PUBG developer Kim Jae-seo stays at company sleeping room on weekends
Kim Jae-seo, a planning and analysis specialist for the PUBG development team at Krafton's Baechi Studio, lives a life deeply integrated with his work and gaming.

Kim Jae-seo, a veteran developer at Krafton's Baechi Studio, spends his weekends in the company sleeping room to play games, having recorded a total playtime of 2,314 hours.
For a game developer, a workplace can function as more than just a space to perform tasks; it can become the center of one's life. This is demonstrated by the daily life of Kim Jae-seo, who has been in charge of planning and analysis for the PUBG development team at Krafton's Baechi Studio for nine years.
In a pre-release video for the MBC entertainment show Point of Omniscient Obsession, Kim Jae-seo displays the characteristics of a typical "game monster." As an early member of the team, he has left a deep footprint on the growth process of PUBG, which approaches its 10th anniversary of release next year. His supervisor, Lee Mun-bin, introduced him as a "true monster" who plays games all morning, afternoon, and evening every day, regardless of holiday breaks.

A veteran developer who visits the company sleeping room even on weekends
Kim Jae-seo's daily life is closely tied to his company. He was shown staying in the company sleeping room to enjoy games even on weekends instead of going home. On the day of filming, he maintained a lifestyle where work and gaming are inseparable, appearing at the filming site immediately after staying overnight at the company the previous day. His appearance, wearing several sets of clothes provided by the company, suggests that the company sleeping room has become part of his living space rather than just a rest area.
His immersion in gaming is proven by numbers. His total playtime confirmed in the video reaches 2,314 hours. This record is equivalent to playing games continuously for approximately 100 days. He calmly explained that he spends weekends at the company because he has nothing particular to do even if he goes home.

Playing without status windows to increase difficulty
His attitude toward games as a developer differs from that of general users. Kim Jae-seo does not prefer damage displays or status windows appearing within the game. His reason is that if too much information is displayed on the screen, the game becomes excessively easy, and repetitive play can quickly become boring.
He prefers the "heart-pounding" sensation felt in an environment where no information appears, and for this purpose, he chooses a playstyle of intentionally increasing the game's difficulty. As a planner and analyst who designs game mechanisms, he adheres to a playstyle of imposing self-imposed constraints to maintain the tension and uncertainty provided by the game.

Source: MBCentertainment (YouTube)
0Comments
Comments are currently disabled.