跳转到内容

SRC-0009 GameSpark Interview with Kim Jihoon (April 2018)

A press interview conducted by Japanese gaming outlet GameSpark with Project Moon director Kim Jihoon in April 2018, coinciding with the official Steam release of Lobotomy Corporation. In the interview, Kim discussed the game’s development history, revealing that the project began life as a college club activity in January 2015. The initial concept was to create an SCP Foundation-inspired monster management simulation game—something Kim felt was underserved in the gaming market. At the start, Kim was the primary developer with a team of just four people, expanded to ten by the time of release. The interview covers the design philosophy behind the Abnormalities, the Enkephalin extraction mechanic, and the game’s difficulty and deliberate opacity, which Kim acknowledged was intentionally punishing. This interview is one of the earliest and most cited sources for understanding Project Moon’s origins as a small independent Korean studio that grew entirely out of Kim’s student passion project.

字段内容
来源 IDSRC-0009
标题GameSpark Interview with Kim Jihoon (April 2018)
来源等级S1
发布方GameSpark (IID, Inc.)
作者GameSpark editorial staff
发布日期2018-04
访问日期2026-06-23
语言ja
覆盖作品Lobotomy Corporation
可靠性说明This is a translated press interview originally published in Japanese by GameSpark. S1 source with direct developer quotes. Subject to potential translation and editorial filtering by the outlet.
版权说明Article copyright GameSpark / IID, Inc. Interview quotes attributed to Kim Jihoon and Project Moon. Accessed for research purposes under fair use.
字段内容
覆盖事件Development timeline of Lobotomy Corporation starting January 2015, Early concept as college club project, Growth from 4 to 10 team members
覆盖人物Kim Jihoon (interviewee, director)
覆盖组织Project Moon
覆盖地点Seoul, South Korea
  • Development of Lobotomy Corporation started in January 2015 as a college club project.(developer_interview)
  • Kim Jihoon wanted to create an SCP Foundation-inspired monster management game because he felt the concept was underserved.(developer_interview)
  • The initial development team consisted of four people, later growing to ten.(developer_interview)
  • The game’s punishing difficulty and opacity were intentional design choices by Kim Jihoon.(developer_interview)