NAVER CLOUD PLATFORM

Customer Success Stories

These customer case studies introduce successful companies that provide safe and efficient services via the NAVER CLOUD PLATFORM.


As a GAMEPOT product, functions needed for operations as well as SDK operations could be easily applied.
D&C of Storm is a subsidiary company of D&C Media, and it is in charge of domestic publishing as well as the One Source Multi Use (OSMU) business, gamifying popular works’ IP. While preparing to launch the game, there was a lot to think about and many difficulties as a domestic publisher and foreign developer. I think GAMEPOT is a good service that can prevent losses that the company could suffer from such problems in advance. I believe it’s a service that could offer a lot of help to companies that do not have their own statistical tools, as it allows a clear view of statistical data that is essential for data analysis, as well as SDK.
Interview
Kim Dae-young, Head of Department of D&C of Storm
Please introduce your company.
D&C of Storm is a subsidiary company of D&C Media, and it is in charge of domestic publishing as well as the One Source Multi Use (OSMU) business, gamifying popular works’ IP.
The core professionals from each field of the subsidiaries have gathered for the game business. The team consists of people with an average of 10 years of experience in the gaming industry in both domestic and foreign companies, and many successful experiences with games. Our first game was ‘Only One Storm,’ released in October 2018.
Please tell us about the games services you’re providing.
‘Only One Sword’ is a martial arts MMORPG that vividly tells a story of a martial arts novel.
When we were first designing the game, domestic users in their 30s–40s were looking for a game that would allow them to feel the nostalgia from their childhood when they used to enjoy martial arts. In this process, we uncovered a game that was being developed by Tianqi, a Chinese game company. Then over the next 10 years, we dug deep into analyzing the pros and cons of what domestic users want and did our best to localize the game. We spent almost a third of the time to develop a custom-design which was exclusively for Korea, and both the developer and the subsidiary put a lot of effort into this game.
What were some of the difficulties in developing the game?
There were a lot to think about and many difficulties as a domestic publisher and foreign developer.
Most publishing companies are composed of non-developmental job groups, so they ran into a lot of technical limitations. Moreover, since foreign developers were preparing these services without fully understanding the domestic service structure, they encountered many obstacles during the process.
What kind of solutions did you choose to overcome the difficulties?
I think meeting GAMEPOT while working on ‘Only One Sword’ was the first example of the most effective method of solving manpower or cost-related issues.
Actually, all preparations related to the game were complete, but the foreign developers were really struggling with the platform operations. They managed to sign in after many sleepless weeks, but around the time the beta-testing was finished, all of us including the developer were all in such a tough place that we were even scared to access the live service. We needed help from professionals in each field, but for non-developers, there were so many technical terms and they had no choice but to search them up online. This is when we found out about the GAEMPOT from the NAVER Cloud Platform, and thanks to it we managed to solve the problems we had been struggling with for weeks within 2–3 days and smoothly launch the product.
What things have improved since using GAMEPOT?
We could easily apply functions needed for operations as well as the SDK operations, which was good for effectively using resources.
As I've mentioned earlier, there were difficulties for foreign developers to understand the domestic service logic, and most publishing companies were limited due to having non-developers so we often ran into trouble during the SDK operations. There was a lot of time wasted while downloading the SDK from each platform, delivering the specifications, and getting the developers to understand, so the considerable initial costs were inevitable. I think GAMEPOT is a good service that can prevent losses that the company could suffer from such problems in advance. I believe it’s a service that could offer a lot of help to companies that do not have their own statistical tools, as it allows a clear view of statistical data that is essential for data analysis, as well as SDK.
Could you say a few words for those that are struggling with game development and operations?
We always ask ourselves, ‘How can we more effectively provide the game service?’
I think the most important thing for professionals in each field to realize their ambitions is ‘thinking about effective production.’ There is a definite limit to the given time and resources so how well we allocate them is key for the project. I think that just as balance is important for a game, service effectiveness is also very important. This GAMEPOT really helped us in this area as well. I just want to say that, just as we spend a lot of time in development and localization, it’s also very important to continuously take an interest in increasing effectiveness during the preparation and provision period as well.
