PAX Aus 2018 Panel Schedule Announced
PAX Australia 2018 Indie Showcase Winners Announced
TGS Forum 2018 Outline Determined
The record 366 Exhibitors for TOKYO GAME SHOW 2018 (As of July 3rd) The outline of e-Sports X is released
888 Holdings Deploys MaxBill from LogNet Billing for B2B and B2C Billing and Partner Management
InstaVR Inc Raises $5 Million Series B to Further Rapid Growth in Enterprise VR Authoring Platform Use
PAX Unplugged 2018 Dates Announced; Tickets on Sale Now
TGS 2018 “Indie Game Area” “SENSE OF WONDER NIGHT” now accepting applications
Black Desert's Global Costume Design Contest Voting Starts Today
The International Future Computing Association Launches at GDC
Busan Game Company Meets the World through 'Game Contents Global Launching Project Support Business’
One of the biggest worries for companies developing games is how many people are informed about the game. There are so many new games released around the world that it is hard to count, but there are not many games that enjoy popularity among users as well as being recognized for their value. In addition, as launching a global market is considered to be a natural step, there are more areas where game companies need to be careful, but there would be many difficulties to cope smoothly. In some cases, companies are pushed into global market entry although they did not know what to prepare, or missed a critical time, or did not know how. Opened by Busan IT Industry Promotion Agency in September 2015 with support from Busan Metropolitan City, Ministry of Culture, Sports and Tourism and Korea Creative Content Agency, Busan Global Game Center (BGC) is helping local game companies achieve their global market entry through efficient methods at the most right time. In the second half of 2017, it launched 'Game Contents Global Launching Project Support Business', which helped companies in need of global market entry. Through the first support business, companies such as Park ESM, which developed the casual arcade game 'BugsBox m', Golden Pig Entertainment, which developed the tank shooting action games ‘Future Savior: Tank War’ based on web novel, and Thunder Games, which developed a clicker RPG ‘Rebirth King’, were selected as support companies and are getting ready for overseas entry with systematic support. ▲ Busan Global Game Center actively promoted 'Game Contents Global Launching Project Support Business'. So, how did 'Game Contents Global Launching Project Support Business' proceed and what kind of overseas entry strategies are established through the support business? 'Game Contents Global Launching Project Support Business' is a project to support the marketing of games with high potential for success, which was discovered through suggesting directions of global launching and operational know-hows. The business is largely divided into three phases; 'consulting', 'global launching', and ‘global service’. Participants also mentioned ‘information about global release' and 'analysis of market data' as reasons for participating in this support business. Kang Donghyeok, CEO of Golden Pig Entertainment, expressed about his participation motive. “I started to serve mid-core games while mainly serving casual games, and there was a lot of difficulty with a completely different atmosphere from casual games. In the meantime, ‘Game Contents Global Launching Project Support Business’ was going on, and I applied for it to get help for the shortages.” Lee Seungchan, CEO of Park ESM, said, “As we introduced games on PCs or consoles, the new game received a good response on other platforms, and despite the recommendation of mobile conversion, we lacked the ability to support other language for global services and overseas market analysis data. Therefore, I wanted to get help through this 'Game Contents Global Launching Project Support Business'.” ▲ Kang Donghyeok, CEO of Golden Pig Entertainment, talked about his participation motive. “I applied for this business while having difficulties for challenging to play a new genre of games.” In the first stage of 'Game Contents Global Launching Project Support Business', we designed business milestones, consulted on global launching and operation, and the reviews through testing games were provided. It also provided market information and conducted seminars, publishing and investment consultation. In the second stage, provided with guides about global launching and featured for companies who participated in the first stage and could launch within the business period. The localization work including translation was also supported. Finally, in the third stage, the business assisted in establishing and implementing global marketing strategies, and provided support for designing and analyzing indicators, including operation of target countries. Through this step-by-step support, participating companies were able to get help in various ways that were incomparable to their own advancement, and it gave them an opportunity to lay a foundation for self-reliance in the global market. Participants of this support business mentioned ‘'systematic support for practical assistance' and ‘friendly consultation about unknown areas' as the most important advantages. Park Wonbin, CEO of Thunder Games, said, “As well as global marketing support from consulting companies, we also received many consulting services on games, such as gameplay and interface. Through this, we were able to study how our games could become more fun and enjoyable games for a long time, so satisfaction was very high.” Kang Donghyeok, CEO of Golden Pig Entertainment also emphasized, “'The Future Savior، War of Tank' was a burden on the SMEs in terms of amount to translate because of the large amount of texts. Thanks to 'Game Contents Global Launching Project Support Business', I was able to get great help for English translation. It also provided an environment for testing mobile phones around the world, which solved hardware problems such as bugs.” ▲ Park Wonbin, CEO of Thunder Games, said, “We were able to study how our games could become more fun and enjoyable games for a long time.” Likewise, 'Game Contents Global Launching Project Support Business' was recognized for its value in helping game companies achieve their full potential to become self-reliant in the global market. In addition, it became a representative support business that brighter the name, ‘A Friend of the Game, Busan City’. During the interview, the representatives of the support companies also expressed their confidence. "I feel the effect of this support project" Lee Seungchan, CEO of Park ESM said, “Thanks to 'Game Contents Global Launching Project Support Business', we were able to complement our lack of confidence in the new platform and global market. As these opportunities continue to develop, I expect this business to become the most loved support business from local game companies.” As such, Busan Metropolitan City and Busan Global Game Center are making various efforts to promote local game contents to the global market, along with the revitalization of various game industries. The results are gradually emerging from all over the global market in this steady activity. Therefore, if the business such as 'Game Contents Global Launching Project Support Business' is continued, Busan Metropolitan City is expected to help strengthen its position as 'A Friend of the Game'. ▲ Lee SeungChan, CEO of Park ESM, said, “We were able to complement our lack of confidence in the new platform and global market.”
TOKYO GAME SHOW 2018 Exhibition Outline Released
In cooperation with Nikkei Business Publications, Inc. (Nikkei BP, President: Suguru Niinomi), the Computer Entertainment Supplier’s Association (CESA, Chairman: Hideki Okamura) has announced that it will be holding TOKYO GAME SHOW 2018 (TGS2018) at Makuhari Messe (Mihama-ku, Chiba City, Chiba Prefecture) for four days from Thursday, September 20 to Sunday, September 23. Applications for exhibition are now being accepted. The theme for TGS2018 is “Welcome to the Next Stage.” Games continue to surprise and inspire people with new play and new technologies. Discover games which make you feel like you’re there, share emotion and excitement with people worldwide over the Internet as you compete and cheer e-Sports as with other sporting events. One of Asia’s largest fairs where everyone can experience such new ways to enjoy games is happening again this year. In the game industry, the Japan esports Union (JeSU) was announced in February, established with the support of industry associations including CESA and Japan Online Game Association (JOGA). As its activity starts in earnest, e-Sports is expected to flourish from the standpoint of creating a new market and business model. The e-Sports stage was upgraded to become the larger stage “e-Sports X (“cross”)” last year. JeSU will take part in organizing this stage for TGS2018, and venue expansion and a new preliminary tournament area are planned. TOKYO GAME SHOW will present the heated battles as an international event to support e-Sport competitors to go on to perform in Japan and around the world. As the other pillar to transmitting information, we will enhance our Internet video streaming system. In addition to niconico, Twitch, and Douyu, which we have been using, we will have a major expansion of our platform for Japan and elsewhere, centered on e-Sports, and aim for increased viewership on a global scale. The VR/AR Area, receiving attention for its collection of technologies which facilitate revolutionary gaming experiences never available before, now allows exhibition of products and services for amusement only, in addition to game software compatible with VR (virtual reality), AR (augmented reality), and MR (mixed reality).
