Director Kim Su-yeon: "I Dream of a Heart-Pounding Brown Dust 2"

김수연 디렉터, "가슴 벅찬 브라운더스트2 만들겠다"
Brown Dust 2 Director Kim Su-yeon ©INVEN

On the 23rd, an unexpected guest appeared on the official Brown Dust 2 broadcast: Kim Su-yeon, a producer previously known for pushing the boundaries of adult-rated games to unprecedented levels, has joined the team as the new director of Brown Dust 2. Given her unique reputation in the adult gaming space, the news quickly became a hot topic in the community. We sat down with Director Kim to discuss why she chose Brown Dust 2 as her next chapter and what kind of game she hopes to build moving forward.

While you are already quite famous to those who know your work, could you please introduce yourself briefly.

" Hello. I am Kim Su-yeon, and I have taken on the role of making Brown Dust 2 an even more heart-pounding and enjoyable experience. As this is a new environment for me, I intend to learn as much as I can while leveraging my past experience to the fullest. I look forward to working with you all. P-ha!

You recently announced your move to Brown Dust 2 during the official broadcast. What was the deciding factor that led you to choose this game over so many others.

" Although I haven't mentioned it officially, I had the chance to talk with the Brown Dust 2 development team by chance when I was feeling a bit worn out, both physically and mentally. As we talked about games, I found myself talking more and more. We shared many similar concerns regarding project management. Looking back, I think I was just really glad to meet and discuss these things with someone who could genuinely empathize with the worries and concerns I was carrying.

After that, I naturally began to look at Brown Dust 2 more seriously. Throughout my career in game service, I have constantly thought about characters, stories, and how users experience a game. I felt that Brown Dust 2 was a project where I could apply my past experience to explore new challenges and try something special.

You have a history with high-rated games, including the one you previously produced. Were you always interested in this genre, or did you discover it was 'your path' while working on those titles? Also, you were known for a 'different approach' in your previous work. I believe that requires an open mind and data-driven insights. What is your usual mindset, and how do you go about collecting data.

" As someone who loves games, I’ve always been open to various genres and themes. I don't really have a specific preference. Personally, I have great respect for the fact that people can be truly passionate about something and willing to invest their time, emotions, and even money into what they love. I don't think the subject matter itself is what matters. In that sense, I never had any particular aversion to adult-rated games or content.

In fact, I often thought about this while working: Is something only 'art' or 'culture' if it’s rated for all ages? Is it shameful to deal with primal human attractions or desires? These are difficult philosophical questions, but at the very least, I don't believe such subjects should be unconditionally taboo. My start in adult game service wasn't particularly grand; at the time, no one else wanted to handle it, so I took it on. Once I did, I had a competitive drive to do it properly. On the other hand, the fact that it was a path less traveled actually seemed quite cool to me.

As I continued, I ended up studying the field quite deeply. Once I dug in, I realized it had a very deep history and a solid, long-standing world. It was more of a realization that "this field is much deeper than I thought." The most difficult part was practically determining what kind of expression is legally permissible. Imagination has no brakes, but when you actually create content, there are various standards and limitations.

I think it’s the result of naturally accumulating insights by consuming various content and constantly asking, "Why do people like this?" The fact that erotic content reinterpreted from a female perspective felt fresh to users also played a big part. Above all, I think the fact that I am genuinely proud of my work and sincere about it has been conveyed to the users to some extent, so I am personally very happy when I receive questions like this!
김수연 디렉터, "가슴 벅찬 브라운더스트2 만들겠다"
©NEOWIZ

As you are likely aware, operating adult games in Korea is not easy. Being on the front lines, you must feel this acutely. What aspects do you find regrettable, or what would you like to see improved.

" We have to constantly balance what the developers want to express with the standards we must uphold in the actual service environment. Especially since we provide a global service, we have to consider not only Korea but also the platform policies, regulations, and user sentiments of each region. There are times when judgment is required in interpreting these standards, and from a creator's perspective, it can be difficult to gauge in advance which expressions will make it into the final service. That is why I strongly hope for an environment where creators can clearly understand the standards and make as many diverse attempts as possible within them.

Of course, there are moments when we must balance regional standards, and it is our responsibility to ensure that the content users enjoy remains stable. However, I don't believe that should come at the cost of diluting our identity. Upholding standards and maintaining the charm that makes Brown Dust 2 what it is are not mutually exclusive; I see my role as finding a way to maximize our individuality and creative intent within those bounds. My goal for an adult game isn't just to increase the 'level' of content, but to ensure we don't lose the expressions and fun that only Brown Dust 2 can offer.

