
18歲的楊正華原以為自己會(huì)在伊利諾伊大學(xué)度過平淡的首個(gè)學(xué)期:上課、熬夜、在新生社交場合中略顯局促。然而入學(xué)僅僅幾周后——就在萬圣節(jié)那天——他的世界崩塌了。
故事要從2008年一次看似普通的流鼻血說起,這一小病癥最終演變成危及生命的重癥:他體內(nèi)血小板嚴(yán)重不足,醫(yī)生一度告知,他的生命僅剩三小時(shí)。楊正華最終戰(zhàn)勝了病魔,但在接下來的兩年時(shí)間里,他不得不頻繁進(jìn)出醫(yī)院。
在那段艱難歲月里,楊正華意外發(fā)現(xiàn)了救命稻草:《英雄聯(lián)盟》《我的世界》《魔獸世界》等電子游戲。
“《英雄聯(lián)盟》這類游戲并非為我量身打造,卻最終成了拯救我生命的光,”現(xiàn)年35歲的楊正華告訴《財(cái)富》雜志,“如果我開始制作旨在幫助他人的游戲,又會(huì)釋放出怎樣的能量?”
帶著這些問題,楊正華轉(zhuǎn)學(xué)至離家更近的科羅拉多大學(xué)博爾德分校,攻讀商科專業(yè)。他僅憑1000美元啟動(dòng)資金,創(chuàng)辦了游戲開發(fā)發(fā)行公司Serenity Forge。公司的使命宣言,源于他當(dāng)年在課堂間隙隨手寫下的一句話:“我們打造富有深意、觸動(dòng)人心的游戲體驗(yàn),挑戰(zhàn)固有思維模式。”
十余年后,這家擁有40余名員工的工作室已發(fā)行約70款游戲作品,包括《荒蕪星球》和下載量達(dá)3000萬次的《心跳文學(xué)部》,年?duì)I收達(dá)1000萬至1500萬美元。對(duì)楊正華而言,成功的衡量標(biāo)準(zhǔn)從來不是銷量或營收,而是游戲帶來的社會(huì)影響力。
不以利潤為終極目標(biāo),靈感源自全食超市前掌門
在創(chuàng)立Serenity Forge前,楊正華曾于暑期在富國銀行和美聯(lián)儲(chǔ)實(shí)習(xí)。但真正對(duì)他職業(yè)生涯產(chǎn)生決定性影響的,是在大學(xué)課堂上聽到的全食超市聯(lián)合創(chuàng)始人兼前首席執(zhí)行官約翰·麥基(John Mackey)的一句話:“正如人類離不開食物,企業(yè)運(yùn)營離不開利潤。但人活一世,絕非只為三餐溫飽,企業(yè)經(jīng)營,同樣不該以盈利為唯一目標(biāo)。”
這一理念已成為Serenity Forge的核心戰(zhàn)略:憑借經(jīng)得起時(shí)間考驗(yàn)的創(chuàng)意與情感游戲體驗(yàn)推動(dòng)世界進(jìn)步。但楊正華坦言,堅(jiān)守這一使命往往意味著舍棄高回報(bào)機(jī)會(huì)。
“這些年來,有太多游戲項(xiàng)目找上門來。我們一眼就能判斷,‘這個(gè)項(xiàng)目能讓我們賺2000萬美元’,但最終還是會(huì)拒絕——因?yàn)樗环蟂erenity Forge的理念。”楊正華說道。
盡管將社會(huì)影響力置于利潤之上并非易事,但楊正華表示,正是用戶的反饋在不斷強(qiáng)化這份堅(jiān)持,甚至有人會(huì)在公共場合跑到他跟前。
“會(huì)有大批青少年粉絲排隊(duì)等候,想與我交談。他們會(huì)熱淚盈眶地?fù)肀遥嬖V我:‘正是你的作品讓我意識(shí)到自己深陷虐待關(guān)系,如今我變得更健康、更快樂。’”楊正華向《財(cái)富》雜志透露。
“比起盈虧狀況、員工數(shù)量或其他指標(biāo),這些反饋始終是支撐我前行的最大動(dòng)力。”
給創(chuàng)業(yè)者的建議:快速試錯(cuò)
楊正華認(rèn)為,成功的秘訣并非天賦異稟或時(shí)機(jī)湊巧,而是學(xué)會(huì)以果斷的姿態(tài)直面失敗,在挫折中汲取經(jīng)驗(yàn),實(shí)現(xiàn)快速成長。這一點(diǎn)在游戲開發(fā)這樣競爭白熱化的行業(yè)里尤為關(guān)鍵——數(shù)千家工作室爭相博取市場關(guān)注,最終能脫穎而出的寥寥無幾。
他以《憤怒的小鳥》開發(fā)商羅維奧娛樂(Rovio Entertainment)為例:在這款現(xiàn)象級(jí)手游爆火之前,該公司曾推出50余款游戲作品。Serenity Forge也有過類似的歷程,楊正華率先承認(rèn),并非每一款游戲都能成為爆款。
但楊正華強(qiáng)調(diào),創(chuàng)業(yè)者能夠掌控的,是面對(duì)挫折時(shí)如何重整旗鼓,最理想的姿態(tài)便是秉持勤勉與自律的態(tài)度。
“生活本就錯(cuò)綜復(fù)雜,”他說道,“當(dāng)你走上創(chuàng)業(yè)之路,想要成就一番事業(yè),就應(yīng)當(dāng)盡可能細(xì)致地考量一切,同時(shí)保持開放心態(tài),正視現(xiàn)實(shí)世界的種種挑戰(zhàn)。”
Join us at the Fortune Workplace Innovation Summit May 19–20, 2026, in Atlanta. The next era of workplace innovation is here—and the old playbook is being rewritten. (財(cái)富中文網(wǎng))
譯者:中慧言-王芳
18歲的楊正華原以為自己會(huì)在伊利諾伊大學(xué)度過平淡的首個(gè)學(xué)期:上課、熬夜、在新生社交場合中略顯局促。然而入學(xué)僅僅幾周后——就在萬圣節(jié)那天——他的世界崩塌了。
故事要從2008年一次看似普通的流鼻血說起,這一小病癥最終演變成危及生命的重癥:他體內(nèi)血小板嚴(yán)重不足,醫(yī)生一度告知,他的生命僅剩三小時(shí)。楊正華最終戰(zhàn)勝了病魔,但在接下來的兩年時(shí)間里,他不得不頻繁進(jìn)出醫(yī)院。
在那段艱難歲月里,楊正華意外發(fā)現(xiàn)了救命稻草:《英雄聯(lián)盟》《我的世界》《魔獸世界》等電子游戲。
“《英雄聯(lián)盟》這類游戲并非為我量身打造,卻最終成了拯救我生命的光,”現(xiàn)年35歲的楊正華告訴《財(cái)富》雜志,“如果我開始制作旨在幫助他人的游戲,又會(huì)釋放出怎樣的能量?”
帶著這些問題,楊正華轉(zhuǎn)學(xué)至離家更近的科羅拉多大學(xué)博爾德分校,攻讀商科專業(yè)。他僅憑1000美元啟動(dòng)資金,創(chuàng)辦了游戲開發(fā)發(fā)行公司Serenity Forge。公司的使命宣言,源于他當(dāng)年在課堂間隙隨手寫下的一句話:“我們打造富有深意、觸動(dòng)人心的游戲體驗(yàn),挑戰(zhàn)固有思維模式。”
