The Art Manager of the Game Team, Mun Kwi hwan

CUBE
CUBE
Published in
3 min readOct 26, 2018

We met with the Team Leader that’s in charge of the art of ‘Bluedawn,’ the in-house game currently being developed by ITAM Network, Mun Kwi hwan.

Q00. Please introduce yourself.

My name is Mun Kwi hwan, and I’m the Team Leader of the art division on ITAM Network’s ‘Bluedawn’ project. Managing the overall schedule of the team, operations in regards to the animators, and quality control are amongst the many factors I’m in charge of.

Q01. What kind of work did you do before joining ITAM Network?

I joined a team working on a new project at Ntreev, the company that developed ‘Pangya,’ back in 2005 as an animator, and worked there fore about 2 and a half years. Afterwards, I moved over to the ‘Blade and Soul’ team at NC Soft and worked on the animation of the main character for about 7 years. I was with the team from when the team consisted of only about 20 people, during its 1st beta test, and another 2 years after it went live. Just prior to joining ITAM, my friend and I developed an indie game called ‘Squids, Ink.,’ which was even up on the Google Play’s main featured section. However, due to difficulties in profit, I had to leave and decided to join ITAM Network after the current Producer proposed a position.

Q02. What kind of work do you specifically do at ITAM Network?

Overall, I take on the role of a PM that manages the operations that goes on in the Art Team, and also am in charge of quality control of the effect and 3D animations.

Q03. Please give us a brief introduction to ‘Bluedawn.’

It’s a cartoon-type collectible mobile RPG, and I think it’d be appropriate to say that it’s a game that has emphasis on real-time battle.

Q04. What type of concept would you like to implement on ‘Bluedawn?’

One goal would be to have the action sequences be big and satisfying. For example, think of the dynamic and speedy motions of the game ‘Devil May Cry.’ In addition, because we aren’t trying to show anything out of the ordinary effect and art-wise, we are working to provide the utmost quality of the existing elements.

Q05. When do you feel the most satisfaction while working?

Of course, I feel satisfaction when I see the work I made on a game, but currently I feel great satisfaction when my subordinates listen to and follow my opinions and style, and when the results are of high quality.

Q06. Are there any difficulties while working?

We outsource a lot of 2D work to other companies, and so if the 2D work we receive isn’t of the same painting style or different colors when transferring over to 3D, we have difficulties matching the original direction we were trying to take. If there were clear-cut answers to these problems, it’d be a lot easier. However, because there isn’t one, it’s difficult having to proceed while fixing simultaneously.

Q07. What is your goal at ‘ITAM Network?’

First, I would like to invest all of my skills so that ‘Bluedawn’ can succeed and generate grand profits. Other than this, I want to lead my subordinates in a way that they can truly show their full potential, so that no one can say the animation of ‘Bluedawn’ is of poor quality.

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