Hatsune Miku Returns to Brave Frontier to Celebrate Snow MIKU 2018 Festival
Prepare yourself for a musical extravaganza! The Vocaloid Goddess Hatsune Miku will once again grace us with her presence in Brave Frontier, bringing with her spectacular dungeons quests and other Vocaloid characters. In conjunction with Snow Miku 2018 Festival this February, starting from February 7 to March 19, gumi Inc. and Crypton Future Media will present Hatsune Miku’s Winter and Spring Collaboration in Brave Frontier! The highlights of this collaboration are as follows: - Winter Chapter COLLABORATION SUMMON: SNOW MIKU (Feb 7 - Mar 6) Coming this winter season, get a chance to summon Snow Miku 2018! Adding more to the festivities, Snow Miku 2017 will be available in the Collaboration Summon as well! Be charmed by their uplifting melodies and refreshing voices as they journey across Grand Gaia. The perfect companions for your favorite Squad! WINTER DUNGEON: MELODY OF WINTER (Feb 7 - Feb 28) While looking for her animal friends during a snowstorm, Snow Miku accidentally stumbled into Grand Gaia. Blessed with an ability to create soothing melodies to quiet storms and pacify the greatest of monsters, she bravely ventured into the unknown. Lost and unsure of the way back home, will you be her guide and help her return to her own world? Venture into the dungeon, collect “Yukine Tokens” and exchange them for the event exclusive Sphere, Kagura Suzu! And while you play, enjoy The Snow Miku 2018 Festival theme song Round Off The Square Earth by TOKOTOKO as the background music! - Spring Chapter COLLABORATION SUMMON: SAKURA MIKU (Feb 28 - Mar 19) Spring is coming with more Hatsune Miku! Celebrate the season of a thousand cherry blossoms with the phenomenal Senbonzakura Miku! But wait, there’s more! Back for a rerun, grab the chance to summon Mankai Sakura Miku from the Spring Themed Summon Gate during this period as well! * More events related to the Spring Chapter will be announced on the Brave Frontier official channel at a later time. - Returning Contents EVENT DUNGEON: SONGSTRESS OF LIGHT (Feb 7 - Mar 19) The Hatsune Miku dungeon from the first collaboration is back! Catch her famous performance deep in the ancient ruins during the event period. Don’t miss this chance to get yourself the one and only, the original, Hatsune Miku! COLLABORATION SUMMON: VIRTUAL SINGERS (Feb 7 - Mar 19) Furthermore, the 2014 Virtual Singers series returns for another round of fun! Seize the chance to summon all of the 2014 Virtual Singers - Meiko, Kaito, Rin, Len, and Luka at the Special Summon Gate! - Other Events COLLABORATION LOGIN & MILESTONE CAMPAIGN Log in daily and work together with other Summoners to achieve dungeon clear milestones and obtain valuable items such as Summon Tickets, Gems, Elementum Tomes, and Omni Frogs. Brave Frontier is available for download globally on iOS, Android, Amazon, and Windows Phone devices. Note: All dates mentioned are PST.
Global Costume Design Contest 2018 Starts Today
Pearl Abyss and Kakao Games are excited to announce the first global Black Desert Online Costume Design Contest. Talented community artists from Europe and North America wanting to create their own costume now have the opportunity to express their creativity and contribute to the beautifully crafted world of Black Desert Online. Each region will produce a finalist, who will enter to compete against designers from South Korea, Japan, Russia, Taiwan, South America, Turkey, Thailand and South East Asia. The costume design of the global grand prize winner will be developed by Pearl Abyss and added to the game. The full prize package will include 10,000 USD (before regional taxes) or in-game Pearl currency of the same value. Regional winners will be awarded prizes worth 3,000 USD (before regional taxes) or the equivalent in Pearls. Every designer who invests their time and effort into entering the costume design contest will also receive a prize. The Global Costume Design Contest submission period starts, February 7th and ends on March 5th. The top 10 of each North American and European designs will be announced on March 14th and will be submitted for community voting up until March 19th, resulting in regional winners on March 20th. The Global Grand Prize Winner will be announced on the 11th of April. For a full overview of the prizes, submission rules and dates, please check the dedicated page https://www.blackdesertonline.com/news/view/749 A detailed overview of all finalist and winner announcement dates will be published on the same page.
Games from Busan, Gets Wings to Advance Overseas in ‘G-Star 2017’
With participations of a total of 2,857 booths from 676 companies from 35 countries, the largest scale ever, international game exhibition 'G-Star 2017' came to an end in a fervent response from visitors and industries. 'G-Star 2017', hosted by Korea Game Industry Association (K-GAMES) and co-hosted by G-Star Organizing Committee and Busan IT Industry Promotion Agency, was held from for four days November 16 to 19. G-Star 2017, which celebrated its thirteenth anniversary this year, welcomed the visitors with various contents in a space of about 55,300m2 including BEXCO 1st exhibition hall, 2nd exhibition hall, convention hall, multipurpose hall, outdoor plaza and cinema center. At 'G-Star 2017', participating companies presented their pleasure through various games including platforms and genres such as online games, mobile games, and video games in BTC hall. In BTB hall, the companies in each field also progressed consultations. Busan IT Industry Promotion Agency of Busan Metropolitan City, which is 'City of G-Star' as well as 'City of Game', was supported by Korea Creative Content Agency, Ministry of Culture, Sports and Tourism and Busan Metropolitan City to operate Busan Global Game Center, ‘BTB Busan Joint Pavilion’, at the 2nd exhibition hall of BEXCO for fostering local game industry. ▲ During three days of 'G-Star 2017', 'BTB Busan Joint Pavilion' was held at the 2nd Exhibition Hall of BEXCO. The number of game companies in Busan, which participate in G-Star Joint Pavilion, is increasing year after year with the participation of 20 companies in 2014, 31 companies in 2015, 38 companies last year and 40 companies this year. Among the 40 game companies participated in ‘G-Star 2017’, 33 participated in Busan Joint Pavilion, while the remaining 7 companies operated game booths at the BTC hall. The number of paid buyers visiting the 'G-Star 2017' BTB was 2006, which was 5.5% higher than last year. According to Busan Metropolitan City (Mayor Seo Byeong-soo) and Busan IT Industry Promotion Agency (CEO Seo Tae-geon), business consultations conducted at the Busan Joint Pavilion of G-Star 2017 totaled 368 (155 on the first day, 141 on the second, 72 on the third). Among them, four deals were concluded with Chinese publishers, and a great contribution was made for Busan’s Game to advance into Chinese game market. First, Busan's small and medium game company Masangsoft (CEO Kang Sam-suk) signed a total of $1 million contract with three contents including its mobile MORPG 'AIIA' to two Chinese publishers. Based on online games of various genres such as MMORPG, Fishing, Racing, FPS, and Flight Shooting, the company continues to provide game services in domestic and overseas markets. ▲ 'Masangsoft' signed a total of $1 million contract. (Photo by Busan IT Industry Promotion Agency) ▲ Once more, ‘Masangsoft’ has accomplished a great achievement overseas since last year. At last year’s 'G-Star 2016', 'Masangsoft' also had meetings with many buyers, and it is famous for having achieved overseas advancement after business meetings with Thailand, North America and Europe publishers. In this year, ‘Masangsoft’ gained much positive response from foreign buyers by introducing ‘DK Online’ and ‘Gunz’ at Busan Joint Pavilion. Having achieved great success for the second consecutive year, Masangsoft CEO Kang Sam-suk said, “I am pleased to have achieved a good performance this year as well, and through G-Star I was able to meet famous developers, CEOs of global game companies and foreign buyers in Busan.” Magic Cube (CEO Ha Sang-seok), an indie game developer in Busan, signed a contract to supply mobile game 'Call of Commander' to Chinese publisher 'YK Games' and laid a foundation for overseas expansion. ▲ Magic Cube, an indie game developer in Busan, signed a contract to supply mobile game 'Call of Commander'. (Photo by Busan IT Industry Promotion Agency) ▲ Many foreign buyers and publishers visited the 'Magic Cube' booth in Busan Joint Pavilion. Magic Cube is a promising game company that is currently selling most of its sales in overseas market. It presented ‘Finger Monster,’ ‘Mirror Land,’ and ‘Knight Maker’, which are aimed to be released in the first quarter of 2018. It had once become a hot topic that its "Call of Snake" was selected as the only Korean game in Apple’s global ‘Best of 2012’ in 2012. Bluesom (CEO Song Ho-jin) signed a game development contract with Funple Works (CEO Kim Hyun) by utilizing intellectual property (IP) of Hong Kong SEMK Product Limited's "B.DUCK" character. Bluesom was established in 2005 as a representative game company in Busan. It has accumulated know-how by developing various games such as 'Guardian of the Sky' and 'The Shogun', and it has experience of offering game service in Korea and Japan. At ‘G-Star 2017’, Bluesom presented a game, ‘Oopats’. According to the contract, Bluesom and Funple Works will develop a three-match puzzle game "B.Duck Candy Sweet" (tentative name) and a Mahjong game “B.Duck Sachunsung” (tentative name), respectively, using IP of B.Duck. 'B.Duck' is a cute and friendly duck character that has become very popular worldwide in Hong Kong, China, Southeast Asia, Japan, Europe and South America. There are more than 2,100 offline stores around the world using B.Duck’s IP. In China, as well as more than 165 offline stores, it is loved to be sold 35 million yuan in Taobao, China when launching new goods. Song Ho-jin, CEO of Bluesom, said, “I am very glad to announce the first contract signing as a developer in Busan during G-Star 2017. Based on the know-how of game development in the meantime, I will make a game that is loved not only in China but also in the world.” By finalizing ‘G-Star 2017’ and ‘Busan Joint Pavilion’, Seo Tae-geon, director of Busan IT Industry Promotion Agency, said, “Busan’s game companies could accomplish this practical business achievement since they had competitiveness of creative game content. As in ‘WEGL 2017 final’, which is G-Star Global e-sports competition, three mobile games were all from Busan, we will greatly expand marketing support and support for overseas market entry.”
