Ticket #3959: untitled-part.html

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3        <title>Newsletter</title>
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32<span style="color:#FFFFFF;font-size:3px;">eparately, the Seoul-based studio Ginno Games, led by Chang-han Kim and who developed massively multiplayer online games (MMOs) for personal computers, was acquired and renamed Bluehole Ginno Games by Bluehole in January 2015, a major South Korean publisher of MMOs and mobile games. Kim recognized that producing a successful game in South Korea generally meant it would be published globally, and wanted to use his team to create a successful title for personal computers that followed the same model as other mobile games published by Bluehole. He had already been excited about making a type of battle royale game after he had played DayZ, in part that the format had not caught on in Korea. He also wanted to make this through an early access model and have a very limited development schedule to get the game out as quickly as possible, while treating the product as a &quot;games as a service&quot; model to be able to support it for many years. In
33  researching what had been done, he came across Greene&#39;s mods and reached out to him. In July 2017, Bluehole partnered with social media platform Facebook to provide exclusive streaming content to Facebook&#39;s gaming channels, as part of their push to provide more gaming content for its users. Around the same time that Greene left Sony Online, Kim contacted and offered him the opportunity to work on a new battle royale concept. Within a week, Greene flew out to Bluehole&#39;s headquarters in Korea to discuss the options, and a few weeks later, became the creative director of Bluehole. He moved to South Korea to oversee development. According to Greene, this was the first time a Korean game studio had brought aboard a foreigner for a creative director role, and while a risk, he says that his relationship with Bluehole&#39;s management is strong, allowing Greene&#39;s team to work autonomously with minimal oversight. The game&#39;s main musical theme was composed by Tom Salta, w
34 ho was personally selected by Greene as he and the team were looking for an &quot;orchestral electronic hybrid theme&quot; that would give players a &quot;huge build-up&quot;, keeping them &quot;resolutely determined&quot; until a match starts. Development began in early 2016 and was publicly announced that June, with plans to have the game ready within a year. Kim served as executive producer for the game. Bluehole started with a team of about 35 developers supporting Greene&#39;s work, but had expanded to 70 by June 2017. Greene stated that many of these developers were voluntarily putting in longer work hours into the game due to their dedication to the project, and not by any mandate from himself or Bluehole&#39;s management. In addition to Bluehole, Greene also credits Bohemia Interactive, the developers of ARMA and DayZ, for support with motion capture animations via their Prague studio. With the rapid growth of interest in the game, Bluehole spun out the entire development fo
35 r Battlegrounds into Bluehole Ginno Games in September 2017, which was renamed PUBG Corporation with Kim as its chief executive officer. PUBG Corporation continued the development of the game and its marketing and growth, opening an office in the United States with plans for future ones in Europe and Japan. In August 2018, PUBG Corpora</span><br />
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