In February 2023, Krafton (PUBG) opened a brand new development studio, Krafton Montréal, led by Patrik Méthé. Méthé brings more than 20 years of experience in the industry, along with other veterans such as Benoit Frappier (Producer), Frédéric Duroc (Game Director) and Martin Paradis (Technology Director), they aim to hire around 150 people over the next three years.

These many people are to help bring about Krafton Montréal’s first project: an adaptation of South Korean author Yeong-do Lee’s fantasy novel series The Bird That Drinks Tears. What goals is the studio pursuing with its first project? How do you build a good team? And how will things continue in the future? I was able to talk to Patrik Méthé about these and other topics.

Eurogamer.de: How did you come to Krafton and what do you think makes them the right partner for this project?


Patrick Methe

Patrik Methe: Before I was contacted by Krafton, I wasn’t even aware of The Bird That Drinks Tears. But the more we talked about this adventure and franchise, the more excited I became. I then flew to Seoul to meet with Krafton’s top management and CH Kim, the company’s CEO. I loved the fact that he’s a developer himself and couldn’t say no to being part of such an incredible adventure.

Eurogamer.de: How is it to build a new studio from scratch? What do you focus on first?

Patrik Methe: We plan to build a team of 150 people for our first project in the next few years. It’s too early to tell what we’ll be focusing on as we’re still in the very early stages of development. It will depend on which way we want to go.

Eurogamer.de: How does your many years of industry experience help you in setting up the new studio?

Patrik Methe: I’ve been directing video games for a long time and I want to work closely with the team to make the best game possible. My new roles bring new responsibilities: building the studio and assembling a great team. It’s a lot of work, but it’s going well. My ambitions are the same as the team’s: to make a great game and, most importantly, have fun doing it.


Eurogamer.de: Can you already reveal which genre you are aiming for the adaptation? And will it be single player or online?

Patrik Methe: It will be a single player adventure game. Just like reading a book, it is a very personal and intimate experience. The reader is invited into this world as a passenger to witness the unfolding of the relationship between four unique characters. We want to keep that feeling in the game so that the player can experience the story and what it means to be part of this original group.

Eurogamer.de: You’ve worked on Far Cry games, among other things. What can you take away from this for this project?

Patrik Methe: Many different lessons I’ve learned throughout my career will help with this new project. The first and most important element is the development team. Hiring the right people with the right attitude and skills is critical not only to efficiency, but also to having fun developing the title. There is no big ego at Krafton Montréal Studio. All want to achieve the same goal: to create the best possible game to introduce the vast universe of The Bird That Drinks Tears to a new audience. Our team is made up of gaming industry veterans who understand that the overall experience of the game is what matters most, not just the part for which they are personally responsible.

Another important philosophy of ours can also be found on our website. There we call ourselves “Pragmatic Dreamers”. While we’re ambitious, we’ve learned from our respective projects that too much ambition often results in a watered down overall experience, and that’s something we don’t want for our game. We aim to create an original and purposeful experience that players will enjoy in terms of polish, balance, surprises and pace. To achieve this, our directors work closely with engineers to find design solutions. This is to make optimal use of the game engine and systems.

Eurogamer.de: How did you come up with TBTDT and when did you know you wanted to make a video game out of it?

Patrik Methe: I knew immediately that this project was something extraordinary and that I wanted to be part of it – as a game developer but also as a lover of fantasy novels and universes. The themes that we find in the IP are unique and original, but at the same time universal, so they will also appeal to a Western audience.


Eurogamer.de: Are you collaborating with Yeong-do Lee and if so, to what extent?

Patrik Methe: The author is very supportive and trusts Krafton to deliver a game worthy of his novel series.

Eurogamer.de: Which elements from TBTDT have particularly inspired you?

Patrik Methe: To have access to a rich and coherent universe from the start is incredible for us. For game developers, this is an incredible sandbox. It usually takes two to three years to invent a world, its characters, its story and so on. Another exciting fact about the books is that they were already written with a “game” mentality. The characters are designed to complement each other, each with their own strengths and weaknesses.

The fantasy genre is becoming more popular and mainstream through the various media and with new audiences. We have the chance to tell this story with its unique world, standards and races and to share this vivid experience of a whole new world with a new audience. It’s a unique story that doesn’t use classic tropes like most fantasy books, movies and stories do these days. We don’t think many players have ever seen a fighting six foot tall rooster.

Eurogamer.de: TBTDT is appreciated for its worlds and characters, how do you translate that into your project?

Patrik Methe: The novel is quite comprehensive and of course the game will try to keep as much of it as possible. One of the elements that caught our eye and that we want to focus on is the idea of ​​balance and harmony between Rescue Team members. It is only part of what is happening on a larger scale with the four races. Of course, the duality of Amo and Kagan being moved by sacrifice or revenge is also an important aspect of the book that we want to keep.


Eurogamer.de: How close are you to the original? Or does it serve more as a kind of basis for what you do?

Patrik Methe: Since the story of the book is very deep and comprehensive, our goal now is to give the players a degree of freedom of action while staying true to the original story. Also, in such a vast universe, there are plenty of opportunities to invite players to explore side paths and learn more about the world and its characters. Some are from the book, while others may be brand new. We want to keep that in the game as well, be it through cutscenes or during gameplay. Unlike a book where the reader is just a “spectator”, in a game the player is an “actor” and it’s important to make them feel like they have some control over the story.

Eurogamer.de: What makes a good book adaptation for you and what do you try to avoid?

Patrik Methe: There aren’t any hard and fast rules for doing this, but from experience I’d say that you need to do your homework to fully understand the universe you’re trying to customize. It will never be entirely yours. Depending on how it’s adapted, part of it can be yours, but it’s always bigger than you. Also, never take the fans for granted.

Eurogamer.de: Do you collaborate with other Krafton studios like Striking Distance or exchange ideas?

Patrik Methe: We are currently still in the early stages of establishing a studio, but we are actively working with Krafton HQ and are fortunate to work closely with the team. They are the best people when it comes to helping us understand Korean culture and the way it is embedded in the novel. We want to create a game that appeals to a worldwide audience while respecting the book and the author’s point of view. The quality of the novels is not only based on their Korean elements. First and foremost, they are great fantasy books with themes, plot, and characters that can inspire and appeal to a universal audience.


Eurogamer.de: Let’s look back after TBTDT: what are your ambitions for the studio?

Patrik Methe: As the leader of Krafton Montréal Studio, I want to create a fun work environment where everyone feels valued and can contribute their expertise. I also want our team to prove to be those pragmatic dreamers who are proud and excited to be working on a new IP.

We want to take our time and focus on the road ahead. We want the game to focus on quality and uniqueness. At the same time, we also want to offer something to fans of the books, as well as the new fans who have just discovered this franchise. More information on this will follow in the coming months. Until then, let’s have loads of fun while we make a game to remember, because we really have something incredible on our hands!

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