Busan Indie Connect Festival - Growing as an Icon Representing Indie
Busan Indie Connect Festival 2017 (BIC Festival 2017), held at Busan Cinema Center from September 15th to September 17th, attracted a maximum of 12,273 people and finished the three-day event with great success. ▲ The 'BIC Festival 2017', which was held for three days, was completed successfully. BIC Festival 2017, the third event of the year, is a global game festival organized as a part of the promotion business of small and indie games and the game industry development in Busan. It is organized by Busan IT Industry Promotion Agency, Indiera!, which is a meeting of indie game developers, and Korea Mobile Game Association, hosted by Busan Indie Connect Festival Organizing Committee, sponsored by Ministry of Culture, Sports and Tourism (MCST), Busan Metropolitan City, and Korea Creative Content Agency (KOCCA). This year, more than 110 exhibits from 21 countries selected from 378 entries in 32 countries have been exhibited so that the event grew quantitatively over the past year. Though various platforms such as PC, Web, mobile and VR, most of the entries have shown excellent quality rivaling established games. Visitors were free to experience the exhibition during the three days of the event and had the opportunity to talk with the developers of the exhibition. During the event, the 18th typhoon "Tallim" came, and although the rainstorm ran strongly on the venue, there were not many game users on the 16th and 17th when ordinary visitors could participate. Developers who welcomed the visitors at booths of domestic and foreign game participating companies did not lose their laughter even in unpleasant environments. The 'BIC Festival 2017', which celebrates its third anniversary this year, has adopted a number of policies different from the previous events and showed its desire to move to a further developed event. First of all, it is most noticeable that the festival introduced fee-charging policy from this event. Until now, 'BIC Festival' was held as a free event mainly for amateur participants, but as the proportion of professional developers gradually increased, the organizing committee decided to introduce fee-charging policy for presenting greater indie games to audience interested in them. Tickets for 'BIC Festival 2017' were sold through advance on-line purchase and on-site purchase. The advance on-line selling price was 4,000 won for 1 day and 8,000 won for two days. The on-site selling price was 6,000 won for 1 day and 10,000 won for two days. Of course, the organizing committee has made a lot of efforts to expand the event and its interior facilities as it started fee-charging. In addition to expanding the size of the game booth at the main exhibition hall, various events such as MCN events, indie band performances, e-sports events and other events were held on the main stage. Developer conferences, networking events, and food truck zone are also parts that were more focused than last year. On the first day of 'BIC Festival 2017', the variety of conference topics created for developers has also been a driving force behind the success. At the conference, experts from various fields including Katie Stegs of Lumi Consulting, which specializes in game marketing consulting, Hidetaka "Swery" Suehiro, who is a producer of Spy Fiction, Deadly Premonition, D4: Dark Dreams Don’t Die, and etc., ‘Byulbram’ Kim Kwang-sam, who produced many popular works such as 'Her Knights: All for the Princess', and Ken Wong, who carried out the designs for 'Monument Valley' and 'Alice: Madness Returns', participated as speakers and told audiences a wide range of stories about the game with several topics including cloud systems, marketing, and design field. Especially, "Replica: a game as a political medium", a keynote lecture conducted by game developer Somi, has become a meaningful time to let people know that the game medium can have a big impact on artistry and human life beyond entertainment. ▲ The conference held at ‘BIC Festival 2017’ came with developers on various topics. Communication with audiences through the stage events was also a great pleasure for audiences and it showed great improvement of the event. During 'BIC Festival 2017', there was a game show and fan signing at the main stage with popular creators and BJ such as Lee Sang-ho, Lee Yoon-yeol, Dr. Lee and King Na-sung. Through the main stage event, BIC Festival 2017 was more easily explained to audiences and described as a participatory event to enjoy together. Particularly, fan signing after the program was a time to realize the popularity of BJ and creators since it had a long line, and interests in the games introduced by them were also confirmed at the event site. ▲ Programs for indie games held on the main stage of the venue gained a great response from audiences. The indie game e-sports event that took place together has become the most popular event of 'BIC Festival 2017'. The indie game e-sports event was held for the first time at 'BIC Festival 2016' by the creator 'Ulsan Big Whale’ and it was broadcasted on the big screen of the main stage after it was designated as a formal event of 'BIC Festival 2017'. The special exhibition of indie game e-sports of 'BIC Festival 2017' was held in a way to fight with Hut 90's action indie game 'Akuto: Mad World'. 'Akuto: Mad World' is a survival-type fighting game that takes place at a fast tempo. It is played in a way that players who killed more enemies win through various weapons and strategies in one space. A total of 7 sets of matches were held at 'BIC Festival 2017' on the day, and the one who has the highest kill points became a winner. The four winners of the preliminary contest before the final match, Ahn Kyeong-deok, Kim Sung-il, Choi Yoon-sung, and Choi Hee-do, did their best to become a final winner. While fierce competition was continued for every set until the final set of matches, Choi Hee-do (with 59 kills) achieved the highest kill points with a one-point difference between Kim Sung-il, who took the second place, and got three million won prize. After the final award ceremony, a special one-on-one match between the winner Choi Hee-do and the developer was held. In this match, Choi Hee-do won the championship 10-4 once again and showed off skills that suit for the winner. ▲ At 'BIC Festival 2017', final match of 'Akuto: Mad World' e-Sports was broadcasted live. Likewise, BIC Festival 2017, which was held for three days, was completed with great success along with advanced events. As an impression concluding the event at the closing ceremony, Seo Tae-geon, Chairman of Busan Indie Connect Festival Organizing Committee celebrated the success of ‘BIC Festival 2017’ by saying, "Even the typhoon could not break the heat of the BIC". Meanwhile, as this event is being held as an extension of 'Construction of Indie Game Ecosystem', which is one of the five strategies of ‘Busan Game Industry’s New Promotion Plan’ announced in Busan last July, ‘BIC Festival’ continues to grow year after year. As a result, the indie game industry will be focused according to the expansion of its popularity and Busan City is expected to continue systematical support and promotion to 'BIC Festival' with 'G-STAR' for realizing 'Busan City of Global Game'. The official from Busan IT Industry Promotion Agency that organized this event said, “We aim to expand the e-sports of indie games for next year's BIC festival and to strengthen business matching for the growth of small and medium indie game companies. In the long term, we plan to promote not only games but also indie-culture related exhibitions, events and markets at the same time to become the world's leading indie hub event.” ▲ 'BIC Festival' will lead to a festival like Busan through global branding.
