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策劃設計文檔


策劃設計文檔:
(Design Document for:)
游 戲 名 稱
(Name of Game)
一行說明,例如:終極賽車游戲
(One Liner, i.e. The Ultimate Racing Game)
"這里該有一些有趣的東東"
(補充:比如宣傳畫面什么的)
("Something funny here!" )
All work Copyright 2001 by 你的公司名稱
(All work Copyright 1999 by Your Company Name)
作者: Chris Taylor
譯者:陳 愾(wizard_kai)
修正:Count D
版本 # 1.00
(Version # 1.00)
Wednesday, July 27, 2005
注:
1,作者簡介:氣體動力游戲(游戲小組的名稱)的奠基人和《橫掃千軍》的制造者.(the founder of Gas Powered Games and creator of Total Annihilation. 引自GameDev.net的詞典.)
2,文章簡介:本文是一篇含蓋性很強的設計文檔模版.主要向設計新手說明要如何書寫設計文擋,以及要考慮到的主要問題.
3,譯者聲明:翻譯這篇文章,全憑個人對游戲制作的執著.其中不免有錯誤的地方,請諒解.我保留了英語原文,希望可以幫助你閱讀.^_^
4,補充聲明:補充基于Adams 和 Rollings 的《游戲設計技術》,這本書的最后推薦了這個模版.該書同時建議在每頁的頁眉和頁腳上寫上版權聲明.
目 錄
Table of Contents
游戲名稱NEMA OF GAME
設計歷程Design History
版本 1.10 Version 1.10
版本 2.00 Version 2.00
版本 2.10 Version 2.10
游戲概述Game Overview
哲學Philosophy
哲學觀點 #1 Philosophical point #1
哲學觀點 #2 Philosophical point #2
哲學觀點 #3 Philosophical point #3
基本問題Common Questions
這個游戲是什么 What is the game
為什么做這個游戲 Why create this game
這個游戲在哪里發生 Where does the game take place
我要操作什么 What do I control
我有幾個角色可以選擇 How many characters do I control
要點是什么 What is the main focus
與同類游戲有什么不同 What's different
特色設置Feature Set
特色概述General Features
聯網特色Multi-player Features
編輯器Editor
玩游戲Game play
游戲世界(The Game World)
概述Overview
世界特色 #1World Feature #1
世界特色 #2World Feature #2
物質世界The Physical World
概述Overview
關鍵場所Key Locations
游歷Travel
比例Scale
對象Objects
氣候Weather
白天和黑夜Day and Night
時間Time
渲染系統Rendering System
概述Overview
2D/3D 渲染2D/3D Rendering
視角Camera
概述Overview
視角描述 #1Camera Detail #1
視角描述 #2Camera Detail #2
游戲引擎Game Engine
概述Overview
游戲引擎描述 #1Game Engine Detail #1
水Water
碰撞檢測Collision Detection
照明模式Lighting Models
概述Overview
照明模式描述 #1Lighting Model Detail #1
照明模式描述 #2Lighting Model Detail #2
世界規劃The World Layout
概述Overview
世界規劃描述 #1World Layout Detail #1
世界規劃描述 #2World Layout Detail #2
游戲角色Game Characters
概述Overview
創建角色Creating a Character
敵人和怪物Enemies and Monsters
用戶界面User Interface
概述Overview
用戶界面描述 #1User Interface Detail #1
用戶界面描述 #2User Interface Detail #2
武器Weapons
概述Overview
武器描述 #1Weapons Details #1
武器描述 #2Weapons Details #2
音樂總譜和聲音效果Musical Scores and Sound Effects
概述Overview
CD音軌Red Book Audio
3D 音效3D Sound
音效設計Sound Design
單人游戲模式Single Player Game
概述Overview
單人游戲模式描述 #1Sin  gle Player Game Detail #1
單人游戲模式描述 #2Single Player Game Detail #2
故事Story
游戲時間Hours of Game-play
勝利條件Victory Conditions
多人游戲模式Multi-player Game
概述Overview
最大玩家數Max Players
服務器Servers
定制Customization
互聯網Internet
游戲站點Gaming Sites
持續Persistence
存檔 和 讀檔Saving and Loading
角色描述Character Rendering
概述Overview
角色渲染描述 #1Character Rendering Detail #1
角色渲染描述 #2Character Rendering Detail #2
世界編輯World Editing
概述Overview
世界編輯描述 #1World Editing Detail #1
世界編輯描述 #2World Editing Detail #2
額外的,混雜的資源Extra Miscellaneous Stuff
概述Overview
我繼續瘋狂 ……Junk I am working on…
"XYZ 附錄""XYZ Appendix"
"對象附錄""Objects Appendix"
"用戶界面附錄""User Interface Appendix"
"聯網技術附錄""Networking Appendix"
"角色描述和動畫附錄""Character Rendering and Animation Appendix"
"故事附錄""Story Appendix"
設計歷程(Design History)
這里放一個用來解釋這個文檔設計歷程的摘要.
