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Interview: Get To Know Buff Studio, The Creators Of My Oasis, Seven Days And More Before The

Before the coverage of the Taipei Game Show, I saw a familiar name while checking the participants and participants.
The warrior started in progress, and it was a buff studio widely known as the healing game ‘My Oasis’, the story adventure ‘Seven Days’, ‘Under World Office’ and ‘Not Hero’.

Buff Studio is a PC and console new story adventure ‘Blue Went Day’, which is scheduled to be released this year, and was selected as the Taipei Game Show Indie Game Awards Finalist and participated in the Taipei Game Show online.
A buff studio has made a variety of games that buff the hearts from neglected games to healing games, and short but with a simple story.
Following the Seven Days Origin, the Blue Wen’s Day, which is released from the beginning with a PC and console, visits Kim Hyung, who is preparing for a wide range of women’s games, and has survived on the indie scene for a long time and made a variety of games that remain in the heart of the chest.
I was able to listen to the secret and future vision.

■ Jazz and artists and the stories of all of us,’Blue Wen’s Day’ Q. I think it’s been eight years since the buff studio was established.
How did you briefly introduce you?

Kim Hyung: At first, I was supported by the space to develop in An yang, and after the contract was over, I looked around and looked around.
I think it’s already two years old.
The game story seems to have been developing story-oriented games, including Seven Days, Under World Office, Heroes, and so on.
In the middle of the intermediate Tycoon and neglect, we also launched a gap.

In the past, it was operated as a team, and now the team is divided into three.
Two mobile teams and PC console teams are divided into two mobile teams, and mobile is composed of neglected shaped production teams and story teams.
The PC console team is developing Blue Wen’s Day, which has been on the Taipei Game Show Indie Game Awards.

Q. Blue Went Day is a Taipei Game Show Indie Game Award Best Audio Award Finalist.
How did you feel?

Kim Hyung: I didn’t really expect that much.
This was also the second work on Steam.
The first Seven Days Origin, which I first made, was not launched right after the development, so I didn’t care so much about public relations.
In addition, it was the first time that it was released as a PC game.
So I didn’t apply for the award, so I didn’t work better than I thought.

So, in Blue Went Day, I shouldn’t repeat that mistake, I thought I should pay more attention at the development stage.
I have put a lot of applications in domestic game shows and various awards as well as in Korea.
The Taipei Game Show was one of them, and fortunately, I could not go to the finalist because it was good there.
In addition, I have applied for several indie game shows, and I want to respond accordingly as I wait for the results.

Q. When did you develop Blue Went?
And why did you choose jazz?

Kim Hyung: At the time of the first development, there were three team members.
I wanted to continue to make a PC-console game since I started a buff studio, but I thought it was my first time in a stable state of securing cash cows.
But this doesn’t seem to be as good as mind.
I think it’s going to be too late to keep doing this, and I want to start developing a PC-console game last year because it doesn’t want to be later.

Thus, three teams were team up, and each story came out while sharing their roles.
However, there were many moments when we had to face our realistic situation while developing the game.
I had a lot of risks when I was fully poured into a game with a lot of development air without any room.
Considering such realistic constraints, we had to decide what we could do within the period, but what we could do well.

Then Kim Yugyeom developed three ideas, one of which was selected.
I was a one-person developer and joined us, but I thought it was not only development but also the sound work.
The reason why I chose jazz… maybe jazz is a maniac and difficult than a bit of popularity in our country.

I didn’t know jazz well, but I studied a lot and analyzed the historically famous jazz list music.
It’s a bit cumulative, so I think I’ve noticed some orbit and noticed in the audio category of various indie game awards.

▲ The hard life of an unknown jazz list was released as a story adventure.

Q. In my previous work, I noticed that I tried to increase readability and immersion with a simplified interface while taking into account the environment of mobile.
This time, I prepared as a PC instead of mobile, but what element did you add to the immersion in addition to the story?

Kim Hyung: In fact, it would be correct that mobile had to come out.
When I first invested in NC soft since its first start, the company’s all manpower was almost all-in in a game.
That was the warrior 2 during the progress.
But that didn’t work out, but fortunately, Mai Oasis, which was prepared with Plan B, was unexpected.
As a result, the company could be maintained.
Since then, I think this experience has been a big guideline every time I think about what kind of game I make.
All people put them into a game at the same time, so the risk is too big to split and prepare.
I don’t collect eggs in one basket.

One of the teams is trying to make a visual Nobel story game, but when I asked around, it was hard to make two or three people.
Especially in the case of art, there were many stories that it would be difficult in the existing way to make a game within six months.

Our policy was that at least one of the six months was to be released, and I thought about how to do it as little as possible.
So I was looking for a reference and was inspired by Rains.
It was Seven Days that went into work, and it was the present in which the UI/UX was replaced three times and chosen as the final draft.

The framework has made the next film, such as Under World Office or Hero, but the PC and console side are different from the team and the platform are different.
I am thinking about how to effectively solve the story by watching several PC games such as Knight in the Woods as a reference.

Q. I have been challenging the PC and console in Blue Went Day.
In addition, what did the development process changed as you developed on mobile and then moved to your PC and console?

Kim Hyung: Once the planner has made a PC game as a one-person developer, there was no big problem in development.
Rather, it was harder than I thought about public relations and marketing outside of development.
The mobile game has been made a lot since I made a lot of trial and error, and I have accumulated experience, and I know some user inflow patterns and things.
And we had no experience or knowledge about him.
How should we tell us the game and what users see and see our game?
That’s why I am looking for the road by knocking on the door in various places, including the Indie Game Awards and the Steam Next Festival.

Kim Yugyeom: This time, I used Unity for the first time, and there was a trial and error in the stage of adapting to the engine, but in fact, it was more mentally burdened to challenge the platform called ‘Steam’ in earnest.
Triple A, as well as Triple A, is likely to be able to match the quality of the big game, which is so big that the indie is right.


Q. Unlike the previous work, BIC and Demons are noticeable.
In particular, the rhythm game was introduced as it was based on music, but I wonder how it is difficult if it is difficult, so it is not easy and easy to melt in the game.

Kim Yugyeom: In the planning stage, it is a PC console environment rather than mobile, so there was a discussion to show it as a gameplay and visual production rather than text.
In the past, there were some unfortunate things to deliver the narrative with text.

That’s the mini-game that started that way, in some ways, I approach it as part of the direction.
It is a focus on design that gives you a suitable challenge, which is not stressed.
In fact, there is almost no failure or re-challenge in mini-games in the game.
It’s because it’s a directing to convey the story rather than the core of the game.

Q. It’s a work that deals with the story of a jazz list, so I can’t miss the music.

Kim Yugyeom: After taking the direction of the game to make jazz material, I first planned it as a game like ‘Florence’.
I thought music was a jazz style with a slight mix of orchestras that seemed to come out of Hollywood.
But that was the question of the game.
I was worried about it and felt when I entered the jazz bar in that direction