Announcing CheckPoint’s New Mental Health Community - GamerMates
Non-profit organisation CheckPoint has revamped its website to include heaps of new features that make it the perfect hub world to learn about mental health, level up your wellbeing and buff your resilience. Their new community, GamerMates, makes it super easy to find like-minded people (your gamermates!) with whom you can play your favourite video games. You can find local folk, or someone on the other side of the world. Play anything from Overwatch to Animal Crossing, it’s your choice. The introduced membership system (starting at the bargain discount price of absolutely free), gives users access to a pro-mental health gaming community, achievements and badges, online courses, giveaways, meet ups...and of course, all of the mental health education and resources you can rely on CheckPoint for. Meanwhile, CheckPoint is a non-profit organisation based in Australia and New Zealand that acts to connect mental health resources with video games and technology. The organisation is run by mental health and games industry professionals, and exists to provide consultancy, advocacy, recreational activities and free resources. The amalgamation of these knowledge-bases and professional networks enables CheckPoint's reach to span across both industries comprehensively, and ensure that the information and education that it provides is accurate, relevant and implementable.
[G-STAR 2016] International Game Exhibition 'G-STAR 2016' Ended with Maximum Result
Hosted by Korea Internet & Digital Entertainment Association (K-iDEA) and co-managed by G-STAR Organizing Committee and Busan IT Industry Promotion Agency, four-day 'G-STAR 2016 (Game Show and Trade All Round 2016)' is ended on November 20th. With a slogan 'Play to the Next Step,' 'G-STAR 2016,' where total 653 companies from 35 countries participated, was held at the largest scale ever, and it suggested a number of possibilities to predict the future of game industry. This event prepared a variety of themes to enjoy and welcomed visitors at BEXCO Exhibition Center 1, 2, Convention Hall, Auditorium, Multipurpose Hall, and Outdoor Square. On the first day, the events were held to recall the meaning of 'G-STAR,' everyone becomes one in game. First, through G-STAR 2016 Scholarship Ceremony, which was held before the opening of the event, scholarship for disabled and multicultural families-related groups were given, and programs such as experiencing G-STAR in advance were progressed. In addition, the partnerships were established to technologically support Korea's games so that they could enjoy high popularity throughout the world. To be specific, Busan Virtual Augmented Reality Convergence Center Business Cooperation Memorandum of Understanding(MOU) Agreement Ceremony was proceeded by HTC, Busan Metropolitan City, and Busan IT Industry Promotion Agency, and business agreement for activation of Busan game industry was concluded between Sony Interactive Entertainment (SIEK) and Busan IT Industry Promotion Agency. ▲ Total 653 companies from 35 countries participated 'G-STAR,' and it was held at the largest scale ever. ▲ Before the opening, scholarships were given to three organizations. At the main exhibition of 'G-STAR 2016,' BTC hall, the games covering all the platforms like online, mobile, and even console, were presented. At the exhibition booths of famous game companies such as Longtu Korea, Nexon, SIEK, as well as the main sponsor of 'G-STAR 2016' Netmarble Games, the opportunities to experience new and popular games were given, and there was a steady stream of visitors to endless stage event. Moreover, at 'G-STAR VR Special Corner, co-organized by G-STAR Organizing Committee and SIEK, visitors can experience meeting of videogame and VR through recently released PlayStation VR. Also, an official media partner Twitch presented pleasure by introducing new games for each company as well as holding various types of e-sports. At the same time, mobile admission tickets used in this year is a system to allow visitors to enter only by checking the barcode at the entrance of the exhibition hall instead of lining up a long line to buy tickets. It greatly reduced waiting time due to purchasing tickets and enhanced the convenience. The number of visitors to BTC hall was 47,447 on the 18th, 76,946 on the 19th, and 57,359 on the last day, November 20th (at 17:00), starting from 37,515 on the 17th. Total number is estimated as 220,000 (November 20th at 17:00, currently 219,267). This is a 4.6 percent increase over last year (209.617). BTB hall, located on the first and third floors of BEXCO Exhibition Center 2, attracted a great deal of interest from game industry representatives in Korea and around the world. The number of paid buyers who visited BTB was 1,325 on the first day, 421 on the second day, and 156 on the third day. It is announced that the number of paid buyers recorded total 1,902, which is a 6.8 percent increase over last year. In particular, at 'Busan Game Pavilion,' which is organized with 38 game companies in Busan and 'Busan VR Cluster Pavilion,' where four VR content companies participated, it is possible to meet games on a variety of subjects in one place, as well as the latest games that follow the trends of the game, the existing popular franchise games, overseas cooperation games and VR contents. It has also become a place of particular interest to domestic and foreign game industry representatives who visited for cooperation. ▲ Many users experienced new games at BTC hall. ▲ 'Busan Game Pavilion' and 'Busan VR Cluster Pavilion' showed the power of 'City of Game' Busan Metropolitan City. Besides, various side events prepared with the exhibitions satisfied the visitors of 'G-STAR'. First, 'G-Con 2016,' an international conference organized with 11 sessions, attracted 1,651 people, twice the number of last year. In Game Investment Market, which supports investment attraction and publishing opportunities for domestic small and medium game developers, 57 companies participated and got total 126 investment counsels for two days. With 20 companies participating and 1,885 job seekers counseling, Game Companies' Job Fair was able to feel the enthusiasm. Thus, 'G-STAR 2016,' which has achieved the best results ever, came to an end with presenting pleasure and hope to visitors and the domestic and overseas game industry people. Now, the game industry will improve further with the new games presented at 'G-STAR 2016'. Among the games that attracted attention at G-STAR 2016, seeing what games will be loved by users around the world would be another pleasure of the game industry.
