[Interview] Artist - Park Soyeon & Lee Se-bok

1. Please introduce yourself briefly.
Park So-yeon: Hello I’m Park Soyeon, in charge of Brick genre game art in Puzzle1studio Team S1.

Lee Se-bok: Hello. I’m Lee Se-bok, producing Bubble genre game art at Puzzle1studio Team S2.


2. What do you do and what do you do in your team?
Park So-yeon: Team S1 is developing a Brick genre game that combines various challenges and casualness into classical games.
We are running a total of two titles live, with in-app sales growing steadily, and I am producing all the art resources that go into it.

Lee Se-bok: Team S2 is a team that makes Bubble Shooter genre games, one of the puzzle genres.
Currently, we have a total of two titles live in North America with high sales, and I produce all the art resources that go into it.

*All art resources: objects, UI, characters, backgrounds, images for release, etc


3. I’m curious about the team’s daily schedule!
Park So-yeon, Lee Se-bok: We share work with team members through Daily Scrum every day. We have a simple time to recognize what issues are there and what work we do with each other.

After that, we check user reviews and share memorable reviews to S team Slack channel. There are times when I’m happy to see positive reviews, and if there are any complaints or feedback reviews,

You want to reflect it in the update. Every Friday, we share the results of the game update through Weekly Scrum. The team will discuss and decide on the task for next week’s

Write it in the backlog and record it. We freely carry out our work during working hours and communicate with each other through face-to-face or team slacks.


4. What is the role and strength of an artist in game development?
Park So-yeon: Artist’s role is to support game development with quality resources. Once you’ve set the direction/concept with your team, you’ll analyze the reference accordingly, and you’ll find fun elements, user base,

Understand the age group, concept, and UI/UX to derive new art results. Also, you need to have a good understanding of the overall flow of the game through reference play experience

I think studying basic knowledge of other jobs, communicating and collaborating is also a big part of the role.
The company is basically developing data-based games, so artists analyze other games through App Annie.
I think the strength of in-house artists is the belief that they accumulate data through the draft a/b test and constantly improve through feedback.

Lee Se-bok:  That’s right. Artist not only creates resources, but also analyzes game data, so based on the data, we can find out what users want and let users enjoy the game

I think the role of an artist is to express the environment artistically. Puzzle1studio shares and gives feedback freely between teams and the same job

It helps to improve the completeness of the work piece.


5. When did you feel the most rewarding while working?
The Bubble Shooter game called “Break the Brick” was my first time making various drafts and producing all the art resources by myself

I developed it. Soft launch in one country and global launch is possible, so people from all over the world can play, and there are various content resources every week

What we were able to produce, what we were able to share responses and results with the updates, and when we saw the compliments in the reviews, it was most rewarding and motivated.

In addition, when I make the results based on the plan, the team members are satisfied and I feel rewarded when I draw a good response from the users with resources that match the direction the team members thought.

Since we’re doing live work, the updates that I and my team members worked hard on will lead to a good response from the users

It’s most rewarding when it’s seen as a place data figure. I think the users tell me that the part where I thought about whether this would be right or not was a good way in the end.


6. What are your business challenges?
Park So-yeon: Currently, 2 people (UI, won) + a will be used according to the game specification, but before, all resources have to be worked alone, so there is no time to spare and various projects and tasks

There was a pain that I had to do at the same time. However, if you understand the priority of the work and expect that the work will be prolonged, discuss with the manager and reschedule it

We were able to make adjustments or ask if we could extend the period and proceed as smoothly as possible.

Lee Se-bok: We produce art elements based on data, and sometimes we get embarrassed in the design selection process when they differ from individual tastes.
When this part is not resolved within my own knowledge, the team members present their opinions or directions, and the refined work comes out through the process of understanding and persuasion.

7. What are you doing to strengthen your job competency?
Park So-yeon: In order to strengthen our job competency, we are trying to strengthen our capabilities by simulating top-grossing game play scenes, taking Coloso/101 lectures, studying new tools, and books.
In the company, Art Director knows how to handle Unity, so he’s participating in Unity study and working with 6-7 people

If there is, we are learning by helping each other. If there is a good part of the course/recommended book, we also share the results and feedback on the course with other artists.

Lee Se-bok: I am taking job-related classes with the cost of education supported by the company. Not only that, but I’m also conducting a study with my colleagues in the same profession!


8. What advice would you give to the artist volunteers?
Park So-yeon: If you’re interested in North American art and puzzle genre games, it’s very helpful when you work.

I think it would be good to see a lot of references and see what elements well-developed games have in common, and to solve those elements in your own art style and expression method.
If you have done the work as a primary, I hope you continue to study and improve the work with an attitude that constantly doubts whether this expression is intuitive or whether the general user will distinguish and understand it well.

Lee Se-bok: Please recognize that we are currently targeting North American users, and how global trends differ from domestic casual design games, and what direction global trends are

I think it would be good to study with interest if you have it. It would be perfect if you had your own design perspective based on your understanding of global trends!


9. Who would you like to work with if a new team member came in?
Park So-yeon: I think teamwork is important because I work as a team, so I hope I can collaborate with someone who permeates the team well.
It would be nice to learn from each other and have a synergy effect by being a positive stimulus with an attitude of keeping the work process so that we can be considerate of each other and collaborate smoothly.
I think it would be good to collaborate if you can actively present your own opinion and accept it, not just no, even if it is the opposite of others’ opinions.

Lee Se-bok: First of all, I want to be with someone who loves games. That’s the beginning of game development. And I think it would be good to have an open mind to receiving and giving feedback.


10. Why did you choose a game company and why did you choose Puzzle1studio among various game companies?
Park So-yeon: When I joined the company, I was a member of Bitmango Publishing Team. I worked to produce creative images and videos to make the game stand out.

I was able to work with Photoshop and Adobe tools, and it was a job where there was no fixed framework for production and there was no style that I had to follow

I chose this company because it is interesting that it only sticks to the puzzle genre. We retouch our images, create new resources, and play a lot of games

As I communicated with the development team and encountered puzzle games more and more, I naturally became very curious about making game resources and wanted to make them myself.
After a year and a half to two years, I had the opportunity to participate in game development, so I turned into an artist and have been in charge of production until now, and it’s still fun and I think I have a lot to learn.

Besides the business aspect, I have been working for Puzzle1studio for more than 6 years because I think Work and Life Balance is a good company. The part where commuting is 8 to 5 is a bit

It may be hard, but I personally liked it more because I could have a personal time after work.