Final Fantasy and 1 Other Iconic Childhood Classic Was Enough to Inspire Hyung Tae Kim’s Career
Stellar Blade recently came out, and its fans have been very vocally passionate about the game. In celebration of its success, Sony pulled back the curtain on the creative process behind SHIFT UP’s latest masterpiece.
If you’re interested in knowing more about the game’s behind-the-scenes processes, look no further than what Hyung Tae Kim, the CEO of SHIFT UP and the lead director of the game, had to say about it. As a little treat, he also delved into his childhood memories, talking about the beloved classics that inspired him.
The Two Classic Games That Inspired Stellar Blade’s Director
In a recent series of videos released by Sony, we got a better glimpse into SHIFT UP’s latest gaming sensation and some of the work that went into crafting the title.
Kim revealed to fans some information about the childhood games that shaped his taste and started his long journey that eventually culminated in the creation of Stellar Blade.
Growing up was financially tough, and owning a gaming console was out of the question. It wasn’t until his college years that he could finally afford a PS1.
The two titles that left a permanent mark on his young mind were Bandai Namco’s Ridge Racer and Square Enix’s Final Fantasy. These iconic games fired up a passion within him to one day create games that would captivate others in the same way.
However, it wasn’t as simple as just making the game and selling it. The journey from player to creator is especially difficult in Korea, where opportunities for console game development are scarce. Kim explained:
Korea, there are not many opportunities to create console games, so there is a strong desire to make good games for global users.
With the release of Stellar Blade, he hopes to showcase the talent and potential of South Korean game developers and, at the same time, pave the way for future projects in console game development.
Hyung Tae Kim Was a ‘Dictator’ During Development
Kim humorously described his role in the game’s creation as a “creative dictatorship,” though he humbly admitted that his control wasn’t absolute. He joked,
Everyone pretends to listen to what I say whilst creating what they want.
SHIFT UP team members also chimed in with their experience working on the game.
One interesting fact shared was about a boss called Abaddon early in the game. The team recounted a friendly competition within the studio to be the first to defeat the enemy, which ended up helping them refine the game’s combat system.
Communication became critical to the development process for crafting every aspect of the game. In meetings, discussions ranged from the length of characters’ limbs to the dynamics of sword strikes.
This meticulous process helped them improve the overall gameplay experience and shape it up to be what it is today.
What do you think SHIFT UP did well with its new game, and what should they have done differently? Let us know in the comments below!
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