[Interview] Game Designer - Lee Hyung Jun

1. Please introduce yourself briefly.
Hello, I’m Lee Hyung Jun, the Game Designer of Puzzle1studio Team Q.


2. What do you do and what do you do in your team?

Team Q aims to create Puzzle1studio’s own original game, especially the Blast genre, which features fast production and fun of popping items at once

We are also conducting various experiments such as incorporating meta-content in .
As a Game Designer, I am planning various contents based on global trends and user needs.
We are constantly thinking about the profitability of the app and conducting various tests accordingly.


3. I’m curious about your daily routine!
On Monday, we share what we’re going to do this week with Weekly Sprint, and on Friday, we’re adjusting the amount of work by scheduling next week.
For example, when a job interview request comes in like this time, the state adjusts the amount of work a little.
For the rest of the week, Daily Sprint will share what you need to do or what you need to do today.

After that, the work is carried out according to the priority. If you need to deliver what you’ve planned, you can communicate through conversation
We are free to give feedback from time to time, but if you want more in-depth feedback, we will set up a separate meeting to proceed.

In addition, we collaborate with various teams in each game, so we do Sprint every two weeks to share the progress of each team and exchange questions and feedback.


4. What is Game Designer’s role and strength in game development?
Game Designer is responsible for various tasks such as reference research, UX/UI planning, system planning, concept planning, BM planning, and various tests and data analysis.
Based on these plans, team members work, and I think Game Designer plays a role in laying the foundation for game development, just as the beginning is important for everything.


5. When did you feel the most rewarding while working?
Recently, we developed a game that combines meta elements, and although the development process was difficult, we gave positive reviews to users such as the story is fun and the decorative elements are pretty

I felt very rewarded when I received it. In addition, we conducted various tests during the update process, and I felt it was worthwhile to get meaningful data in terms of user data.


6. What are your business challenges?
Among the numerous puzzle games in the global puzzle game market, I am always worried about creating a unique and fun game that will captivate users.
While referring to various references, I think I always think about where to differentiate myself as a priority.


7. What are you doing to strengthen your job competency?
First of all, I am trying to learn the trend of the market by playing games that are doing well in the global market.
Also, I tend to get knowledge by looking for books and materials related to planning, and in the case of Puzzle1studio, sharing is active, so through planning job group meetings and COP once a week,

We are strengthening our job competencies by sharing our knowledge with each other’s knowledge.


8. Any advice for Game Designer applicants?
I think we should make a game that users want, not a game that I want to make.
I think it will be helpful to think deeply about how to give fun to users from various perspectives such as planning and art.


9. Who would you like to work with if a new team member came in?
I want to work with someone who can communicate flexibly based on interest and passion for puzzle game development, greed and responsibility for projects.


10. Why did you choose a game company and why did you choose Puzzle1studio among various game companies?
I was interested in mobile puzzle games.

Since mobile puzzle games have a larger global market than in Korea, I wanted to experience game development in a company targeting global users.
I thought I could have such an experience at Puzzle1studio, and I chose it because I wanted to learn a lot of know-how about puzzle games in the global market.
I’m in my fifth year here. The ability to analyze games based on data was greatly enhanced by allowing all employees to check the indicators of all games.
After the UX experiment results or development has been completed, or after the global launch, we will proceed with the post-motem of the game that has been transferred to live operation

I felt that we were growing together in a culture that shares insights throughout the company.


11. If you have any special know-how to join BitMango/PuzzleOne, please share it!
Before I joined the company, I played various puzzle games, including the games in Puzzle1studio, and rather than just ending with “fun,” I thought it would be interesting to see which part of the game was interesting

I was going to analyze if you felt it. Based on this, I think it appealed well that we can make a good plan that reflects the needs of the users.


12. I wonder what you want to achieve in Puzzle1studio in the future!
The goal is to create a unique game unique to Puzzle1studio, which leads the global puzzle game market.