十余年后,這家擁有40余名員工的工作室已發(fā)行約70款游戲作品,包括《荒蕪星球》和下載量達(dá)3000萬次的《心跳文學(xué)部》,年?duì)I收達(dá)1000萬至1500萬美元。對(duì)楊正華而言,成功的衡量標(biāo)準(zhǔn)從來不是銷量或營收,而是游戲帶來的社會(huì)影響力。
不以利潤為終極目標(biāo),靈感源自全食超市前掌門
在創(chuàng)立Serenity Forge前,楊正華曾于暑期在富國銀行和美聯(lián)儲(chǔ)實(shí)習(xí)。但真正對(duì)他職業(yè)生涯產(chǎn)生決定性影響的,是在大學(xué)課堂上聽到的全食超市聯(lián)合創(chuàng)始人兼前首席執(zhí)行官約翰·麥基(John Mackey)的一句話:“正如人類離不開食物,企業(yè)運(yùn)營離不開利潤。但人活一世,絕非只為三餐溫飽,企業(yè)經(jīng)營,同樣不該以盈利為唯一目標(biāo)。”
這一理念已成為Serenity Forge的核心戰(zhàn)略:憑借經(jīng)得起時(shí)間考驗(yàn)的創(chuàng)意與情感游戲體驗(yàn)推動(dòng)世界進(jìn)步。但楊正華坦言,堅(jiān)守這一使命往往意味著舍棄高回報(bào)機(jī)會(huì)。
“這些年來,有太多游戲項(xiàng)目找上門來。我們一眼就能判斷,‘這個(gè)項(xiàng)目能讓我們賺2000萬美元’,但最終還是會(huì)拒絕——因?yàn)樗环蟂erenity Forge的理念。”楊正華說道。
盡管將社會(huì)影響力置于利潤之上并非易事,但楊正華表示,正是用戶的反饋在不斷強(qiáng)化這份堅(jiān)持,甚至有人會(huì)在公共場合跑到他跟前。
“會(huì)有大批青少年粉絲排隊(duì)等候,想與我交談。他們會(huì)熱淚盈眶地?fù)肀遥嬖V我:‘正是你的作品讓我意識(shí)到自己深陷虐待關(guān)系,如今我變得更健康、更快樂。’”楊正華向《財(cái)富》雜志透露。
“比起盈虧狀況、員工數(shù)量或其他指標(biāo),這些反饋始終是支撐我前行的最大動(dòng)力。”
給創(chuàng)業(yè)者的建議:快速試錯(cuò)
楊正華認(rèn)為,成功的秘訣并非天賦異稟或時(shí)機(jī)湊巧,而是學(xué)會(huì)以果斷的姿態(tài)直面失敗,在挫折中汲取經(jīng)驗(yàn),實(shí)現(xiàn)快速成長。這一點(diǎn)在游戲開發(fā)這樣競爭白熱化的行業(yè)里尤為關(guān)鍵——數(shù)千家工作室爭相博取市場關(guān)注,最終能脫穎而出的寥寥無幾。
他以《憤怒的小鳥》開發(fā)商羅維奧娛樂(Rovio Entertainment)為例:在這款現(xiàn)象級(jí)手游爆火之前,該公司曾推出50余款游戲作品。Serenity Forge也有過類似的歷程,楊正華率先承認(rèn),并非每一款游戲都能成為爆款。
但楊正華強(qiáng)調(diào),創(chuàng)業(yè)者能夠掌控的,是面對(duì)挫折時(shí)如何重整旗鼓,最理想的姿態(tài)便是秉持勤勉與自律的態(tài)度。
“生活本就錯(cuò)綜復(fù)雜,”他說道,“當(dāng)你走上創(chuàng)業(yè)之路,想要成就一番事業(yè),就應(yīng)當(dāng)盡可能細(xì)致地考量一切,同時(shí)保持開放心態(tài),正視現(xiàn)實(shí)世界的種種挑戰(zhàn)。”
Join us at the Fortune Workplace Innovation Summit May 19–20, 2026, in Atlanta. The next era of workplace innovation is here—and the old playbook is being rewritten. (財(cái)富中文網(wǎng))
譯者:中慧言-王芳
As an 18-year-old, Zhenghua Yang expected his first semester at the University of Illinois to be nothing out of the ordinary: classes, late nights, and the awkwardness of freshman social life. Instead, just weeks into campus life—on Halloween—his world collapsed.
What began in 2008 as a seemingly simple nosebleed had turned into a life-threatening crisis: his body was critically short of blood platelets, and at one point, doctors told him he had only three hours to live. Yang survived, but not before spending two years in and out of hospitals.
During that difficult stretch, Yang found an unexpected lifeline: video games like League of Legends, Minecraft, and World of Warcraft.
“Games like League of Legends weren’t really made to help me, but in the end, they basically saved my life,” Yang, now 35, told Fortune. “What if I start making games with the intention to help people? What kind of power would that be able to unlock?”
Those questions followed him when he transferred closer to home to the University of Colorado Boulder and began studying business. With a $1,000 initial investment, he launched Serenity Forge—a game development and publishing company built around the mission he scribbled in between lectures: “We create meaningful and emotionally impactful experiences that challenge the way you think.”
