Chapter 447: Becoming S-Class!

⏱ ~5 min read

Chapter 447: Becoming S-Class!

The next day, the experience store.
In his own workspace, Chen Mo opened the Mirage Game Editor to check his designer profile.
For most people, winning an award like this would be cause for celebration for at least a week. After all, this was the Game of the Year awarded by the Game Committee, essentially a prize earned by defeating every designer in the country. It wasn’t just a victory for Chen Mo but a milestone for the entire team.
Previously, when Chen Mo said he would make a Game of the Year in three months, many people couldn’t believe it, thinking his idea was overly optimistic.
But after "Overwatch" successfully won the award, everyone finally conceded that Chen Mo wasn’t just blowing smoke—he said he’d take the Game of the Year, and he did!
Today, the experience store was completely packed, especially the VR experience area, where a long line had formed.
After "Overwatch" won the Game of the Year—the most prestigious domestic award—it became a huge sensation in the gaming circle. Many who had heard of "Overwatch" but never played it finally downloaded it to try, or came to the experience store for a demo.
After all, the honor of "Game of the Year" is an incredibly high accolade for any game, and "Overwatch’s" reputation skyrocketed instantly.
But for Chen Mo, now that the award was won, it was time to move on.
Although "Overwatch" was very fresh for players in this world, Chen Mo himself knew he still had a long way to go.
In the Mirage Editor, Chen Mo’s profile had already been upgraded to S-Class Designer.
[Chen Mo: Game Designer (S-Class)]
[Creativity: 92 points]
[Systems: 90 points]
[Level Design: 91 points]
[Story: 92 points]
[Concept Art: 93 points]
[3D Art: 93 points]
[Monthly Resource Allowance: Unlimited]
[Can freely experience any game on the market]
[Can access the National Database to review any materials]
[Receives a dedicated section in the official app store to display personal works]
After "Overwatch" came out, all of Chen Mo’s scores had risen above 90 points, especially in Concept Art and 3D Art, which reached 93 points.
This was because the artistic level of "Overwatch’s" characters was very high, especially the modeling and animations, which were essentially top-tier. Since this was also Chen Mo’s first true high-quality VR game, achieving such high scores was expected.
However, these scores were just for show—nice to look at. What really mattered to Chen Mo were the privileges of being an S-Class Designer.
The reason Chen Mo had rushed to release "Overwatch" and win Game of the Year to become an S-Class Designer was mainly to secure these privileges a year earlier.
Regarding the privileges of an S-Class Designer, Chen Mo had previously gathered bits and pieces from various sources, but nothing was very specific. Now that he had become an S-Class Designer himself, Chen Mo could finally check the detailed explanations in the Mirage Editor.
First, unlimited resource allowance, allowing unrestricted use of all art resources in the Mirage Editor.
Second, the ability to freely experience any game on the market, including domestic and foreign games, without spending a single cent.
Third, S-Class Designers would receive a dedicated section in the official app store to showcase their works. This dedicated section would exist permanently, meaning that once you became an S-Class Designer, you would have a permanent recommended spot in the official app store.
For other designers, any one of these three privileges would be a dream come true.
Unlimited resources meant they could experiment more freely, without having to painstakingly filter alternative resources or worry about capacity issues when making games.
Being able to freely experience any game on the market would save a huge amount of money. Some popular games had entry fees of one or two thousand yuan, and in-depth play might require even more spending. If you tried three or four games a month, that could easily be ten thousand yuan gone—most designers weren’t that wealthy.
As for the dedicated section in the official app store, it was essentially the best possible recommendation spot, with absolutely outstanding promotional effects.
Of course, for Chen Mo, these three privileges weren’t that important; they actually felt a bit redundant.
Unlimited resources? Chen Mo had basically never exhausted his resource pool, because he never had any trial-and-error costs, and now he was making his own art resources anyway.
Freely experiencing games? Chen Mo didn’t care about spending an extra ten or twenty thousand yuan a month. Even if he bought everything freely, it wouldn’t matter.
The recommendation spot in the app store was even more useless. Chen Mo’s own Thunder Game Platform was already one of the most influential game channels in the country. Every new game he released was highly anticipated—why would he need the official app store to promote him?
What Chen Mo valued most was this privilege: the ability to access the National Database to review any materials.
The so-called National Database was an enormous data network, containing incredibly vast and complex information—essentially everything.
Whether it was science and technology, literature and art, cutting-edge knowledge from various disciplines, historical documents, and so on—it was all available.
In this parallel world, almost all domestic knowledge could be found in this database. If necessary, one could also use this channel to find industry professionals who could personally answer specific questions.
Why did Chen Mo value this database so much? Because he knew very well that he would inevitably need it in the future.
Suppose Chen Mo wanted to make a game set in ancient times and wanted it to be extremely realistic. Then he would need to carefully research many aspects: What was the architectural style of that era? How did people dress? What were their behaviors? What was the social atmosphere?
Every detail had to be considered.
Although Chen Mo had many game ideas he could draw from, he didn’t possess this knowledge himself. After gaining the privilege to access any materials in the National Database, many specialized problems would be easily solved.

Besides these explicitly stated privileges, being an S-Class Designer came with many other conveniences.
Although S-Class and A-Class Designers sounded similar, they were actually worlds apart.
S-Class Designers held a certain status in the industry and had a voice in the Game Committee. This convenience manifested in many ways.
For example, they could allocate more resources to design games.
For example, game reviews would be more lenient.
They would also be more respected. Some S-Class Designers were even regarded as outstanding representatives in the cultural field, alongside experts, scholars, and famous directors.
For Chen Mo, after all this effort, he had finally obtained the status of an S-Class Designer. From now on, making all kinds of large-scale VR games would be much smoother.
Genius remembers this site's address in one second: