What does it take to create 2017’s most popular murder dome simulator? Inspiration from a Japanese cult classic, a South Korean studio, and a whole lotta streamers.
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Written by Ben Blumenthal
Animated by Steve Dorian
https://www.youtube.com/channel/UCo7AZGZl2NBroPPfaNDzg3Q
Voiced by Jake ‘The Voice’ Parr:
https://www.youtube.com/user/WiiStation360Games
Transcript:
Before he was PlayerUnknown, Brendan Greene was a globetrotting photographer and graphic designer trying to make ends meet. He was 30-something when he moved to Brazil in pursuit of love but that sadly ended in divorce. During this time, Greene was enamored with and took solace in ARMA 2’s DayZ mod. And with inspiration taken from the Japanese cult classic Battle Royale, Greene was confident he could make something even more captivating.
In 2013, Greene taught himself to code and set out to realize his vision and fix what he thought plagued the genre; repetition. By utilizing a sprawling battlefield that randomized item placement with every new game, players could never predict how or when they’d win, or more likely, be eliminated. Couple this with a shrinking playing field and a high-degree of replayability, Greene had a hit with his new mod, DayZ: Battle Royale.
After developing the mod for ARMA 3, Green was approached by Daybreak to act as a consultant on H1Z1. Daybreak licensed the Battle Royale mod from him and released H1Z1 with the battle royale-like mode, King of the Kill.
But Greene’s big break came in 2015 when Bluehole Studio head Chang-han Kim wanted to make his own battle royale styled game. Kim flew Greene to company headquarters in South Korea and impressed him with their concept and vision for their own game. Greene was quickly named creative director and promised they would sell one million copies of PlayerUnknown’s Battlegrounds in one month -- they eclipsed that mark in only 16 days. Now with over 10 million units sold and counting, the only thing left is to win that chicken dinner!
Have fun!
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