“I’m More Determined Than Ever” – Hyulla (Hyung-sup Kim), Art Director of MIRESI: Invisible Future 2026-01-19

Dynamic character silhouettes, delicate wrists and ankles, intricately detailed pupils, subtle beauty marks, and even faint capillaries—these are hallmarks of the distinctive style of Hyung-sup Kim, Art Director of MIRESI: Invisible Future. Among gamers, he is better known by his pen name, Hyulla, recognized for his richly detailed and expressive character art.


Lately, AD Kim has been fully dedicated to MIRESI. The character designs he created received high praise at events such as the Tokyo Game Show (TGS), and advanced 3D modeling research and development is currently underway to bring that signature 2D style into a 3D environment. We sat down with the artist behind MIRESI, which is targeting a release later this year.


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What is the most critical focus of the art in MIRESI?

My primary focus is bringing my 2D art into 3D. Personally, this is something I’ve wanted to do for a long time—seeing the drawings I’ve created come to life in a three-dimensional space. Isn’t that every artist’s dream? I’m deeply grateful to our leadership for giving me the opportunity to pursue that vision through the MIRESI project.


My artwork is highly detailed. You need sufficient resolution to fully appreciate it. Because of this, it is not easy to reproduce within a game engine. We are currently conducting R&D to render these details at a high level of quality.


In parallel, we are placing strong emphasis on shading and lighting. Specifically, we are developing *materials that can capture light and shadow accurately while preserving the depth and density of the original artwork. It is a challenging process, but we are working closely through collaboration between concept art, modeling, and engineering teams.


*Materials: In the design field, this refers to the textures and surface qualities that define an object’s appearance.


“Hyulla” is often associated with memorable female character designs. We heard you study human anatomy and camera composition extensively. Can we expect more distinctive and expressive characters in MIRESI?

Among the characters revealed so far, Tieria is the closest to the aesthetic I pursue. She has a character design that perfectly fits her physique—or rather, her physique aligns naturally with her characterization. We want to create characters that derive charm from the harmony between art direction and character direction. While we aim for mass appeal, we also plan to showcase a diverse range of our unique styles. When working on a character, we firmly establish the character settings first before moving on to the final illustration.



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Because your female characters are so well known, there are high expectations around “sexiness.” Some say there is a thin line between obscenity and art. What do you think creates that distinction?


Someone once told me that while my drawings are attractive, they don’t feel like mere sexual provocation. I was secretly very happy to hear that, because it meant the characters resonated through presence and personality, not just surface appeal. I believe that when the elements I aim to capture, including sensuality and other layered expressions, are portrayed thoughtfully and communicated clearly, they can be accepted as art. 


I value that perspective because it suggests the audience experiences the character’s many qualities, with sensuality being just one aspect.

I am aware that my work can sometimes be perceived purely as provocative due to bold design choices. I believe the first factor that distinguishes obscenity from art is the creator’s intent, and the second is how the audience interprets it. However, if a viewer takes away nothing beyond sexual provocation, regardless of intent, then I believe the work has failed to communicate fully as art.


I have never created work solely to emphasize sexual elements; I have always considered how to portray the beauty of human form alongside the character’s overall appeal. Because I remain mindful of this balance, I believe many people will understand that intention. For example, if you look at Itsuka, her design features bold styling choices. Some may view her as provocative, but through other elements of her design, you can clearly sense her bright and lively personality.



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You revealed the game to the public for the first time at TGS. Were there any memorable reactions?

I was quite worried. There had been a gap since my previous work, and the artistic landscape had shifted somewhat in that time. The current style reflects a balance between my creative direction and market expectations. I wondered whether this change would be received positively.

In the end, it was an unnecessary concern. Both reporters and users responded very positively to the 2D illustrations. 


There were no negative reviews. I even searched for them because I genuinely wanted to know, but I couldn’t find any. That gave me confidence that my direction was right. Now, I want to prepare the 3D version with the same level of care. I am refining my craft and preparing thoroughly. 


I hope to hear users describe the game as bold and distinctive. I want to prove myself through the quality of the work.



What efforts are you making to create characters that fans can truly "stan" (be obsessed with)?

I try to incorporate layered qualities so that users can feel attached to every aspect of a character and engage with them on multiple levels. The story is also being carefully developed. Once the core is established in the scenario, we bring it to life through illustration. We are working to ensure the art aligns seamlessly with the narrative, so players can fully invest in their emotions. We aim to build a structure where the strength and coherence of the design naturally make players look forward to how the story unfolds.


Personal tastes and preferences are also important. These are the details that help users form a stronger attachment to a character. They don’t have to be provocative. I focus on expressing a range of emotions through charisma, which lies at the center of my artistic approach. I’m always considering how to make characters more engaging and memorable for fans.


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Ultimately, it comes down to identifying a defining element that maximizes a character’s appeal. A carefully designed feature can help players imagine specific situations, emotions, or traits more vividly, leading to deeper immersion. In other words, I believe it is essential to include elements that go beyond surface-level impact and instead invite imagination, making the character feel more compelling and multidimensional.


Is there a specific strength or technique you use to double a character's charm?

Many people may not realize it, but I devote a great deal of time and energy not only to the overall character design but also to the costume design. I want to create a strong, positive impression the moment someone sees the materials, colors, and patterns.


While individual details may go unnoticed, people can sense the overall effect. So when someone recognizes those elements, it feels especially rewarding. It’s a sign that the character’s design resonates.


I aim to present characters in which the setting, visual design, and voice acting come together in seamless harmony.




You sound very confident.

I believe you have to stay confident. You can’t satisfy users with anything less than top-tier results. That’s why I’m so eager to show everyone what we’ve created. This is a project with ambitious artistic goals.


Compared to other games, what level of graphical achievement can we expect from MIRESI?

Since we are still in R&D, it’s hard to say exactly what level we will ultimately achieve. However, our goal is to preserve the details of the original illustrations. We are working to retain the expressive flexibility of 2D art while integrating textures and surface qualities—such as metal and translucency—into a cohesive visual style.


Additionally, I consider skin rendering to be extremely important. We plan to depict fine details in areas like the eyes and subtle skin textures. The same goes for elements such as beauty marks or natural variations. We are researching how to shade these features, so they feel refined rather than exaggerated. Beyond that, we aim to highlight each character’s appeal through distinctive visual details and nuanced physical expression. The key is to deliver artwork that meaningfully addresses the expectations and desires users have expressed over time.



MIRESI, led by Art Director Hyung-sup Kim, is currently in development and is targeting a 2026 release. Smilegate and Control 9 plan to expand their global presence through close collaboration.


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