(This is a brief explanation of the history of this document.)
這個段落,向讀者解釋,在進行策劃的改進升級時,你想要達到什么效果.他們有可能不明白你的目的,而你需要向他們說明.
(In this paragraph describe to the reader what you are trying to achieve with the design history. It is possible that they don't know what this is for and you need to explain it to them.)
版本 1.10(Version 1.10)
1.10版本包括了最初設計后所做的一些調整.下面是我做的修整.
(Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design. Here is what I changed.)

1,我改寫了游戲的系統要求.
(1. I rewrote the section about what systems the game runs on.)
2,我整合了團隊成員的反饋意見,并對整個策劃進行了修正,
但是沒有做出太大的改動.
(2. I incorporated feedback from the team into all parts of the design however no major changes were made.)
3,象這樣繼續列出你所做出的修改.
(3. Just keep listing your changes like this.)
版本 2.00(Version 2.00)
2.00版本是第一個在非常了解游戲的情況下完成了大量修改的版本.在很長時間的設計之后,確定了很多結果.在這個文檔中現在有了更多大型的設計決策.
(Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game. After many hours of design, many decisions have been made. Most of these large design decisions are now reflected in this document.)
列出所包含的改變:
(Included in the changes are:)
1,留出設計余地.(留空,而不是添加設計內容)
(1. Pairing down of the design scope. (Scope, not design))
2,在很多區域有更多詳細的描述,特別是A,B和C.
(2. More detailed descriptions in many areas, specifically A, B and C.)
3,故事細節.
Story details.)
4,世界規劃和設計.
(4. World layout and design.)
版本 2.10(Version 2.10)
2.10版本在2.00版本的基礎上作出幾個小的調整.關鍵的變化是在眾多的附錄中.
(Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the appendixes.)
列出所包含的改變:
(Included in the changes are:)
1,遍及整個文檔的次要的修改.
(1. Minor revisions throughout entire document.)
2,加入"用戶界面附錄".
(2. Added "User Interface Appendix".)
3,加入"游戲中的對象附錄".
(3. Added "Game Object Properties Appendix".)
4,加入對游戲世界的基本思想梗概.
(4. Added concept sketch for world.)
游戲概述(Game Overview)
哲學(Philosophy)
哲學觀點 #1(Philosophical point #1)
這個游戲試著去做這些或那些.根本上我試著去完成一些以前所沒有實現過的東西.或者,這個游戲不去試著改變世界.我們幾乎無法相信,我們如此成功地贏得了競爭.僅僅使用現有引擎,通過新的游戲設計藝術,我們將使世界震驚.
(This game is trying to do this and that. Fundamentally I am trying to achieve something that has never been achieved before. Or. This game will not try and change the world. We are ripping off the competition so exactly that I can't believe it. The world will be shocked at how we are using an existing engine with new art.)
哲學觀點 #2(Philosophical point #2)
我們的游戲僅在康柏電腦上運行.為了某某理由.(反正世界遲早要滅亡,這些理由有啥關系 )(補充:這里,可憐的模版作者似乎正在想辦法碼點東西出來占位……)
(Our game only runs on Compaq computers. The reason for this is such and such. We believe the world is coming to an end anyhow so what difference does it make )
哲學觀點 #3(Philosophical point #3)
當你提出了一些能概括這個游戲設計的哲學觀點,自由的說出一切你想說的話吧.當然,你可以把"哲學觀點"這個詞,換成"我的游戲設計目標",或者別的什么.