Many users are looking forward to changes with your arrival. Some expect improvements in the narrative, while others wonder if you might take a more provocative approach in terms of content rating.

" I know there are expectations (laughs). It might be difficult to show something immediately, but I will make sure not to disappoint you. However, the change I want to bring to Brown Dust 2 is not simply about 'making it more provocative.'

I believe one of the greatest strengths of Brown Dust 2 is the individuality of its characters and art. I’ve judged that now is the time to connect the story, combat, and various content based on that individuality to help users immerse themselves more deeply in the game. Moving forward, I want to focus on showcasing the charm of the characters better and ensuring that the reasons users fell in love with them are reflected in the story and content. Of course, I intend to keep the bold and playful color that is unique to Brown Dust 2 in terms of expression.

In short, my direction is to make what is 'Brown Dust 2-like' even more so, and to ensure that charm can be enjoyed for a longer time through story and content.
김수연 디렉터, "가슴 벅찬 브라운더스트2를 꿈꾼다"
©NEOWIZ

With you taking on the director role alongside PD/CEO Lee Jun-hee, the team has shifted to a dual-leadership system. There must be some pressure; could you explain how you plan to cooperate with him in the future.

" As someone joining mid-project, I think the experience and know-how that CEO Lee Jun-hee has built while creating Brown Dust 2 are incredibly important. Rather than pressure, I feel reassured. Therefore, just because I have become a director, I have no intention of ignoring existing experiences or decision-making processes and operating only in my own way. Conversely, I plan to speak honestly about areas that I think need improvement from my new perspective, and we will find a better direction by exchanging opinions. I believe the advantage of a dual-leadership system is that two people can look at the same thing while offering opinions from different perspectives.
김수연 디렉터, "가슴 벅찬 브라운더스트2를 꿈꾼다"
©NEOWIZ

Who is your favorite character in Brown Dust 2? Also, as you play the game yourself, are there any areas you feel are lacking and want to improve, or areas you think should be leveraged as a greater strength?

"I have played Brown Dust 2 consistently, and there has never been a time when 'Eleaneer' wasn't great, but since the appearance of 'Palette,' my secret enjoyment has increased even more.

I felt that there were still insufficient elements to explore one's favorite characters and enjoy their deep individual narratives. Characters like the Fiend Hunter bosses, villains, NPCs, and 3/4-star characters often lack properly revealed settings or are consumed in a shallow, one-off manner before being pushed aside. I want to create opportunities for them to truly shine.

Since the sheer volume of characters and content in Brown Dust 2 is substantial, I think the most important task at this point is how well we utilize what we already have.

I am curious about how things will change under the Kim Su-yeon director system. For example, will there be a more aggressive update cycle? Are you planning to approach things conservatively by maintaining the existing content and update cycles as a stable support role, or do you intend to make bigger changes and try a different color? Especially if you are thinking of the latter, it could be well-received or harshly criticized.

"If I had to choose one, I am closer to the side of making bold changes where necessary. However, I don't want to make changes just for the sake of change. I think what is more important than blindly speeding up the update cycle is ensuring the quality so that users can look forward to the next update and feel sufficient satisfaction when it arrives.

I will maintain what is working well, but I will change parts that I judge need improvement without being bound by existing methods. Of course, I think I may receive criticism in the process of attempting big changes. I consider that a responsibility I must bear as a director. However, I don't think doing nothing out of fear of user reaction is a good choice either. I intend to quickly acknowledge and correct mistakes while continuing to attempt necessary changes.
브라운더스트2
©NEOWIZ

What are your short-term goals following your arrival this year? In the long term, what aspects do you want to strengthen or improve?

"In the short term, I think it is important to well-connect the charm of Brown Dust 2 that I empathized with as a fan, the direction the existing development team has built so far, and the direction I want to create as a director.

Above all, I think creating the updates and content we have been doing so far in a stable manner and with high completion is the foundation, yet it is also the most difficult and important task. In that process, I want to actually improve the parts that users find inconvenient and consistently show what kind of game Brown Dust 2 aims to be through updates. I think building trust with users is the most important short-term goal.

In the long term, I am thinking of two main directions. One is to increase immersion in the story and characters, and the other is to raise the overall completion and depth of the game, including existing combat content, to the next level.

Lastly, please share a word of commitment to the users who are looking forward to your future steps.

"I hope I can be a good channel for those who have been watching me for a long time, as well as those meeting me for the first time, to continue 'geeking out' over Brown Dust 2 in a heart-pounding way.
This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

Sort by:

Comments :0

Insert Image

Add Quotation

Add Translate Suggestion

Language select

Report

CAPTCHA