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![[G-Game] Director Al Yang on Bringing Silent Hill f to Life](https://d2731bbzmt3wpb.cloudfront.net/news/image/us-west-2:25d97050-7aa7-43a6-a623-8fb02e6af97e/20251104/e7341e33e0cc4945bd688445b99a9751.jpg)
▲ Al Yang, SILENT HILL f Creative Director Silent Hill f, released on Sept. 25, is the first mainline entry in the franchise since Silent Hill: Downpour 13 years ago. It was outsourced to 'NeoBards Entertainment' by KONAMI, and when this fact was revealed, there were concerns about whether the series’ identity would be preserved. Nevertheless, SILENT HILL f managed to achieve a successful comeback by setting records such as "breaking 1 million cumulative sales" and 'Metacritic score of 86 points'. So, we were able to hear the answer from Director Al Yang, who was invited as a speaker at G-Game Connect 2025, on how they handled the pressure of developing a well-known IP. ■ A Silent Hill Vibe, but with Unique Gameplay Blended In First, Director Yang emphasized that the SILENT HILL series is a historic game and has provided different gameplay experiences in various titles. He also mentioned that within NeoBards, there were many discussions and considerations on how to maintain the "identity" and "atmosphere" of SILENT HILL while delivering a "unique play experience." Director Yang emphasized that through continuous communication with KONAMI, the IP owner, they ensured that the work did not deviate from the SILENT HILL feel. They utilized elements such as "distance", "durability", and "stamina" to maintain the unique "tension" (sense of fear and tension) of SILENT HILL to the fullest extent. It was explained that the distance between the Monster and the Player was well controlled to create tension with the enemy distance tuning or proximity mechanics, that the Player could feel the sense of crisis at any time due to the damage of Equipment or the shortage of ammunition, and that the Stamina was also induced to be managed continuously. Meanwhile, Director Yang emphasized that it is important to follow the the importance of restraint in design when building game play, saying, "If you try to blindly add a trendy system, you will lose the color of the game, and you will only create a mediocre work." ■ Faithfully Adapting Ryukishi07’s Script, with Special Care for Background Details Director Yang also mentioned his collaboration with "Ryukishi07" for the script's completeness in SILENT HILL f. Director Yang thought about how to fully incorporate the well-crafted script he received from Ryukishi07 into the game. He explained that based on the script, he created elements such as the depiction of enemies, the staging of combat situations, and the "Hinako's Notebook" that players can find in the game. Director Yang also mentioned that he put a lot of effort into the background descriptions. HeThey cited examples such as the fog-walking scene seen in the classic SILENT HILL series, or Hinako's house, which has the atmosphere of SILENT HILL 4, and said that these are also traces of their thoughts on how SILENT HILL f can be included in the SILENT HILL lineup. ■ Focus and Prioritization are Essential in Outsourced Development Director Yang emphasized that "Focus and Prioritize"are essential not only in the development process of SILENT HILL f, but also in outsourcing development. He stated, "What is important for outsourcing development companies is coordinating schedules with the IP owner," and explained, "There will be a desired development period by the IP owner, and the work will only succeed if it is met." He also emphasized the importance of the 'pre-production' stage, saying that a lot of consideration needs to be given during the 'pre-production' phase to avoid being rushed or swayed during the subsequent development process. Furthermore, he emphasized the importance of considering and reflecting on "what is most suitable for the game, not what you think is the best." Director Yang stressed that even if each team member has their favorite or thinks they have the best idea, making the best choice for the game they are creating is the most important thing. He compared it to mixing chocolate and pepperoni pizza — both good alone, but terrible together.Similarly, he emphasized that even if each individual idea seems perfect on its own, the game being developed must be coordinated to provide a common direction. Lastly, Director Yang explained, "During discussions, there are times when everyone offers appropriate and good opinions regardless of right or wrong," and added, "In such cases, it is important to quickly decide whose opinion to choose and how to persuade about the opinions that are not adopted." He concluded the speak by advising that going through this process can result in a stereoscopic game where various perspectives are well integrated in the desired direction, rather than a standardized game.