(When you create some of these overarching philosophical points about your design, say whatever you want. Also, feel free to change it to "My game design goals" or whatever you like to call it.)
基本問題(Common Questions)
這個游戲是什么 (What is the game )
用一個段落來介紹這個游戲.回答那些你們將被詢問的大多數基本問題.你們在設計怎樣的一個游戲
(Describe the game is a paragraph. This is the answer to the most common question that you will be asked. What are you working on )
為什么做這個游戲 (Why create this game )
你們為什么要做這樣一個游戲 是因為你喜歡3D射擊嗎 還是你覺得目前XX游戲擁有潛在市場
(Why are you creating this game Do you love 3D shooters Do you think there is a hole in the market for Jell-O tossing midgets )
這個游戲在哪里發生 (Where does the game take place )
描述你的游戲所發生的地點.如此簡單而已.用幾句話給讀者一個對游戲的基本印象.詳細的東西下面再說.記住,策劃文檔的這部分必須簡潔易讀.
(Describe the world that your game takes place in. Simple as that. Help frame it in the reader's mind by spending a few sentences on it here. You can go into lengthy detail later in a section solely dedicated to describing the world. Remember that we want to keep this part of the design light and readable.)
我要操作什么 (What do I control )
說明一下玩家要操作些什么.你要對一群狂暴的,變異的,無聊的玩家負責.如果你愿意,你可以把話題轉向AI,或者如何模擬一個魚缸之類的.
(Describe what the player will control. You will be in charge of a band of rabid mutant fiddle players. If you want you can switch on the AI and turn it into a fish bowl simulation.)
我有幾個角色可以選擇 (How many characters do I control )
如果可以選擇角色,說明一下吧.記得回答一些讀者可能會問的問題.這些可是全都依賴你的設計呢.
(If this applies talk a little more about the control choices. Remember to add answers to questions that you think the reader will ask. This is totally dependent on your design.)
主要目的是什么 (What is the main focus )
我們已經知道了游戲的發生場景和玩家需要控制什么.接下來就是,在這個世界里,玩家的最終目是什么 (補充:比如,拯救世界)這些暴躁,無所事事的玩家們掌握著主動權.你要小心你的用詞,別把策劃弄得像是在推銷.你的策劃必須簡單明確.
(Now that we know where the game takes place and what the player controls. What are they supposed to achieve in this world Angry fiddle players take over the U.N. building. Be careful not to add a bunch of salesmanship here. Your design wants to stay light and informative.)
與同類游戲有什么不同 (What's different )
告訴他們這個游戲與同類游戲有什么不同.這個問題總是會被提出很多次.
(Tell them what is different from the games that are attempting this in the market right now. This question comes up a lot.)
特色設置(Feature Set)
特色概述(General Features)
巨大的世界(Huge world)
異常無聊的玩家(Mutant fiddle players)
三維圖形(3D graphics)
32位色彩
(32-bit color)
聯網特色(Multiplayer Features)
超過一千萬玩家
(Up to 10 million players)
非常容易找到樂趣
(Easy to find a game)
非常容易在巨大的世界中找到志同道合的伙伴
(Easy to find your pal in huge world)
可以進行語音聊天
(Can chat over voice link)
編輯器(Editor)
從世界(構架)開始編輯
(Comes with world editor)
從互聯網上下載關卡
(Get levels from internet)
編輯器是非常容易使用的
(Editor is super easy to use)
游戲性(Gameplay)
列出游戲體驗的關鍵資源
(List stuff here that is key to the gameplay experience)
列出非常多的資源
(List a lot of stuff here)
嘿,如果你在這里沒什么可展示的,那你的游戲值得玩什么呢
(Hey, if you got nothing here, is this game worth doing )
游戲世界(The Game World)
概述(Overview)
描述一下游戲中的世界概況.
(Provide an overview to the game world.)
世界特色 #1(World Feature #1)
實際上這部分不應該叫做"世界特色 #1",而是應該在這段的開頭先列出這世界的一些主要組成.接著,在這一部分里,你把龐大的世界拆分為多個部分,然后一一進行描述.
(This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world. This is where you break down what is so great about the game world into component pieces and describe each one.)