Please introduce your company.
D&C of Storm is a subsidiary company of D&C Media, and it is in charge of domestic publishing as well as the One Source Multi Use (OSMU) business, gamifying popular works’ IP.
The core professionals from each field of the subsidiaries have gathered for the game business. The team consists of people with an average of 10 years of experience in the gaming industry in both domestic and foreign companies, and many successful experiences with games. Our first game was ‘Only One Storm,’ released in October 2018.
Please tell us about the games services you’re providing.
‘Only One Sword’ is a martial arts MMORPG that vividly tells a story of a martial arts novel.
When we were first designing the game, domestic users in their 30s–40s were looking for a game that would allow them to feel the nostalgia from their childhood when they used to enjoy martial arts. In this process, we uncovered a game that was being developed by Tianqi, a Chinese game company. Then over the next 10 years, we dug deep into analyzing the pros and cons of what domestic users want and did our best to localize the game. We spent almost a third of the time to develop a custom-design which was exclusively for Korea, and both the developer and the subsidiary put a lot of effort into this game.
What were some of the difficulties in developing the game?
There were a lot to think about and many difficulties as a domestic publisher and foreign developer.
Most publishing companies are composed of non-developmental job groups, so they ran into a lot of technical limitations. Moreover, since foreign developers were preparing these services without fully understanding the domestic service structure, they encountered many obstacles during the process.
What kind of solutions did you choose to overcome the difficulties?
I think meeting GAMEPOT while working on ‘Only One Sword’ was the first example of the most effective method of solving manpower or cost-related issues.
Actually, all preparations related to the game were complete, but the foreign developers were really struggling with the platform operations. They managed to sign in after many sleepless weeks, but around the time the beta-testing was finished, all of us including the developer were all in such a tough place that we were even scared to access the live service. We needed help from professionals in each field, but for non-developers, there were so many technical terms and they had no choice but to search them up online. This is when we found out about the GAEMPOT from the NAVER Cloud Platform, and thanks to it we managed to solve the problems we had been struggling with for weeks within 2–3 days and smoothly launch the product.
What things have improved since using GAMEPOT?
We could easily apply functions needed for operations as well as the SDK operations, which was good for effectively using resources.
As I've mentioned earlier, there were difficulties for foreign developers to understand the domestic service logic, and most publishing companies were limited due to having non-developers so we often ran into trouble during the SDK operations. There was a lot of time wasted while downloading the SDK from each platform, delivering the specifications, and getting the developers to understand, so the considerable initial costs were inevitable. I think GAMEPOT is a good service that can prevent losses that the company could suffer from such problems in advance. I believe it’s a service that could offer a lot of help to companies that do not have their own statistical tools, as it allows a clear view of statistical data that is essential for data analysis, as well as SDK.
Could you say a few words for those that are struggling with game development and operations?
We always ask ourselves, ‘How can we more effectively provide the game service?’
I think the most important thing for professionals in each field to realize their ambitions is ‘thinking about effective production.’ There is a definite limit to the given time and resources so how well we allocate them is key for the project. I think that just as balance is important for a game, service effectiveness is also very important. This GAMEPOT really helped us in this area as well. I just want to say that, just as we spend a lot of time in development and localization, it’s also very important to continuously take an interest in increasing effectiveness during the preparation and provision period as well.

  • Background

    • Difficulties in communication between publishing companies with non-developers and foreign developer companies The burden of considerable time and initial cost for SDK operations
    • The burden of significant amount of time and initial costs on SDK work
  • Use

    • Easily utilized functions for SDK jobs and operations through GAMEPOT
  • Results

    • Longstanding problems were swiftly resolved and resources were effectively used
    • Statistical data required for analysis can be utilized even without own separate statistical tools