[G-STAR 2016] Director of Busan IT Industry Promotion Agency, Seo Tae-geon, “G-STAR Will Reach Fruition in the City of Game, Busan”
The four-day international game exhibition ‘G-STAR 2016’ ended on November 20th. Since the first event named ‘G-STAR’ was held in 2005, it has been held in Busan Metropolitan City eight times during the 12-year history. Now, beyond its theme as game, ‘G-STAR’ became one of the events that represent Busan. When talking about G-STAR, Seo Tae-geon, a director of Busan IT Industry Promotion Agency, is the person to be mentioned. While working as the chief of Industry Promotion Department in Korea Game Industry Agency, he has been the chairman of the management committee since the first ‘G-STAR’ in 2005. Even after taking office as a director of Busan IT Industry Promotion Agency, his relation with ‘G-STAR’ has continued. Finishing the 12th event, what is he thinking about ‘G-STAR’, and what will be the next for Busan Metropolitan City, which is developing as ‘City of Game’? I heard the story of ‘G-STAR’ and ‘City of Game’ Busan City directly from Seo-Tae geon. ▲ Seo-Tae geon, a director of Busan IT Industry Promotion Agency, talked about ‘G-STAR’. “By looking at ‘G-STAR’ smoothly prepared and stably progressed compared to previous events, I thought that it has been mature in content. It can be said that it is now possible to be called a truly mature international game exhibition in terms of contents and operation as well as appearance. “ Compared to the images of ‘G-STAR’ that he has been experienced for a long time, he evaluated that there were many advances in this year’s ‘G-STAR’. In this regard, from the moment of completing ‘G-STAR 2015’ last year, he said that he shared many worries about how to organize the event in 2016 with Korea Internet & Digital Entertainment Association (K-iDEA) office as well as Busan IT Industry Promotion Agency, and, as a conclusion, they focused on the satisfaction of the exhibition environment and convenience. “In recent years, the shift to the mobile environment has been a main topic for us. We worried about how to apply mobile games to exhibition operations, not just for exhibiting them. I think the elements such as ‘mobile ticket,’ which was first introduced in this year, ‘establishing network environment,’ which has no problem with a number of people, and ‘internet broadcasting,’ which is widely used by each company, played big roles in the invisible places for minimizing the inconvenience during ‘G-STAR 2016’. Moreover, as another achievement of ‘G-STAR 2016,’ the next generation technologies like Virtual Reality (VR) have become well suited to the event to ensure that it does not lag behind the trend. It is judged that not only simply watching popular and new games, but also creating opportunities to experience new technologies, which had been felt inaccessible to us and seen only through the news, should be the way for ‘G-STAR’ to go. ▲ Seo Tae-geon said that, when preparing ‘G-STAR,’ he tried to improve the satisfaction of exhibition environment and convenience. On the strength of these various activities, he emphasized that ‘G-STAR’ has been expanded its scale to 330% within 8 years since it was held in Busan Metropolitan City. Thus, as befits its name ‘City of Game,’ through follow-up support business and connected business, it derived various movements from home and abroad. Also, he said that Busan Global Game Center, which has been busy with 22 companies to be popular game developers in the future, and business agreement, which was signed with HTC and Sony Interactive Entertainment Korea during ‘G-STAR 2016,’ would be strong supports for maintaining the title ‘City of Game’. “Busan Metropolitan City has continued to grow game-related movements started from e-sport’s ‘mythology of Gwangalli’ by putting down the roots and sprouting. I have successfully held ‘G-STAR’ for eight years, and helped to release Indie games by launching organizations that professionally foster game companies. Now, Busan became an important city throughout the world’s game industry, as Indie game event ‘Busan Indie Game Festival (BIC)’ is held, as well as the release event of Blizzard Entertainment’s new game ‘Overwatch’. Besides, it is mentioned medium-and long-term plan that Busan City and Busan IT Industry Promotion Agency progressed many businesses such as construction of Amazon Web Service (AWS) Cloud Innovation Center, which recently had groundbreaking ceremony, support for IoT-related projects, support for Webtoons and MCN creators, and progression of Music Lab project to become integrated support city, creating synergy with the connection of IT and game industry in the long term. "It has been a long time since I declared to make Busan 'City of Game,' and a variety of activities have been progressed. The long-term plan of Busan Metropolitan City and Busan IT Industry Promotion Agency is to make the sentence 'game? Busan!' natural without saying 'City of Game' ourselves by growing Busan to a city recognized both domestically and internationally. For the future of 'G-STAR,' as a number of people are expecting the game industry to be positioned as an entertainment that can be loved by the people, Seo Tae-geon predicted to reinforce the role for reducing inconvenience when using the game. It is mentioned that, not just 'G-STAR' that exists only for a few days of exhibition, making connections with all the game-related events held all over the country in one year such as competitions for students across the country, game competitions covering various platforms, more advanced conferences and symposiums, side events, and campaigns is the way for 'G-STAR' to go. On the other hand, to a reporter's question related to opening of 'G-STAR,' he expressed his mind that 'G-STAR' would be continuously held in Busan. Having been watched 'G-STAR' for 12 years, Seo Tae-geon talked about the reason that it would be difficult to find a place like Busan Metropolitan City when considering the related industries and support policies that have been going on so far, the development potential of the game industry, and the know-how of the game exhibition for smooth exhibition. "If you move the tree to another location, it will be difficult to stay strong and bear fruit. Since 'G-STAR' came down to Busan Metropolitan City, as its roots have been lowered and its stem has been rising well, there will soon be a time to bear fruit, and I hope that the world will be able to share the sweet fruits borne in Busan." ▲ He hoped that the world will be able to share the fruits that 'G-STAR' born in Busan."
[G-STAR 2016] Busan Metropolitan City, Leading the Move of 'City of Game' in G-STAR 2016
From November 17 to 20, an International Game Exhibition 'G-STAR' will be held in BEXCO, Busan Metropolitan City. Held in every November, 'G-STAR' has been a festival place for many people related to games by arranging a year, expressing gratitude to fans, and introducing new games and technologies that will be presented later. The host city of 'G-STAR,' Busan is also trying to show the appearance reflecting its name 'the city of game' on the basis of know-hows accumulated by hosting 'G-STAR' for many years after 2009. It has been a little sluggish but it is showing a willingness to participate more actively in the game platform industry such as video games and arcade games, which is expected to develop further in the future as well as next generation game content industries such as VR and AR industry. Even in ‘G-STAR 2016,’ Busan is catching game industry officials’ eyes. This is because it took one step further while its importance in various supporting measures and game industry, which have been proceeded so far, is growing. Busan’s movement has continued busily from November 17, the opening date of ‘G-STAR 2016’. At 11:45, just before the opening, Busan City, HTC, and Busan IT Industry Promotion Agency signed a business agreement for supporting the VIVE-X program and development in the pressroom located on the second floor of BEXCO. At 12:55, Sony Interactive Entertainment (SIEK) and Busan IT Industry Promotion Agency concluded a business agreement for the establishment of console and VR game environment and activation of Busan game industry. This business agreement made us feel Busan's willingness to provide a platform for game companies in Busan to show their unique game contents through various platforms. HTC and SIEK also gave full support to this commitment and added strength to the will of Busan Metropolitan City. ▲ ‘G-STAR 2016’ began, and ‘City of Game’ Busan City showed more advanced than last year. ▲ It progressed Busan Virtual Augmented Reality Convergence Center Business Cooperation Memorandum of Understanding(MOU) agreement ceremony with HTC. ▲ It also concluded a business agreement with SIEK for establishing console and VR game environment. Moreover, for the period of ‘G-STAR 2016,’ ‘Busan Game Pavilion’ for supporting Busan game companies’ promotion activities and ‘Busan VR Cluster Pavilion’ for activating VR industry in Busan are prepared in BTB hall. In ‘Busan Game Pavilion,’ total 38 Busan game companies such as iPlay, BearDoor, GameDay, MasangSoft, Naki Entertainment participate and have a busy time introducing new games and building new partnerships. In particular, the strengths of 'Busan Game Pavilion' include the ability to meet games on a variety of subjects in one place, as well as the latest games that follow the trends of the game, the existing popular franchise games and overseas cooperation games. In 'Busan VR Cluster Pavilion,' four companies, including Skonec, Appnori, Youcanstar, and Handmade Game, set up the booths to showcase advanced VR content to visitors and progress business counseling at the same time. Especially, it is receiving great attention, as it is possible to see VR content of various platforms, not limited to certain platforms, in one place. In addition, 'HTC VIVE VR Special Experience Hall' was installed in the office building of the first floor of BEXCO, allowing visitors to experience VR related contents and hardware in advance. Here, through eight ‘HTC VIVE’ experience spaces, the visitors can play ‘Overturn’ of StudioHG, ‘Mortal Blitz VR’ of Skonec, ‘PingPongKings VR’ of Appnori, ‘Nexperience VR’ of Golfzon Yuwon Holdings, and etc. Besides, ‘VR & Webtoon Drawing Show’ event will be opened at BEXCO Convention Hall on 19th and 20th to present pleasure and show the possibility of non-game VR technology to visitors who visited ‘G-STAR 2016’. As such, Busan Metropolitan City is carrying out a variety of activities in order to pursue the name ‘City of Game’ through ‘G-STAR 2016’ event. In some ways, four-day exhibition period may be a short period to show Busan’s will, but there will not be any event as good as ‘G-STAR 2016’ to look back on one year and determine its development in the future. ▲ Through ‘Busan Game Pavilion,’ it is showing the power of the game companies in Busan. ▲ In ‘Busan VR Cluster Pavilion,’ you can meet VR content of various platforms in one place. ▲ Everyone can experience VR content through ‘HTC VIVE VR Special Experience Hall’.
