GAME JOBS
Contents
The Art Of The Form: Hyung-Tae Kim Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Red Storm Entertainment, a Ubisoft Studio
Assistant/Associate Producer
 
Wargaming.net
Build Engineer
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Dev-Ops Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Free to Play: A Call for Games Lacking Challenge
 
Cracking the Touchscreen Code [1]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  The Art Of The Form: Hyung-Tae Kim Speaks
by Brandon Sheffield [Design, Art, Interview]
5 comments Share on Twitter Share on Facebook RSS
 
 
March 29, 2010 Article Start Page 1 of 3 Next
 

Hyung-Tae Kim is perhaps the best-known Korean game developer -- even if his name isn't known by all, his art is very recognizable, as seen in the later entries to the War of Genesis series, and Magna Carta for PC and PlayStation 2 and its sequel on the Xbox 360. His style exaggerates the female, while also promoting the masculine. His characters straddle the line between Japanese minimal lines and Western emphasis on musculature and detail.

I've long been impressed with his work, especially his willingness to go outside the constraints of human physicality to make appealing characters. All of his characters, male or female, are soft and curved in ways that make sense, even if they are not tied to real anatomy.



For Kim, it's all about flow, and in the past most of his actual art was relegated to 2D. Now that he's working on Blade & Soul, NCSoft's next big MMORPG after Aion, he has the chance to completely control his work in 3D as an art and technical director on the game.

In this interview, conducted in his native Seoul, we discuss his process, his thoughts on anatomy and character, and his influences.

Can you tell me, step by step, your process for character design? When you're designing one character, how do you go from envisioning that character to the actual process of making them into full illustrations?

Hyung-Tae Kim: First of all, you have to decide the direction of the character, in concert with the design teams. You have to know where the character will be used, and in what manner. And then I have to actually begin the sketch, which is the most difficult part of the process.

What I take into greatest consideration when doing my sketches is first, whether this style reveals the personality of the character, and then if it will be attractive in three dimensions. It didn't really matter when I was working on War of Genesis though, because it was 2D.

Then after the sketch is finished, we start the color planning, deciding which colors we want to use. If the process goes well, it can end in two days. Sometimes it can take as along as three weeks. Then for a final illustration, we would polish by zooming in and fleshing out all the details.

Do you have assistants drawing in your style, or are all illustrations in your games by you?

HTK: Until recently, all illustrations were completely done by me. But for Blade & Soul, which is an MMORPG, it's a game that requires a lot of characters and a lot of design. So now there's a team doing our drawings. Besides me, we have eight artists working on the images you see.

And are they drawing your style, or adding elements of their own?

HTK: When we hire people, I try to recruit artists who naturally can understand and draw the kind of image I need. It's not that I need them to draw exactly in my style, it's more important that when it transitions into 3D it'll be up to my standards and fit my direction.

So at first the artist's style could be different, but since the beginning of the Blade & Soul project I've had everyone practice drawing these characters and images in a certain style. Everyone's pushing for the same end result with the 3D models. That's actually what I did from the beginning. I provided a 3D polygon model so that everyone had a specific goal to move toward, and the direction to get there. It's all basically an attempt to maintain a consistent style.

I've noticed with 2D illustrations in Korea that there's a more frequent use of vibrant color. I'm wondering if you have any theory why that is, why color is so well used?

HTK: One of the characteristics of Korean digital art is that it's pretty energetic. I guess that's something to do with the cultural background of Korea. Of course I can't speak for others, but in my case, I'm not really comfortable with a stable kind of picture, with something balanced, because what is average is so well-represented in reality. You see it anywhere you go. I want to express through my artwork something that's not possible in reality, something that cannot exist.

 
Article Start Page 1 of 3 Next
 
Top Stories

image
Keeping the simulation dream alive
image
Q&A: With Neverwinter inbound, Cryptic founds Seattle studio
image
A 15-year-old critique of the game industry that's still relevant today
image
Advanced audio streaming in Unity
Comments

Lik Chan
profile image
I love his art but his proportions are definitely an issue when it goes to 3D. I think many reviewers criticized the in-game 3D models for Magna Carta 2 for their proportions. Exaggerated 3D bodies seem to be an eyesore for many Western reviewers for some reason ie Bayonetta. Personally, I have no problems with it. Sad to hear he's working on a MMO. Would love to see his character designs move to another genre outside of RPGs like a fighting game or even a shooter.



Great interview!

Brian Coonce
profile image
Love his conceptual thought process about the fat of the human form! Massively overlooked by many. I think a major source of 'character' Kim brings to each of his subjects is his attention to detail to all aspects of the characters clothing, jewelry and accessories (staffs, weapons, etc.). He brings an incredible amount of fashion and nuance to each that immediately tell a story about each character. Look forward to seeing his latest and greatest.

Glenn Storm
profile image
The difficulties in translating these 2D styles to 3D are largely the same as those faced by the feature animation industry, when transitioning the characters we know and love (Looney Tunes, Disney, children's storybook illustrations, etc.) to computer animation.



More than a couple decades ago, a 3D animation aesthetic was king due to novelty. When you brought up a 2D design, only a few measurements of proportion were considered during modeling. When it came time to animate like a Looney Tune however, the long lineage of clear silhouettes, lines of action, strong poses and even timing was largely ignored for the new 'aesthetic', or at least, due to the technical complexity and time consumption of forcing a technical achievement (3d animation) to assume a deliciously squiggly and pleasing form.



There are still significant hurdles in this area that have not been addressed yet, and frankly there's some lost traditional animation knowledge that still needs to be recovered and made mainstream again (proper lip synch timing for one); but since the introduction of 3D, there has been a boom (and waning, near bust) in feature animation and, with it, some technical achievements have been made, which have allowed some of the older traditional animation aesthetic sensibilities to make a comeback.



Games have benefited from this advancement in rigging and animation for 3D characters, but unfortunately, games have an extra handicap to achieving the beauty exemplified by the art of Hyung-Tae Kim and many other artists of a wide-range of 2D aesthetic styles: the interactivity of character, event, and particularly, the camera. When I was in animation, and faced directly with this problem, I could imagine some technical methods to help refine the 3D model/rig to appeal to the camera as set. Due to the dynamic camera in games, it seems the real solution is one would be more automated. While that makes this problem significantly greater for games in particular, I see the this kind of push in games (as well as advancements in feature animation) helping to advance the state of the art greatly.

brandon sheffield
profile image
Lik Chan - he didn't actually supervise the models in Magna Carta 2, just did the illustrations and left! Just so's you know!

Michael Kolb
profile image
I loved the concept artwork from Magna Carta, expressionistic beauty. With 3d models as the medium, it was pretty hard to capture that same expressionism.


none
 
Comment:
 




UBM Tech