More than a decade later, the over 40-person studio has published roughly 70 titles, including Lifeless Planet and Doki Doki Literature Club(which has been downloaded 30 million times), and brings in between $10 and $15 million annually. But for Yang, success has not been defined by copies sold or revenue made—but impact.
Profits aren’t the north star, inspired by the former CEO of Whole Foods
Before Serenity Forge, Yang did summer internships at Wells Fargo and the Federal Reserve—but it was a quote from John Mackey, the cofounder and former CEO of Whole Foods, that he heard in school, which shaped his career the most: “Just as people cannot live without eating, so a business cannot live without profits. But most people don’t live to eat, and neither must a business live just to make profits.”
That framing has become core to Serenity Forge’s strategy: pushing the world forward with timeless creative and emotional gaming experiences. But keeping true to that mission often means turning down lucrative opportunities, Yang admitted.
“There are so many games over the years that were pitched to us where we looked at it was like, ‘Yeah, this is gonna make us, like, $20 million but we’re gonna say no to it, because it’s not a Serenity Forge game,’” Yang said.
And while prioritizing impact is not always easy, Yang said it is reinforced by the company’s customers who even run up to him in public.
“There will be all these fans, teenagers, that would line up, talk to me. They will cry, they would give me hugs and tell me, ‘you’re the reason that I realized that I was in an abusive relationship and I’m now way healthier and way happier because of the art that you created,’” Yang told Fortune.
“That, I think, has always been the thing that drives me way more so than the bottom line or like your employee count or all the other stuff.”
Yang’s advice for founders: fail often—and do it quickly
The secret for success, Yang said, isn’t talent or timing—it’s learning to move through failure quickly and deliberately. That’s especially true in crowded industries like game development, where thousands of studios compete for attention and only a sliver break through.
He pointed to Rovio Entertainment, the company behind Angry Birds, which created over 50 other games before striking gold with the mobile game franchise. Serenity Forge has faced its own version of that reality, with Yang being the first to admit not every one of its games has landed.
But what founders can control, Yang added, is how they move forward—ideally with diligence and discipline.
“Life can be complicated,” he said. “When you’re starting a business to do things, be as nuanced as you can about it, and try to try to keep an open mind about the realities of the world.”