[G-STAR 2016] The Capacity of Busan Development Companies in One Place, Busan Game Pavilion & Busan VR Cluster Pavilion
From November 17 to 20, an International Game Exhibition 'G-STAR' will be held in BEXCO, Busan Metropolitan City. Held in every November, 'G-STAR' has been a festival place for many people related to games by arranging a year, expressing gratitude to fans, and introducing new games and technologies that will be presented later. The host city of 'G-STAR,' Busan is also trying to show the appearance reflecting its name 'the city of game' on the basis of know-hows accumulated by hosting 'G-STAR' for many years after 2009. It has been a little sluggish but it is showing a willingness to participate more actively in the game platform industry such as video games and arcade games, which is expected to develop further in the future as well as next generation game content industries such as VR and AR industry. To begin with, 'Busan Game Pavilion' located on the third floor of BTB hall in BEXCO, is an exhibition prepared for introducing Busan's game content industry to domestic and foreign. Total 38 Busan game companies such as iPlay, BearDoor, GameDay, MasangSoft, Naki Entertainment participate and have a busy time introducing new games to visitors and building new partnerships with domestic and foreign game industries. In particular, the strengths of 'Busan Game Pavilion' include the ability to meet games on a variety of subjects in one place, as well as the latest games that follow the trends of the game, the existing popular franchise games and overseas cooperation games. Of course, games that are produced on various platforms such as online games, mobile games, video games, and VR games are prepared, and the games born through active cooperation with foreign countries can be experienced and talked directly here. It is not an exaggeration to say that you can meet everything about game. ▲ 'Busan Game Pavilion' is located on the third floor of BTB in BEXCO. ▲ 38 Busan game companies participated the pavilion. ▲ The space for demonstrating physical VR games is prepared. ▲ The visitor is demonstrating a physical shooter game. ▲ VR horror game which used VIVE is also displayed. 'Busan VR Cluster Pavilion,' located on the third floor of BTB hall, made us feel the will of Busan Metropolitan City, which aims to become the center in VR industry. Here, four companies, including Skonec, Appnori, Youcanstar, and Handmade Game, set up the booths to showcase advanced VR content to visitors, and they are engaged in various business activities to seek for global market extension and promoting new markets. Here, including Skonec's 'Mortal Blitz VR' and 'The Road of Peer,' you can play Appnori's 'Baseball Kings VR,' 'PingPongKings VR,' Handmade Game's 'Cranga!: Harbor Frenzy,' Youcanstar's 'Cube VR,' 'Interior Blind VR,' and etc. The point that it is possible to directly experience the power of Busan's VR industry, which is entering into various platforms as Skonec's 'Mortal Blitz VR' and Handmade Game’s ‘Cranga!: Harbor Frenzy' are decided to be released into PlayStation VR, makes us hard to ignore 'Busan VR Cluster Pavilion.' ▲ 'Busan VR Cluster Pavilion' is prepared for VR industries in Busan. ▲ Four companies including Skonec prepared booths in 'Busan VR Cluster Pavilion'. ▲ The space for experiencing Skonec's 'The Road of Peer' is prepared. ▲ Appnori participated with sports games such as 'Baseball Kings VR'. ▲ The audience is demonstrating Youcanstar's 'Cube VR'. ▲ The demonstration space for PlayStation VR version of 'Mortal Blitz VR' is prepared. ▲ Handmade Game's 'Cranga!: Harbor Frenzy' received much interest.
[G-STAR 2016] Busan Virtual Augmented Reality Convergence Center Business Cooperation Memorandum of Understanding(MOU) Agreement Ceremony
In the morning of November 17, the opening day of International Game Exhibition 'G-STAR 2016,' in BEXCO, Busan, 'Busan Virtual Augmented Reality Convergence Center Business Cooperation Memorandum of Understanding(MOU) Agreement Ceremony' was held. The ceremony was prepared for informing that Busan Metropolitan City, Busan IT Industry Promotion Agency and HTC establish 'Busan Virtual Augmented Reality Convergence Center' and cooperate for VR, AR industry development. It was progressed with officials, such as Seo Tae-geon who is a director of Busan IT Industry Promotion Agency, Raymond Pao from HTC and a vice-president of VR, attending. Seo Byeong-su, a mayor of Busan, said, "I am glad that this cooperation event is held on the day when G-STAR begins. Busan is making an effort on new technology ecosystems like VR, and it is going to create advanced ecosystem with HTC." And, "I hope today's agreement serves as a momentum of startups' global expansion." ▲ Busan Virtual Augmented Reality Convergence Center Business Cooperation Memorandum of Understanding(MOU) Agreement Ceremony is held. ▲ Seo Byeong-su said, "I hope today's agreement serves as a momentum of startups' global expansion." According to the announcement, 1.3-billion-won from city budget is put into 'Busan Virtual Augmented Reality Convergence Center,' being constructed on the first floor of BEXCO, Haeundae-gu. In this place, various VR, AR exhibition and experience spaces, develop bed for supporting and producing contents, and place of education will be organized, and it is going to be opened in March next year. HTC is a representative VR corporation that recorded 66% for SteamVR game market share through VR device 'VIVE'. Based on space and location recognition technology 'Lighthouse,' the corporation is extending its application range in various industries such as manufacture, tourism, education and simulator. Through this agreement, Busan city and HTC will promote cooperation in joint constructing and managing 'Busan Virtual Augmented Reality Convergence Center,' supporting B2B business through construction of VR, AR contents showroom, supporting domestic VR-contents businesses' global expansion through joint management of Busan VR incubation program based on 'VIVE X,' training experts through ‘Vive VR Academy’, and progressing business matching and sharing information for development of VR industry. Due to this agreement, Busan city became the first in the country, which is the fifth in the world, to introduce VR incubation program based on 'VIVE X,' HTC's own nurturing program for discovering VR startups. It is hereby expected that discovering and supporting outstanding startups and contents, which satisfy virtual augmented reality market, will be achieved. 'VIVE X' is a program managed for establishing VR ecosystem through startup supports from HTC. It has various VR-related support programs including $10 million accelerator fund. Through 'VIVE X,' based on $10 million fund, the startups can receive mentoring, technology, financial supports related to business, and the supports related to the product release. Operated in Beijing, Taiwan, San Francisco and Shenzhen, 'VIVE X' will be supported in Busan, South Korea in March 2017 through VR incubation program. ▲ The officials signed Business Cooperation Memorandum of Understanding. ▲ Raymond Pao delivered 'HTC VIVE' to Seo Byeong-su. Especially, if a domestic VR company participates the VR incubation program and passes initial screening, it will be qualified to the secondary screening of 'VIVE X' program in Taiwan HTC. After this agreement, the business fair about VR incubation program will be opened in the capital area and Busan. In addition, before the official opening in March 2017, Busan Virtual Augmented Reality Convergence Center will operate a pilot exhibition space in BEXCO from November 17 to 20, G-STAR period. Through the pilot exhibition space opened at the same time with G-STAR, it is possible to experience various VR-related contents and hardware. At the event, Seo Tae-geon, a director of Busan IT Industry Promotion Agency, said, " Busan IT Industry Promotion Agency and Busan City started collaboration consultation with HTC from this June. A permanent space for Busan VR incubating program, which used 'VIVE X' program, and manpower training, technology supporting business will be established in BEXCO. This place will be used as space for giving supports to the companies throughout the country that have interest in VR. Thanks to HTC for giving a great opportunity." Moreover, a vice-president of VR New Technology, Raymond Pao from HTC said, "Through this agreement, I will do my best to deliver HTC VIVE's professional competency to Busan Virtual Augmented Reality Convergence Center for vitalization of VR, AR industries in Busan." And, "With Busan City and Busan IT Industry Promotion Agency, I will work for supporting high-quality VR content production technology to Busan VR companies." ▲ Seo Tae-geon said, "This place will be used as space for giving supports to the companies throughout the country that have interest in VR." ▲ Raymond Pao said, "I will try to support VR content production technology."
