we discovered that we couldn't render such a large number of raindrops due to the large windows on coaches. This problem concerned the rendering team, as no one within our team could solve it. I try to keep track of the direction of development so that I can quickly respond to any changes that may arise," he explains. “这个职位的主要重点是协调。我的工作是确保整个团队齐心协力,每个人都知道他们应该做什么,并且他们拥有所有必要的资源和信息,以尽快实现我们的共同目标。有时,有必要确保额外的能力和团队外的工作;例如,当我们发现由于教练的大窗口而无法渲染如此大量的雨滴时。这个问题与渲染团队有关,因为我们团队中没有人能解决它。我试图跟踪发展方向,以便我能够快速应对可能出现的任何变化,”他解释道。 Of course, a project like this doesn't come without its challenges. Dominik talked about some of the hurdles involved and how he works through them. 当然,这样的项目并非没有挑战。多米尼克谈到了其中的一些障碍,以及他是如何克服这些障碍的。 "The difficult thing is to keep the scope of the project under control. We and the community have lots of ideas and expectations about what could be incorporated, but we need to remember that our team is relatively small and we don't want this project to drag on for another 5 years; we want to get it to our players as soon as possible. So we need to carefully choose what we focus on now and what we will develop in future updates." “最困难的是控制项目的范围。我们和社区对可以纳入的内容有很多想法和期望,但我们需要记住,我们的团队相对较小,我们不希望这个项目再拖5年;我们希望尽快把它交给我们的玩家。因此,我们需要仔细选择