Mix
Dostoevsky, 2/3 Cup Street Fighter, and 4 Parts Confucius
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How exactly did you end up in the game industry? You went from working
as a computer programmer to creating concept art for Phantagram. That's
quite a change.
Well, I never really had the opportunity to formally learn art. Maybe it was the price I had to pay for not planning my life through. I was always fond of computer programming, so I majored in it at school. And working as a programmer was an enjoyable time, but the job itself was very hard.
But I kept thinking about how I wanted to draw. So I devoted a lot of
time to searching for art opportunities. I unexpectedly got to work on
the concept designs for Kingdom Under
Fire:
The Crusaders by Phantagram. But I lacked experience and my first-time
artwork was pretty clumsy. The illustrations weren't even used in the
actual game. After the contract ended I decided not to take any more art
work. I wanted time to concentrate on improving my skills. After I juggled
more programming and drawing, I had the chance to work on monster concept
designs for Softmax's Magna Carta: Crimson Stigmata. It was at
this point that I began my career as a serious illustrator.
I spent almost two years worrying about whether I could actually become a professional illustrator or not. But as I thought more about it, I realized that drawing was my lifetime mission. I also realized that dreams exist to be achieved. So I made the daring switch, and I believe I made the right decision.
Those two years of juggling computers and art must have been difficult. Do you have any advice for anyone contemplating a career as an artist?
I am still in the process of becoming an illustrator, but a few tips
come to mind. You need to ask yourself tough questions and decide how
serious you are about it. Do you really want to
draw?
Can you continue drawing forever? Are ready to endure the difficult process
of practice? You must think all of this through first.
To draw well, you need to do more than simply draw a lot. You need to constantly critique your work and have it critiqued by others. It's important that you actively look for your faults. There is a Korean proverb that goes "when you can govern yourself, you will be able to govern the household, the nation, and ultimately, everything." To illustrate as a professional, you must practice by self-governing yourself. Hmm... now that I think about it, I'm not sure I've done these things well. I should put some more effort into them.
If you were in charge of creating your own video game, what would it look like?
Now that I'm at Softmax, this is a very appropriate question. I'd make a game that is high quality both graphically and in terms of program. Since I'm experienced in the areas of intelligent Agent Servers, I am very interested in fantasy MMORPG that use these servers. There's so much to try in graphics and programming. I'd like to achieve a new level of AI and cause and effect relationships with a whole new form of server system.
As for the nature of the game, I would like make a game that makes people happy. I feel that most games these days focus on eye-catching elements and not much on the actual nature of the game. I believe game creators should think more about who plays the game, when they play it, and what kind of pleasure they receive it. Let's say I'd like to make a "game for the people."
And if you could collaborate on an art project with anyone in the world, who would it be?
Vincent
Van Gogh. I've always been mesmerized by his art. Moebius also comes to
mind. I hope to meet him in person and learn from him some day.
Future plans?
Just to keep on learning and working in diverse art-related jobs. I would
like to have the chance to work with talented Korean artists as well as
artists from America, Europe, and Japan. And when I'm older, I'd like
to write a book on illustrating and become an art instructor. I'd enjoy
being a mentor for someone who wants to draw.
Guu Magazine at GuuPress.com
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