[G-STAR 2016] Global Game Exhibition 'G-STAR 2016,' Opened in the Largest Scale Ever
Hosted by K-iDEA (Korea Internet & Digital Entertainment Association) and co-managed by G-STAR Organizing Committee and Busan IT Industry Promotion Agency, 'G-STAR 2016 (Game Show and Trade All Round 2016)' is held on November 17 in Bexco, Busan. Since 2005, the 12th 'G-STAR 2016' will be progressed for 4 days, from November 17 to 20. In this year, with total 653 companies from 35 countries participating, 'G-STAR 2016' is opened with 2,719 booths, which is increased 3.1% year-on-year, and it overachieved the outcomes so far. BTC hall uses the entire BEXCO Exhibition Center 1 (26,508㎡) as before, and, in passionate support from domestic and foreign companies, it is organized with 1,530 booths, which is increased 5.5% year-on-year. Also, BTB hall uses the first and third floor of BEXCO Exhibition Center 2 (19,872㎡). The participations are ended with 1,189 booths, slightly increased than the last year. Meanwhile, in 'G-STAR 2016,' it is possible to meet various VR contents, recently receiving great attention, through 'G-STAR VR Special Corner' in BTC and 'Busan VR Cluster Hall' in BTB. Besides, many unit events such as International Games Conference 'G-Con 2016,' games investment market, and game company job fair, are prepared, and e-sports events such as ‘2016 League of Legends KeSPA Cup’ and ‘KT GiGA Legend Match' will be progressed during the event. Moreover, as before, the live event will be live broadcasted through 'Twitch.' ▲ 'G-STAR 2016' is opened with 2,719 booths, grown by 3.1% year-on-year. ▲ During the event, various game-related events will be progressed. ▲ Highlighted this year, VR could be seen in the opening ceremony. ▲ The entrance line for BTC event hall on the first day. With a slogan 'Play to the Next Step,' 'G-STAR 2016,' where total 653 companies from 35 countries participated, is opened with 2,719 booths, which is increased 3.1% year-on-year, and it overachieved the outcomes so far. BTC hall uses the entire BEXCO Exhibition Center 1 (26,508㎡) as before, and, in passionate support from domestic and foreign companies, it is organized with 1,530 booths, which is increased 5.5% compared to the number of booth (1,450) last year. In addition, co-organized and managed by G-STAR Organizing Committee and Sony, 'G-STAR VR Special Corner' with 40 booths is prepared, so the event could take an aspect of assorted game gift sets embracing a variety of platforms. 'G-STAR 2016' BTB hall uses the entire first and third floor of BEXCO Exhibition Center 2 (19,872㎡) as last year. The participations are ended with 1,189 booths, slightly increased than the last year. In BTB hall, with domestic and foreign companies' exhibition booths, 'G-STAR ASEAN Special Exhibition,' where Korea-ASEAN center had invited 33 game companies from 9 ASEAN countries to present various game-related contents, and 'Busan VR Cluster Hall,' where 4 VR-related companies participate, are prepared. Meanwhile, in 'G-STAR 2016,' a variety of VR contents recently receiving great attention from game companies and gamers will be presented. At G-STAR VR Special Exhibition displayed in BTC hall, it is possible to experience Sony's more than 8 anticipated products through PlayStation VR. In BTB, Busan VR Cluster Hall where 4 VR-related companies participate is organized. Besides, at the office building in BEXCO Exhibition Center 1, HTC VIVE Special Experience Center organized with 8 booths is prepared. On November 19 and 20, at APEC Hall, located on the second floor of BEXCO Convention Hall, 'G-STAR 2016 VR & Webtoon Drawing Show' will be presented. ▲ Special sections for VR are prepared all over 'G-STAR 2016'. ▲ The opportunity to experience various new games is one of the reasons to visit G-STAR. ▲ In 'G-Con 2016,' it is possible to check businesses' latest technologies and business trend. Prepared as a side event, the international game conference 'G-Con 2016' will be opened in BEXCO Convention Hall 201-202, on November 17 and 18. In the conference, 11 sessions about VR, platform, mobile, marketing, and MCN will be progressed, and the opportunities for sharing recent issues, knowledge and know-how for success of game industries around the world are provided. Moreover, total 53 companies, including 33 developments, 7 investors and 13 publishers, participated in Game Investment Market where programs such as IR pitching, IR consulting, investment counsel, and networking are progressed will be opened in BEXCO Exhibition Center 2 on November 17 and 18. Game Company Job Fair will be opened from 10 a.m. to 6 p.m. on November 18 on the first floor of BEXCO Convention Hall with 20 companies attending. Also, customized supports for job hunters, such as recruitment center, unit event center, and presentation center, will be provided. On November 18 and 19, in BEXCO Auditorium, Riot Games will have semi-final and final of '2016 League of Legends KeSPA Cup'. On November 19 and 20, at Grand Ball Room, located on the third floor of BEXCO Convention Hall, KT will have 'KT GiGA Legend Match'. On the first day, 'StarCraft Taek-Bang-LeeSSang Legend Match' with Lee Jae-dong, Song Byeong-gu, Kim Teak-yong, and Lee Yeong-ho will be progressed, and on the second day, 'Overwatch Afreeca BJ Special League' will be opened. Besides, at the mobile game event with G-STAR Organizing Committee and Longtu Korea, a gift will be offered to the audience who reaches certain level after downloading 'Atom Catch Catch.' Having the same global media partner 'Twitch' as last year, 'G-STAR 2016' is planned to serve as a medium of introducing domestic game companies to abroad and present pleasure to audience through various e-sports and event programs. On the separate stage, 'Contents Stage,' which introduces new game titles aiming for overseas markets to overseas audience, will be presented, and, on the main stage of Twitch booth, e-sports competitions hosted by Twitch will be progressed. Each program will be streamed into English through Twitch global channels. ▲ Having all the game-related platforms like online, mobile, console and VR, 'G-STAR 2016' is opened.
[TGS 2016] BNEI Presentation Session – SD Gundam G Generation Genesis
From September 15 to 18, ‘Tokyo Game Show 2016’ was opened at Makuhari Messe, Chiba ken, Japan. Celebrating the 20th anniversary this year, ‘Tokyo Game Show 2016,’ the show that represents Japan, is co-hosted by Computer Entertainment Supplier’s Association (CESA) and Nikkei BP, and specially cooperated with DWANGO. The event is organized into a business-day on September 15 and 16, when only game business people and mass communication officials can enter, and a public-day on September 17 and 18, when all the visitors can enter. Before the opening of ‘Tokyo Game Show 2016,’ Bandai Namco Entertainment (BNEI) progressed a presentation event ‘2016 Pre-TGS Press Tour,’ which introduces the new titles from its office located in Tokyo. In this event, it presented the major titles facing releases from BNEI and explained their features. Through this presentation, ‘SD Gundam G Generation Genesis’ session was progressed, and a producer Kotaro Usui from BNEI introduced features of the game. ‘SD Gundam G Generation Genesis’ is a new game released four years after ‘Overworld’ for PSP, and it follows ‘Relive the Original Works’ type, which can reenact the best scenes by following the original story. This game tells various stories for compiling 100-year history of Universal Century, and the number of mobile suits appeared in the game is more than 500. The biggest feature is the improvement in battle scenes by changing the graphic from 2D to 3D and newly adjusting the ratio of the mobile suits. And more various strategic elements are available everywhere in the game. As ‘SD Gundam G Generation Genesis’ had been created with ‘worldwide release’ in mind since production stage, its title ‘Genesis’ was meant to be finding new markets. Moreover, since various new systems and contents as well as newly drawn graphics are added, the game took about 4 years to complete although it is limited to Universal Century. About the volume of the game, more than 60 missions are contained. Also, because of sub-missions apart from basic conditions for achievement in one mission, it takes 1-2 hours to clear one mission. As download contents, a new mobile suit will be presented, and it is revealed through the session that DLC mobile suit is not creatable purely with development. Usui said, “Gundam series is a content very popular not only in Japan but also in the world, especially Asia, so we are trying to extend the content by active glocalization at the headquarters level.” And, “As it is a Korean-version Gundam game that is released in a long time in Korea, we hope to get a lot of support.” The Korean-version of ‘SD Gundam G Generation Genesis’ will be released on November 22 for PlayStation 4 and PS Vita. ▲ Producer Kotaro Usui introduced the features of ‘SD Gundam G Generation Genesis.’