世界特色 #2(World Feature #2)
這部分也一樣.別太賣力推銷.這部分特色描述應該是嚴謹的.讓游戲自己來吸引顧客吧.
(Same thing here. Don't sell too hard. These features should be awesome and be selling the game on its own.)
物質世界(The Physical World)
概述(Overview)
概述一下物質世界.然后在下面的章節中分述這個物質世界.
(Describe an overview of the physical world. Then start talking about the components of the physical world below in each paragraph.)
下面是物質世界的關鍵組成.
(The following describes the key components of the physical world.)
關鍵場所(Key Locations)
描述世界中的關鍵場所.
(Describe the key locations in the world here.)
游歷(Travel)
描述玩家如何在世界中進行移動.
(Describe how the player moves characters around in the world.)
縮放比例(Scale)
描述你用怎樣的比例來表現這個世界.這是非常重要的.(補充:比如在野外,你一步可以走N公里,而室內你只能跨過一塊磚.或是否忠實的模擬一切景物,還是可以進行Q版似的扭曲.)
(Describe the scale that you will use to represent the world. Scale is important!)
對象(Objects)
描述世界中能發現的不同對象.(補充:私以為,游戲中的對象可能不僅僅指物品,也許還有機關,甚至NPC.因此我使用了"對象"一詞.)
(Describe the different objects that can be found in the world.)
參考"對象附錄",這是一個世界里會出現的對象的列表.
(See the "Objects Appendix" for a list of all the objects found in the world.)
氣候(Weather)
假如有天氣設定,描述這個世界里一共有多少種天氣狀況.如果沒有,就別寫這部分.是否需要這部分取決于你的游戲設計本身.
(Describe what sort of weather will be found in the world, if any. Otherwise omit this section. Add sections that apply to your game design.)
白天和黑夜(Day and Night)
你的游戲中有白天和黑夜的模式嗎 如果有,請說明.
(Does your game have a day and night mode If so, describe it here.)
時間(Time)
描述時間如何在你的游戲里起作用.(補充:比如,晚上商店關門.或者像《模擬人生》里,時間的流動是可以控制的.)
(Describe the way time will work in your game or whatever will be used.)
渲染系統(Rendering System)
概述(Overview)
先簡單說明你的游戲中將如何渲染,然后在接下來的段落里進行詳細說明.
(Give an overview of how your game will be rendered and then go into detail in the following paragraphs.)
2D/3D 渲染(2D/3D Rendering)
描述一下這個游戲所用的2D/3D渲染引擎.
Describe what sort of 2D/3D rendering engine will be used.
視角(Camera)
概述(Overview)
介紹游戲的視角.如果視角非常復雜,就分成幾個小部分詳細說明.(補充:常見的視角,就是我們所說的第一人稱,第三人稱……)
(Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.)
視角描述 #1(Camera Detail #1)
視角可以這樣那樣的旋轉.
(The camera will move around like this and that.)
視角描述 #2(Camera Detail #2)
在這那那這的特殊環境中,視角有時會移動.
(The camera will sometimes move like this in this special circumstance.)
游戲引擎(Game Engine)
概述(Overview)
描述游戲引擎的概要.
(Describe the game engine in general.)
游戲引擎描述 #1(Game Engine Detail #1)
這個游戲引擎將保留事物在世界中的軌跡,比如這樣這樣.
(The game engine will keep track of everything in the world like such and such.)
水(Water)
世界中將存在水,它們看起來是如此的令人敬畏,我們的引擎會將它們處理的非常完美.
(There will be water in the world that looks awesome and our game engine will handle it beautifully.)
碰撞檢測(Collision Detection)
我們的游戲引擎非常好的處理碰撞檢測.它使用了某某技術并非常卓越.你是否看到了我用大量時間所虛構出的愚蠢的占位符文字 (補充:他果然是在湊字數……)
(Our game engine handles collision detection really well. It uses the such and such technique and will be quite excellent. Can you see I am having a hard time making up stupid placeholder text here )
照明模式(Lighting Models)
概述(Overview)
說明一下你將采用的照明模式,然后下面分成幾部分來描述.
(Describe the lighting model you are going to use and then go into the different aspects of it below.)
