Here are vivid stories of twohands crew seeking two-handedness.
I think I spent a lot of time playing fighting games at the game center when I was young. I was a gamer who worked hard on real-time network competition games such as StarCraft. (flashback… haha) I think I especially enjoyed games where I could compete against other opponents.
As time went on, I started to want to make a game. After much effort I joined a game company in 2007 and finally made a game, achieving my childhood dream and experiencing a successful project launch. After that, I joined TwoHands with many colleagues I trusted from the first company.
As a programmer, we work hard to create something for users to enjoy. The first game of TwoHands was my favorite real-time battle game, so I became more attached to the development process. Champion Strike seems like our first born child because we have gone through a lot of hard work, and I am proud of it as it is still being serviced globally. Currently, I am also working on the golf project, and I am thinking a lot with my colleagues so that the content of the game client has unity and structure.
The same goes for anything, but difficult moments will come when developing games as well.
When I was inexperienced, I used to struggle alone. Therefore, there were times when we just wasted time which had negative results.
Then I realized that we have to work together. Games are not developed alone, I think it is important to get advice from colleagues and collaborate to have better teamwork.
You can have more diverse experiences here than in a large company. Haha should I say there are some compulsory factors? Of course, the good thing is that a lot of individual opinions can be reflected in development.
If you are a developer who is more affectionate about the game development process, you definitely have an advantage in a small company.
For example, there was a contest where the company decided the title of the game. The name ""Champion Strike"" was my proud suggestion. (Showing off here.. of course, I got a prize too!)
I believe that TwoHands is a place where people who love games gather and strive to produce prideworthy results. I want to mention that there is a good culture that emphasizes communication in order to get good results by making the most out of given resources.
We've already launched a game in the global market, and the next game is also oriented for global service. Therefore, I believe that there will be many experiences and growth waiting for individuals and the company which is a win-win.
TwoHands Games was the beginning of a new life for me. Previously, if I was just a 'developer,' at the moment I got the offer to join TwoHands I was ‘mother' on maternity leave. Parenting while joining TwoHands in 2016 will be my life story to laugh and talk about even when I become a grandmother in my 70s.
It took a lot of thinking before I made the decision to join the company. But looking back, I still think that I made the right decision.
I have come to think that work is not simply about doing the required work and getting paid, but about making me think about the reason for my existence.
To be able to dream again and start working on 'I' can achieve made me happy and hopeful, rather than feeling like the sun was setting on my life as my child's life began.
I am a director of the art team and in charge of various visual outputs such as concepts, models and illustrations.
When something happens, my immediate thought is 'I want to try this out' and I act very quickly- as a result, my style is being on fire most of the time. (This can be both a disadvantage and an advantage, I believe it is more of an advantage for me ^^)
I work with the hope that results from various experiences over a long career will be efficient and meaningful in creating games.
If what I do is pure art, it would be meaningful to just work happily, but I want to achieve results in TwoHands Games.
I want to say that I made a new start and achieved good results in the future.
There are pros and cons to the size of a company, but I think my big company experience (I don't know if it was something that fit me) was working like a fixed part in a large machine.
That was also very meaningful without a doubt. If any of the small parts fail in a large machine, nothing will work.
But rather than that, I wanted to do more of what I wanted to do, try it out quickly, and take the lead in visuals. Maybe that's why I feel more sympathetic to the work I'm doing.
I believe that TwoHands Games is a company where communication and trust are important.
These two keywords are important to any company, but I wanted to say that in some companies, when batteries run out, they just replace them with new batteries. In other companies, they charge batteries well and give them better power because, in the end, I would like to say that a company that believes in me and the communication of members who make me believe are the driving forces behind the power.
What I've felt while working and parenting at the same time is that flexible commuting is truly helpful. Currently I am working from home due to COVID-19, but depending on my personal situation I am able to work with more gratitude since I could go to work early in the morning, finish my work, and access childcare early.
This work environment in which working mothers can create more synergy, rather than reduce efficiency, truly touches my heart.
If there is anything you want to learn, it's very helpful since this company supports an environment where you can actively learn.
I can confidently say that if you want to express your potential and achieve it, try TwoHands Games!
I am in charge of system and content planning as part of the golf game planning team. In a way, we are creating a new type of game with a party atmosphere so that anyone can easily enjoy golf without feeling rigid or awkward. We are developing with the goal of creating fun modes and various styles of golf that people have not experienced yet in existing golf games.
As soon as I wanted to try my hand at creating a new game genre, I joined the company since it was a good opportunity. When I was preparing to join the company, I learned that it was founded by people who have previously created successful games in this field.
I knew right away that this company has the most potential out of all other game companies.
Cooperate with everyone to create a game that no one regrets (Short-term)
Become a developer who made a successful game that many game developers wish they made (Mid-term)
Develop individual capabilities to become a developer recognized by everyone (Long-term)
These are my three goals.
If you're a planner, small companies have more opportunities for projects that have a greater impact on games compared to large companies. Each individual's influence on development increases. Of course, large companies can improve their capabilities through systematic and clear procedures. However, it means that time is spent on unnecessary processes and paperwork. As a game planner, I believe generalist capabilities are more important than specialist ones.