[TGS 2016] BNEI Presentation Session – Idolmaster Platinum Stars
From September 15 to 18, ‘Tokyo Game Show 2016’ was opened at Makuhari Messe, Chiba ken, Japan. Celebrating the 20th anniversary this year, ‘Tokyo Game Show 2016,’ the show that represents Japan, is co-hosted by Computer Entertainment Supplier’s Association (CESA) and Nikkei BP, and specially cooperated with DWANGO. The event is organized into a business-day on September 15 and 16, when only game business people and mass communication officials can enter, and a public-day on September 17 and 18, when all the visitors can enter. Before the opening of ‘Tokyo Game Show 2016,’ Bandai Namco Entertainment (BNEI) progressed a presentation event ‘2016 Pre-TGS Press Tour,’ which introduces the new titles from its office located in Tokyo. In this event, it presented the major titles facing releases from BNEI and explained their features. Through this presentation, ‘Idolmaster Platinum Stars’ session was progressed. Yozo Sakagami and Hayato Kutaragi, General Producer and Producer of BNEI, respectively, introduced features of the game. As the first console game of ‘Idolmaster’ to be released in Korean, ‘Idolmaster Platinum Stars’ is an idol raising live game with a theme of raising 13 idols into top idols through the training camp. As leading ‘Extreme Live,’ which is the best live event in the game, to success is the biggest goal of the game, the game is mainly focused on the live. Worked in pressing a direction button at the exact timing after watching a sign on the screen, the ‘Rhythm Action Part’ can be achieved by filling the gauge at the bottom-right corner of the screen, and users can choose one of four levels of difficulty. The users can enjoy the encore performance in watching mode, not playing mode, in various directions by changing the camera. ‘Live scenes with unity’ and characters are mentioned as the parts that got the most attention during game production. It is introduced that especially when playing the game, users can enjoy the scene which fitted Dualshock 4’s light colors into the characters. Also, DLC will be provided in Korean, the first DLC and the catalogue No.2 will be provided at once on the release date, September 28. In case of the later DLC contents, it is promised to try best for providing at the same time. Through pre-sales event, a pre-sales privilege that provides collectors card and crystal clear photo frame will be offered, and a lottery ticket will be also provided to let Korean users participate in the event opened in Japan on January 28, 2017. Sakagami said, “As of July, ’Idolmaster’ stands at an important passage from 10-year to 11-year. ‘Idolmaster’ has been developed into various platforms, but, at one point, we realized that we didn’t respond to overseas users. So, we put it into practice, ‘Platinum Stars.’ We hope that many of you like it, and we would like your participation in the event that will be opened in January.” ‘Idolmaster Platinum Stars’ will be released on September 28 for PlayStation 4. ▲ General producer Yozo Sakagami and producer Hayato Kutaragi introduced the features of ‘Idolmaster Platinum Stars.’
[TGS 2016] BNEI Presentation Session – Sword Art Online Hollow Realization
From September 15 to 18, ‘Tokyo Game Show 2016’ was opened at Makuhari Messe, Chiba ken, Japan. Celebrating the 20th anniversary this year, ‘Tokyo Game Show 2016,’ the show that represents Japan, is co-hosted by Computer Entertainment Supplier’s Association (CESA) and Nikkei BP, and specially cooperated with DWANGO. The event is organized into a business-day on September 15 and 16, when only game business people and mass communication officials can enter, and a public-day on September 17 and 18, when all the visitors can enter. Before the opening of ‘Tokyo Game Show 2016,’ Bandai Namco Entertainment (BNEI) progressed a presentation event ‘2016 Pre-TGS Press Tour,’ which introduces the new titles from its office located in Tokyo. In this event, it presented the major titles facing releases from BNEI and explained their features. Through this presentation, ‘Sword Art Online Hollow Realization’ session was progressed. Yosuke Hutami and Satoshi Hirayaye, Producer and Game Designer of BNEI, respectively, explained features of the game. Based on the new game ‘Sword Art: Origin’ as the stage, ‘Sword Art Online: Hollow Realization’ draws the story of connectivity between human and A.I. In ‘Sword Art: Origin,’ the main character meets one NPC girl, and users can experience the story of the NPC girl having human’s emotion and growing by meeting people. ‘Sword Art: Origin’ and Ainground, the stages where a new story takes place, provide different environment from the previous works. Thus, they let users experience the world that they have never met before. Also, as it is a newly published game, all the characters will play the game from level 1. The interface of ‘Sword Art Online: Hollow Realization’ is different from original works, like MMORPG’s interface. When following the original work without any adjustment, the control could be uncomfortable. Therefore, with considering convenience in controlling at the same time, the production team wanted to apply the interface which could be applied on one day in the future when VR is actually applied. A likability system, which plays an important role in human relationship, deals with likability toward human’s emotions and characters’ dates in VR environment. For that, it put great importance on showing other characters’ emotion, and the assessment is linked to likability. About additional content, Hutami showed the confidence of the game content by saying “Before selling three types of paid-DLC after the release of the game, we will have free major update. The scale of this update almost corresponds to paid-DLC, so you can decide whether to buy paid-DLC or not after enjoying the free major update.” ‘Sword Art Online: Hollow Realization’ will be released on October 27. ▲ Producer Yosuke Hutami and game designer Satoshi Hirayaye explained ‘Sword Art Online: Hollow Realization.’
[TGS 2016] BNEI Presentation Session – Dark Soul 3 Ashes of Ariandel
From September 15 to 18, ‘Tokyo Game Show 2016’ was opened at Makuhari Messe, Chiba ken, Japan. Celebrating the 20th anniversary this year, ‘Tokyo Game Show 2016,’ the show that represents Japan, is co-hosted by Computer Entertainment Supplier’s Association (CESA) and Nikkei BP, and specially cooperated with DWANGO. The event is organized into a business-day on September 15 and 16, when only game business people and mass communication officials can enter, and a public-day on September 17 and 18, when all the visitors can enter. Before the opening of ‘Tokyo Game Show 2016,’ Bandai Namco Entertainment (BNEI) progressed a presentation event ‘2016 Pre-TGS Press Tour,’ which introduces the new titles from its office located in Tokyo. In this event, it presented the major titles facing releases from BNEI and explained their features. Through this presentation, ‘Dark Soul 3 Ashes of Ariandel’ session was progressed, and producer Hidedaka Miyazaki from FromSoftware introduced features of the game. ‘Dark Soul 3: Ashes of Ariandel’ is the first content of 2 DLCs provided through ‘Dark Soul 3’ Season Pass, and it is composed of new weapons, armors, enemies, bosses, and the PvP content ‘Arena.’ The game story covers independent story from the original version, but it forms one large story by combining with the second DLC content, which will be released after the first content. Especially, as its background is ‘the frozen land,’ the play styles, including sliding on the snowfield or gimmick hiding in the snow, might be developed in different forms. Miyazaki said, “These new elements are prepared to feel more mysterious atmosphere than the original work, and they will provide different experiences.” The difficulty of the game is fitted to the last part of the original game, so the users who already cleared the original game will also find it difficult. However, the game is designed to help users overpass the difficulty and continue the game play. Moreover, new elements like attacking in the vast field are applied in the game, so the concerns of how to cope with difficulties are also presented to users. Unlike the original way that ‘Invasion’ is divided into offense and defense, the new PvP content ‘Arena’ is prepared to compete ability in the equal circumstances. Thus, users can enjoy 1:1 personal arena or maximum 3:3 team arena, and to prevent the situation of the host being inverted, no penalty or merit will be given. Meanwhile, to the question asking the meaning of ‘Ashes of Ariandel,’ Miyazaki answered, “It is hard to explain deeply, but please analogize by focusing that ‘Ariandel’ is the name of a place and ‘Ashes’ is the plural of ‘Ash.’” Also, he talked about the most impressive monster by saying, “The insect-type monster which looks similar to a fly makes me feel bad, so it is deeply impressed in my mind.” ‘Dark Soul 3: Ashes of Ariandel’ for PlayStation 4, Xbox One, and PC will be released on October 25. ▲ Producer Miyazaki Hidedaka introduced features of ‘Dark Soul 3: Ashes of Ariandel.’