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Kim Hyung-tae: When Creating Eve for 'Stellar Blade', My Top Priority Was a Realistic Body

Recently, Shift Up president Kim Hyung-tae gave an interview to foreign media, discussing considerations during the development of Stellar Blade. Kim stated that his primary focus was on the character's body—specifically, the造型 produced by the combined fit of body models and clothing. To shape the protagonist Eve's image, the team selected 7–8 models to participate in actual body scanning. Three of them are currently known: Shin Jae-eun (zennyrt), Yoon Seol-hwa (Seolhwa), and Myboo (마이부).

金亨泰:制作《剑星》伊芙时 我最看重的就是逼真身体

Kim Hyung-tae explained that some of Eve's outfits are original designs, while others are created by scanning photos of models wearing actual garments. Especially for the latter, the team "hires the best-fitting model" for each outfit to ensure details like how the clothing fits the body are accurately captured.

Kim Hyung-tae stated, "We adjust the scanned model's physique based on the outfit, with swimwear in particular emphasizing realistic fabric effects. We aim to recreate how fabric clings to the skin in real life, including subtle changes in body curves caused by the pressure of the material. For more fashionable and form-fitting clothes, we use slender fashion models as references to maintain the design integrity while ensuring a realistic wearing effect. As long as it doesn't deviate too far from Eve's basic body curves, we adjust the posture for each outfit. In addition to Shin Jae-eun, who serves as Eve's base model, other models also participated in these clothing shoots. There were about seven or eight models in total."

金亨泰:制作《剑星》伊芙时 我最看重的就是逼真身体

The team aimed not just for "clothes that look good," but to make players feel as if the outfits are truly worn by Eve. Thus, factors such as how different garments fit, the contact state between fabric and skin, and the interaction between body curves and clothing were all incorporated into the production process.

金亨泰:制作《剑星》伊芙时 我最看重的就是逼真身体

In a 2025 interview with GameDonga, Kim Hyung-tae also discussed this point. He mentioned that 3D scanning requires hundreds of photos to create a model, but conventional simulation alone struggles to precisely render fat distribution and wrinkles caused by fabric textures in tight-fitting clothing. Therefore, scanning outfits while they are actually being worn and importing the shapes is a superior method. In his view, expressing body image through how clothing clings to the skin, how straps dig into the skin, and changes in body movement is a crucial aspect.