The ability to experience more and deal with one problem from various perspectives is more important than doing only one thing well. In a small company, you can think and deal with a lot of things by yourself. It can be a great choice for developing your individual skills.
I strongly believe the best option is not to choose a large or a small company, but a company that can maximize your capabilities.
I think this is a company with a free atmosphere so we can focus on game development. With the flexible working hour system, flexible use of annual leave, and horizontal company culture, it creates an atmosphere where you can really focus only on developing games without paying attention to anything else.
Due to the development skills of specialists in each group here, we produce high-quality output that has never been experienced by other companies. You can explosively boost your personal growth here by showing off what you are good at and learning from others to improve other areas.
Furthermore, it is a company where you can freely express your opinions. The entire company becomes one team by expressing opinions without hesitation and making good games together with teams from different departments.
TwoHands Games is a company where cooperation and communication are important. I believe there are no good games that were made without free communication from different teams. You can express your opinion and know that it is not wrong; it is different.
In addition, it's advantageous to have a person who can assume leadership and lead the team in the right direction rather than someone who only does what they are told from above."
Hi, I am Wing from the global business team. The tasks I am in charge of are centered around design for communication with users, and it is called "Communication Design."
I mainly work on branding and web & banner images that are uploaded in-game, on the app store, and on social media. I am also in charge of designing 2D graphic resources for the game development team.
I always think my work has great synergistic effects when I communicate freely with others in charge. There were many times when good ideas or new great concepts came up during communication, which helped me a lot in my design work :)
One of the parts of our company culture is flexible time, and I believe there are two meanings of it. The first meaning is flexible work hours that benefit our company's employees. We have a flexible commuting culture where you can start and end work at the time you want. It is a very precious culture that protects the work-life balance of employees!
The second meaning is flexible communication time. In other words, I can communicate with anyone at any time I want. We, TwoHands Games, can communicate comfortably with colleagues who are involved as soon as we get stuck on something or have a question. I believe this is a huge advantage.
There is a clear difference between work done with free communication and work conducted alone without such a process. I believe I can capture key information that can never be grasped when I work alone such as the planner's intention, designer's thoughts, and etc. Wouldn't this naturally lead to more efficient results?
When someone asks me "what is the strength of TwoHands Games?" I always have the same answer: "I'm so happy to have reliable seniors!" In fact, there are many senior hands-on- workers in TwoHands Games. I think this structure is a great environment for junior members like me, who are building careers, to learn and grow.
I feel so confident since no matter what I ask, many seniors reliably lead me to produce clear and amazing work.
TwoHands Games is a colleague who I can grow with. Rather than simply thinking ""it's good if the game goes well,"" this is a company that makes me feel like "the game is going well, so I'm growing, and the company grows together." That's why I always try to find more diverse solutions and do my best to succeed.
Many of the worries that surface from that process seem to eventually turn into great experiences and form a solid foundation that makes you who you are later."
Hello, I'm Jiana, a VFX artist at TwoHands, responsible for creating in-game effects. My job is to design and implement visual effects that make game scenes more immersive.
For me, VFX isn't just about making flashy visuals. It's about delivering the story in a way that feels compelling and natural. I believe that a well-crafted effect has a clear beginning, middle, and end. Even the smallest effect can enhance a scene's impact if it has a clear intent and storytelling purpose.
That's why I always ask myself:
"What message should this effect convey in this scene?"
"How can I make it visually clear without being excessive?"
In the end, good VFX isn't just about technique. It's about creating a moment that players will remember.
Right now, I'm the only VFX artist at TwoHands, and I'm in the middle of a major transition from Unity to Unreal Engine. This means learning a new engine, changing familiar workflows, and rebuilding everything from scratch. It hasn't been easy, but it has been a time of rapid learning and growth.
What stood out to me the most during this transition was my team's attitude. They shared ideas, explored possibilities with me, and once a decision was made, they trusted and supported me all the way. That's when I knew.
This company embraces change and encourages challenges.
VFX is a field that requires close collaboration with multiple teams, including planning, directing, and engineering. At TwoHands, this collaboration happens naturally.
There are no barriers between roles, so whenever I want to try something new or ask for feedback, my team is always open to discussion. Even though I'm the only VFX artist here, I've never felt like I was working alone. Instead, I always feel like we're building something together.
I'm especially grateful to the Unicorn Project team. They've been incredibly supportive of my creative experiments and have helped me refine my ideas when needed. Thanks to them, this journey has felt much less lonely and a lot more exciting and meaningful.
TwoHands is a place where autonomy and responsibility are balanced. Everyone takes ownership of their work, but at the same time, there's plenty of room to propose new ideas and experiment. It's a great environment for those who want to challenge themselves with new approaches.
For me, though, the biggest factor is the people. Instead of feeling stressed by colleagues, I often feel more stable and motivated because of them. The culture here is built on mutual respect for each other's expertise.
No matter what I'm working on or what questions I have, my team responds with genuine curiosity and constructive discussions. This means I rarely have to struggle alone because problem-solving happens naturally through teamwork.
When things get tough, I don't feel like I'm just enduring it. I feel like we're overcoming it together.
Sometimes I ask myself, "Is my work going well because of the environment or because of the people?"
I think the answer is both.