[Interview] Korean Game Designer Yang Bing Talks About How He Single-handedly Developed A Final Fantasy-esque Game

By Justin Chee on Aug 17, 2016

If you haven't heard of 'Lost Soul Aside', please do watch the embedded video above. It's technically an in-development game that looks quite amazing as though Final Fantasy had a offspring with Devil May Cry.

Of course, those are my own words in hopes to shed some (or more) light to Yang Bing whom we spoke to recently, the solo creator of Lost Soul Aside who is now residing in Korea. 

Although not yet a completed game, Yang Bing has found a publisher who is confident enough that his work would make it to triple-A standards. 

Here's the transcript of the dialogue between Gamehubs and Yang Bing himself: 

GH: Tell us more about yourself, how old are you, what do you do and where do you live right now?

YB: I am 26 years old and I graduated in February earlier this year with an MFA degree from Dongguk University. I am now residing in Korea. 

GH: What was the inspiration behind the creation of Lost Soul Aside? How did you came to realising the genre and even the graphics as the gaming community had commented how much it resembles Final Fantasy with the gameplay formats of Devil May Cry and Ninja Gaiden.

YB: I watched the trailer of Final Fantasy XV two years ago and being an artist and game designer, I decided to pursue the thrills of making a game just like that. LSA will be an ARPG game with the combinations of FFXV, DMC and Ninja Gaiden gameplay. 

GH: When did you start on the developments? Is it true that you developed the entire game (so far) all by yourself without the involvement of any friends? 

YB: Yeah, I've been working on it alone all this while since 2 years ago. It was lonely but rather fulfilling. 

GH: What program did you use to develop LSA?

YB: I use Unreal Engine 4

GH: With the trailer of LSA becoming so viral in the game community and industry, what are some of the responses that you have received from developers and publishers?

YB: Right now, I'm talking with some publishers and funding companies in preparations to build a team for the development of LSA. It's really nice to have offers from people who are able to recognise your skillsets. 

GH: We heard that your Facebook friend requests have hit the limit, what do you feel about that in terms of the popularity and viral status of LSA's trailer?

YB: I guess it's a complicated mixed feelings of honour, relief and ample stress. Everything is beyond my expectations. I made the game only for myself so I did absolutely no market research prior. I didn't expect that so many people would like it!

GH: Are there any possibilities that LSA would become an online game?

YB: I can't promise that now but I don't think it would be an online game. 

GH: When did you entered the game development scene? Was it your dream all along? 

YB: I came into the game industry when I was 21 years old. I had two dreams as a child, to make a video game and to draw a comic book.

GH: As a child, how did you started getting into video games? What are your favourite games of all time? 

YB: I had the NES! As for a memorable childhood experience, I was playing a Diablo-style RPG on PC and it was an extremely difficult game, which caused me to invest so much time into it. I even drew some fan-art, it's called Helldoor, a Chinese RPG game (not the FPS one). I really like Final Fantasy 7, Ninja Gaiden and Blade And Soul. 

GH: What do you think the game industry needs right now?

YB: I think what indie game developers are doing right now are what the industry needs. 

GH: Are there any games that you do not like at all?

YB: I don't hate games, perhaps that's the best thing about being me!

GH: What do you think gaming would become with the rapid advancement of our technologies?

YB: Maybe something like Sword Art Online?

GH: Do you have a character you really love in the video games universe?

YB: It has got to be Tifa from Final Fantasy 7. 

GH: As a gamer, are you anticipating any upcoming titles?

YB: I am waiting for the new Zelda. 

GH: So what were some of the problems (if any) that you had faced while developing LSA?

YB: Right from the beginning, I absolutely know nothing about Unreal Engine 4

GH: What other ideas are you planning to implement into LSA?

YB: I am planning to get the dragon to transform into a myriad of weapons and forms, but I didn't have the luxury of time to make that. I'll most definitely add that into the game in the future. 

GH: What are your expectations for this game if it's released commercially? Do you think it has the potential to become a series such as Final Fantasy?

YB: No, I haven't thought of that at all. All I can do now is to try to make a game that people will come to love, as much as I do. 

Source: Kotaku

Justin Chee
About the Author
Nerdgeek and sci-fi junkie with addictions to starship technologies and inorganic sentience. Advocate of energetics and forged from the fires of comic books and DOS games. Overseer of Gamehubs but wishes to be a purple megalomaniacal tentacle instead.
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