Dynamis One CEO Park Byeong-rim: AI Can't Replace Emotion in Gaming

By Shin Hye An Posted : August 6, 2026, 10:00 Updated : August 6, 2026, 10:00


"High-quality resources created by artificial intelligence (AI) are now accessible to everyone. Therefore, the experience of accumulating user emotions will be a key factor in determining the competitiveness of the gaming market moving forward."

Park Byeong-rim, CEO of Dynamis One, shared this insight in a recent interview with Aju Economy, discussing the changes in the gaming market in the AI era and the company's development philosophy regarding subculture genres. A seasoned producer with experience in developing subculture games at global gaming companies, he founded Dynamis One in 2024 and is currently developing its first subculture game, 'Astrae Oratio.'

The advancement of generative AI is fundamentally transforming the game development environment. With a significant increase in development efficiency, even small teams can now achieve graphics and production quality comparable to that of large studios. However, this technological leveling has also led to unexpected side effects, including the proliferation of low-quality, mass-produced content known as 'AI Slop' in the global market.

Park noted, "In an environment where anyone can produce results above a certain level, the ability to create 'unique emotions that can only be felt in this work' has paradoxically emerged as a core competitive advantage for developers."

In light of these changes, the gaming industry faces the challenge of redefining the relationship between AI technology and human creativity. Park emphasized, "While repetitive and standardized tasks should be optimized by AI, areas such as the narrative context of characters and emotional immersion, which are difficult for machines to replicate, must be filled with the unique interpretations of human creators." He explained that a hybrid approach, clearly dividing the roles of AI and humans, will be a key strategy for future game development.

He believes that the ability to design a structure where technology and human creativity create a virtuous cycle, rather than merely increasing development efficiency through AI, will determine the competitiveness of a work. He specifically identified the subculture genre as a prime area where a creator's emotional interpretation can translate into commercial success.

The 'ACGN content' encompassing animation, comics, games, and novels has formed a cross-border ecosystem based on the expansion of digital platforms and the growth of global fandom. Once considered the domain of niche enthusiasts, subculture has now become a major pillar of the entertainment industry.

Subculture is characterized by users not only consuming content but also reinterpreting characters and narratives in their own ways, leading to various forms of secondary creation such as merchandise collection, cosplay, and fan art. This interplay of consumption, participation, and communication is seen as the essence of subculture culture.

Park is also a subculture user who enjoys comics, animation, and Japanese console games. This preference and experience have naturally influenced the direction of game development. He explained that he chose to focus on subculture game development by selecting a field he knows and loves best.

However, as the market grows, competition is becoming fiercer. High-quality graphics and flashy production have become basic requirements rather than differentiators. In this regard, Park stated, "The future landscape of the market will be determined by 'what makes you remember' rather than 'what is shown.'"

He added, "Users are not satisfied with merely acquiring characters. They grow alongside the characters in the virtual world, immersing themselves in the settings and stories embedded throughout the work, creating their own memories. This experience forms a solid fanbase and extends the life of the IP, which is the true formula for success in today's subculture market."

Founded under the vision of 'realizing the dreams of otaku' in 2024, Dynamis One defines the essence of subculture as a genre that accumulates affection. The philosophy is that the core role of subculture games is to return value commensurate with the time and emotions invested by users, fostering a long-term attachment to characters and narratives.

The first project that vividly embodies this direction is the subculture role-playing game (RPG) 'Astrae Oratio.' It aims to build characters and narratives based on an original intellectual property (IP) and create experiences that users can remember and immerse themselves in for a long time.

Park stated, "The depth of emotional connection that can be maintained is what determines the value of the IP, rather than just the number of users. A strong original IP is only completed when users form a deep bond with the characters and coexist in the world of the work for an extended period." His goal is not just to create a game but to realize a world and emotions that remain in users' memories for a long time.

This philosophy is also reflected in the concept of 'Organic Art' that Dynamis One emphasizes. In an era where content creation using generative AI is rapidly becoming commonplace, the core idea is that the expression imbued with the creator's intent and emotions holds greater value than the technology itself.

Park explained, "Analog expressions that only humans can create, such as subtle fluctuations, intentional gaps, and exaggerated productions, breathe true life into characters and worlds, rather than perfectly refined digital results." He interprets Organic Art as not merely pursuing visual perfection but stemming from the emotional focal point shared by the development team.

He particularly stressed the importance of the creative environment. "To become a uniquely colored developer in the market, an environment where creators can fully immerse themselves and feel creative joy must be established before titles or portfolios. Only when internal creators' immersion and passion are sustained can authentic experiences be fully conveyed to users," he added.

Park also mentioned that he is closely monitoring user reactions to the teaser content related to 'Astrae Oratio.' He noted that users have shown high expectations for the new story and world, and he was particularly impressed by the positive feedback regarding the effort put into the background art.

He stated, "I believe the background is crucial in conveying the game's settings and world, and I am working to preserve the brush strokes to evoke a human touch. The recognition from users of the effort put into the background has been a great encouragement to the team responsible for the actual work."

Dynamis One aims to continue focusing on subculture genre development and establish itself as a specialized game developer with a unique identity. As competitive subculture developers emerge in Japan, Korea, and China, the company plans to consistently present games infused with its distinct character.

Park emphasized, "The subculture game market can no longer compete solely on technology or graphics. We will carve our own path through original IP, emotion-centered experiences, and human expressions."





* This article has been translated by AI.

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