照明模式描述 #1(Lighting Model Detail #1)
我們使用某某技術照亮我們的世界.
(We are using the xyz technique to light our world.)
照明模式描述 #2(Lighting Model Detail #2)
我們不照亮茄子,因為它們是紫色的.(補充:……=v=)
(We won't be lighting the eggplants in the game because they are purple.)
世界規劃(The World Layout)
概述(Overview)
放一個概述在這里.
(Provide an overview here.)
世界規劃描述 #1(World Layout Detail #1)
世界規劃描述 #2(World Layout Detail #2)
游戲角色(Game Characters)
概述(Overview)
描述你的游戲角色.
(Over of what your characters are.)
創建角色(Creating a Character)
如何創建或選擇你的角色.
(How you create or personalize your character.)
敵人和怪物(Enemies and Monsters)
描述世界中玩家要對抗的敵人或怪物.自然,這些與你的游戲設計思想本身有很大關系.但是,通常來說,所謂游戲,就是讓玩家試著殺掉某些東西.
(Describe enemies or monsters in the world or whomever the player is trying to defeat. Naturally this depends heavily on your game idea but generally games are about trying to kill something.)
用戶界面(User Interface)
概述(Overview)
先給個概述,然后和其他部分一樣,分幾部分對用戶界面進行詳細說明.
(Provide some sort of an overview to your interface and same as all the previous sections, break down the components of the UI below.)
用戶界面描述 #1(User Interface Detail #1)
用戶界面描述 #2(User Interface Detail #2)
武器(Weapons)
概述(Overview)
游戲中武器的概述.
(Overview of weapons used in game.)
武器描述 #1(Weapons Details #1)
武器描述 #2(Weapons Details #2)
音樂總譜和聲音效果(Musical Scores and Sound Effects)
概述(Overview)
這塊也一樣應該在概述后分成兩個部分,但是我想你已經知道這點,所以我省略了.
(This should probably be broken down into two sections but I think you get the point.)
CD音軌(Red Book Audio)
如果你是使用的CD音軌,那么描述你的計劃.如果不是,那么你用什么格式的聲音
(If you are using Red Book then describe what your plan is here. If not, what are you using )
(注釋:Red Book audio: The formal standards document for CD-Digital Audio, issued in 1982. 紅皮書音頻:CD-DA(數字音響光盤)的正式標準文件,頒布于1982年.)
3D音效(3D Sound)
談一談你在這個策劃案中可能用到或不用哪些種類的音效編程接口.
(Talk about what sort of sound APIs you are going to use or not use as the case may be.)
音效設計(Sound Design)
請展示,你如何去做早期的音效設計.嘿,你最好讓讀者知道你是怎么想的.
(Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader know what you are thinking.)
單人游戲模式(Single-Player Game)
概述(Overview)
用簡單的幾句話來說明一下單人游戲模式.
(Describe the single-player game experience in a few sentences.)
下面是單人游戲模式中關鍵成分的條目.
(Here is a breakdown of the key components of the single player game.)
單人游戲模式描述 #1(Single Player Game Detail #1)
單人游戲模式描述 #2(Single Player Game Detail #2)
故事(Story)
描述你的故事想法.當故事很大時,最好放到附錄中或用一個新的文檔專門描述它.
(Describe your story idea here and then refer them to an appendix or separate document which provides all the details on the story if it is really big.)
游戲時間(Hours of Gameplay)
講一下玩家的游戲體驗大概要持續多長時間,或者你認為這游戲有多長.
(Talk about how long the single-player game experience is supposed to last or what your thoughts are at this point.)
勝利條件(Victory Conditions)
玩家如何在游戲中取得勝利
(How does the player win the single-player game )
多人游戲模式(Multiplayer Game)
概述(Overview)
用簡單的幾句話來說明一下多人游戲模式,然后在后文詳細描述.
(Describe how the multiplayer game will work in a few sentences and then go into details below.)
最大玩家數(Max Players)
描述一次游戲允許多少人加入,或者其他情況.
(Describe how many players can play at once or whatever.)
服務器(Servers)
你的游戲采用客戶服務器還是對等網絡還是其他的.
(Is your game client-server or peer-to-peer or whatever.)
