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[Interview] Kim In -sook, CEO of Unity Korea, is sincere in the creators.

Personally, it was in 2016 that I first encountered Unity. I knew it was a game engine before, but it was a bit Buffy that I knew it with a watermelon slick while using it myself. When I didn't know anything, I had a lot of opportunities to see Unity, who had been urgent to follow the practice, and I had a lot of opportunities to encounter.

Of course, I had a lot of thunderbolts of my own lack of planning. However, in the process of finding and wrestling materials, I was able to feel the change of Unity and the change of Unity Korea. In the past, the functions were supported to make it easy to make what I wanted to do, and the explanation of it began to stick in detail.

The change would have been led by all of Unity and Unity Korea, but there would have been a role of the representative who commanded Unity Korea. Unit 2022, which has been offline for a long time, has been busy with the headquarters and executives of various branch offices, and the evolution of Unity Korea, which has been in line with the industry's change for seven years for seven years, and the 'fundamentals' I could share.

■ After 7 years of coming to Unity Korea, Unity headquarters pays attention to the Korean market It's only 7 years on November 12, and I think it's been a long time. It will start with 17 people on November 13, 7 years ago, and it will be 200 by the end of this year.

When the first story of Unity's change came out, Kim Indoor was not able to feel it after five years. There was also a long time with the words that it was only seven years on November 12 this year.

One of the biggest changes is Kim Indoor, who has been recruited and the company's size is larger, but the change that has been derived is not a trend. In general, more than 10 times the personnel will increase sales, but sales have not increased to 10 times. Of course, sales have increased compared to the previous one, but more importantly, the more important change was that the headquarters also became a link to ensure the potential and advantages of the Korean market.

John Michel's CEO sees the Korean market for two to three years. So the head office is investing a lot in Korea. It is because of the idea that the voice of the market should be heard faster and reflects what developers want quickly. We also provide game engines and services to consumers, so it's not that the needs are reflected in the product. Looking back on the last seven years, it seems that it is a big change to be able to build a link to the headquarters of the market's voice and flow as the company's size grows.

Kim

The connection was not just the game industry. Unity Korea, which played a role in advertising Unity and connecting business, gradually expanded its field. In addition to technical support for game developers, the spectrum has been expanded to all creators and solutions for other industries that produce content with engines.

Among Unity's recent attention is meth uses. In this regard, not only the game industry but also the Hyundai Innovation Center and the headquarters level are moving rapidly. Kim Indoor, who said he is surprised that the meths industry is quite fast in the Korean region, said that the understanding of real-time 3D has increased based on the development. I doubted that I could last for a long time in the difficult process of being founded until that point, but eventually I started to bloom.

As I watched for seven years, the concept of real time 3D was unfamiliar in other industries. When the game engine, I only thought of it. However, the fact that the technology that uses 3D made in that real time can be used in other industries has been highlighted in recent years, and it has been accepted as a meta bus.

Although Meta Bus is not a game, it is not a game development person who understands the core best. It will give a lot of opportunities for people in the industry, and I think it will change the terrain of the game industry without it right now. Wouldn't it be a lot of opportunities to the game industry? Even if it is not right now, it is expected to change the terrain of the game industry in the future. And is it a good time for Unity to be active?

■ Changes in Unity Korea and the industry, and unchanged value

While listening to other domestic industries informing the existence of Unity and creating a link with various industries, I wanted to see how the basic game engine and the game industry were. And how do you cope with the biggest transforming point and its changes?

The biggest change was the closed Chinese market and the success of the battleground. Although the engine is different, it was to accept and respond to the large framework of the industry as a whole.

In fact, after the Chinese market was closed in Unity Korea, the developer's strategy changed. Developers who watched the global market and the next time after the Chinese market began to play in Korea and global at the same time. Two years are faster, the Korean market recognized by the Unity headquarters, but it was cited as a fierce competition. In such a situation, it was one of Unity Korea's work to help companies move quickly for survival.

It was not the only reason for the success of the battleground as a big change. Although he recruited overseas developers, there were cases where games developed in Korea were successful in the world without acquiring or investing overseas developers. It was stimulated and challenged global regardless of the size of the developer, and Unity Korea felt the change by supporting developers who wanted to go global.

Personally, when the story of change came out, the change of Unity Korea was not mentioned immediately. When I first encountered Unity, I translated the documents in English, and I remembered the memories of my fragmented materials.

▲ Now the Evangelists point out the updates and changes. ▲ There was a framework that pointed out while even practicing Not only to translate UNIT 2022 and major lectures into Korean, but also the Evangelists come out to explain the Unity functions and updates, as well as game development courses. In fact, I was a living witness who had been completed by rags anyway. In retrospect, it was possible to complete the game development process that could not be done by referring to the English materials after taking classes in the old days. I wondered if there were traces.

Unity's philosophy is the universalization of game development, and even creators who produce content first. The slogan changed that the more creators in the game development, the better the world changed. The root is so. You may earn money, you may not be able to earn, or you may not be efficient. I don't think of profits at all as a company, but I think the profits will follow naturally.

Unity Korea opened a separate channel called Unity Square to carry out the mission to support creators. The head office did not understand this at first. This is because there is a well-equipped channel called Unity 3D.

However, when Kim Indoor first came, Korean developers pointed out that editors and technical documents are hard to find information, and most of them are not updated in Korean in English. Kim Indoor, who felt the need to improve it fundamentally, gathered technical support teams and Evangelists at Unity Korea, which was focused on advertising and business, and made efforts to build up the fundamentals for Korean developers. Technology and API documents are constantly translated into Korean, but the channel is operated separately to deal with the difficulties of Korean developers. In addition, in order to inform and support Korean developers, the indie clinic, interviews, and the MMU award have been held.

It was not the work that was often followed. However, it was based on the philosophy of developers and creators, and the head office also acknowledged it. Based on this, the company translated and informed the headquarters 'policies, events, and unity engine updates in Korean, and listened to the developers' various complaints and provided technical support or feedback. The result of the activity was not just a customer complaint. It also affected the development direction of the Unity engine itself.

The editor customization mentioned in the Unit 2022 Keynote started with Unity Korea. There was a lot of customer's point of view that it should not be like this or a few buttons.

So I changed the UI and did it, and that's what I went into the toolkit. Korean developers are very demanding. If you make it at that eye level, it was often the feature of the global desired feature in a year. Unity Korea is a connector that such requirements are accepted.

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