定制(Customization)
描述玩家如何定制自己的多人游戲.
(Describe how the players can customize the multiplayer experience.)
互聯網(Internet)
描述你的游戲將如何在互聯網上工作.
(Describe how your game will work over the internet.)
游戲站點(Gaming Sites)
描述你將提供的站點,以及要完成這些需要用到那些技術.或許是Dplay,或者是TCP/IP,或者其他的.專門為這些技術進行特別說明也許是個好主意,這些都由你決定.
(Describe what gaming sites you want to support and what technology you intend to use to achieve this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a separate area, you decide.)
持續(Persistence)
說明你的世界是能夠或不能夠持久的.(補充:永久世界意味著游戲可以一直運轉下去,而不出現例如資源耗盡的情況.)
(Describe if your world is persistent or not.)
存檔和讀檔(Saving and Loading)
說明一下在多人游戲中你將如何保存及讀取游戲進度.指明你能實現或不能實現的理由.
(Explain how you can save a multiplayer game and then reload it. If you can or why this is not possible.)
角色描述(Character Rendering)
概述(Overview)
進行角色的具體文字描述(即所謂的文字人設).你可以決定是把這些內容放到其他地方去,或者是專門向某個人進行詳細說明.(補充:可能是負責做圖象人設的美術設計師,或者你的老板.)
(Provide an overview as to how your characters will be rendered. You may have decided to include this elsewhere or break it out to provide more detail to a specific reader.)
角色渲染描述 #1(Character Rendering Detail #1)
角色渲染描述 #2(Character Rendering Detail #2)
世界編輯(World Editing)
概述(Overview)
提供一個關于世界編輯器的概述.
(Provide an overview about the world editor.)
世界編輯描述 #1(World Editing Detail #1)
世界編輯描述 #2(World Editing Detail #2)
額外的,混雜的資源(Extra Miscellaneous Stuff)
概述(Overview)
把所有你正在設定的,但是沒其他地方好放的東西全丟到這來.
(Drop anything you are working on and don't have a good home for here.)
我繼續瘋狂……(Junk I am working on…)
瘋狂的想法 #1(Crazy idea #1)
瘋狂的想法 #2(Crazy idea #2)
"XYZ附錄"
("XYZ Appendix")
提供一個對附錄的說明,講清楚這些都是干什么的.接下來進入正題,給出資料.
(Provide a brief description of what this appendix is for and then get down to business and provide data to the reader.)
這里是幾個在我最后設計中的附錄范例……
(Here are a few examples of some of the appendices in my latest design…)
"對象附錄"
( "Objects Appendix")
"用戶界面附錄"
("User Interface Appendix")
"網絡技術附錄"
( "Networking Appendix")
"角色描述及動畫附錄"
("Character Rendering and Animation Appendix")
"故事附錄"
( "Story Appendix")
好了,就這樣吧.我希望可以用更多的時間來書寫這個文檔模板,并希望將它做成一個集體設計游戲的路標.不幸的,它花去了我太多的時間,而時間又是工作中所缺少的.我想你一定可以有所啟發.而且你不需要記住那些信息的排列順序,我只是恰巧地按照這個順序想到這些而已.你可以按照你想的方式來修改這個模板,當你將它改良后,請將它發回給我,然后當再有人詢問我時,我會把你的模版一起發給他.
(Okay, that's it. I wanted to spend more time on this and really make it a great roadmap for putting a game design together. Unfortunately it would take a ton of time and that is something that we don't have enough of in this business. I think you get the idea anyhow. Also, don't get the impression that I think a design should provide the information in any particular order, this just happened to be the way it fell out of my head when I sat down. Change this template any way you want and if you feel you have improved on it, send it back to me and I can pass it out as an alternative to anyone that asks me in the future.)
祝你好運
(Good luck and all that!)
克里斯·泰勒
(Chris Taylor)
Copyright (C) 2001 你的公司名稱 – All rights reserved – Run away!
(Copyright (C) 2000 Your Company Name – All rights reserved – Run away!)
機密的(Confidential) 頁碼(Page)

你的公司名稱或圖標
(Your Company Name or Logo)
 


作者:株洲廣告公司 @ 株洲廣告公司  修訂1.4  2021-05-05
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