At Anime Expo 2025, I sat down with Executive Producer Yongha Kim and Studio Producer Gyeong Seop An to talk about the latest updates for Blue Archive, including the new PC version.
The-O Network: The "Cold Box" event sounds massive with a conspiracy and a new field exploration system. What inspired this ambitious scope, and what challenges did your team face in developing this new gameplay mechanic?
Yongha Kim & Gyeong Seop An : The new mini-game Infiltration came about as we thought about how to build on and improve the Field Exploration Event, aiming to show a fresh, evolved take on it.
Since it was our first time developing Infiltration mode, it wasn’t easy, but the whole team came together with a shared goal of making something fun, and we were able to create a great result.
T-ONO: With Seiya from Trinity appearing as a playable character for the first time in "Cold Box," what was the process like for bringing such a significant character into the playable roster?
YK & GA: Seia was a highly anticipated character among many fans, so we wanted to exceed those expectations. We were excited to introduce her as a playable character in the field, especially given that she takes on a special 'Infiltration' mission.
T-ONO: The main story is continuing to delve into the mystery of Decagrammaton. How do you plan to balance the ongoing narrative with new event stories, ensuring both feel impactful and connected?
YK & GA: For event stories, we prioritize making them enjoyable as standalone experiences rather than focusing on direct connections to the main story. Meanwhile, the main story is gradually deepening to build anticipation for future developments.
T-ONO: You mentioned working to minimize the gap between the global and Japan servers, aiming for a three-month difference. What are the biggest hurdles in achieving full server synchronization, and what steps are you taking to reach this three-month goal?
YK & GA: The biggest challenge is localization. There are region-specific tasks that must be addressed, and narrowing the gaps between regions remains our main focus.
When it comes to shortening schedules, we avoid rushing the process and aim to proceed gradually at a pace that players can understand and accept.
T-ONO: Regarding controller support, especially for PC, what specific UI challenges are you encountering, and what is your approach to overcoming them to provide a seamless controller experience?
YK & GA: Since both the mobile and Steam versions share the same database, account link itself wasn’t an extremely complex technical challenge. However, there were some unexpected issues during the linkage process, and we sincerely apologize for the inconvenience this caused. Our team is working hard to resolve it as quickly as possible.
We also paid close attention to the PC experience. Playing on computer is fundamentally different from mobile, so we added support for features like customizable keybinds and resolution settings to ensure it feels natural for computer users as well.
T-ONO: The "Iff Live" event generated new memes and a full video. How important is community engagement and the creation of fan-driven content to the Blue Archive team?
YK & GA: We listen carefully to the valuable feedback from Senseis across all regions, regardless of territory, and use it to guide our development. We truly appreciate everyone who shares their thoughts with us.
The development team draws great strength from seeing the amazing fan creations made by so many players. These unexpected and diverse works inspire us and help us continue making the world of Blue Archive even more beautiful. We hope to see even more creations in the future that bring joy to everyone.
T-ONO: The second collaboration with World of Warships was revealed. How do you choose collaboration partners, and what considerations go into designing exclusive content like the camo designs shown?
YK & GA: When choosing collaboration partners, we look at how well they understand and respect the Blue Archive IP and whether the partnership can create a good synergy. For special items like Blue Archive camouflages, our first priority is making sure nothing conflicts with the IP. After that, we focus on ensuring the collaboration fits seamlessly and complements the partner game.
T-ONO: With the Steam launch, what are your hopes for expanding the Blue Archive community, and what strategies are in place to welcome new players to the game?
YK & GA: We’re preparing various features to help new players settle more easily into the world of Kivotos.
As the number of students and content grows, the game naturally becomes more complex. Our role is to carefully manage this complexity to ensure it doesn’t become overwhelming.
T-ONO: You discussed the possibility of English versions of character songs. What factors will be most important in the discussions with Nexon regarding designating English voice actresses for these songs?
YK & GA: The most important consideration for the English version of character songs is delivering a great experience. It is essential that these songs are not just translations, but stand alone as valuable and independent works in their own right.
T-ONO: When designing new characters and their stories, what is the core philosophy that guides your team in maintaining the unique charm and appeal of the Blue Archive universe?
YK & GA: The story always comes first. We begin by deciding what kind of story we want to tell, which student appears in it, and how that student shapes the narrative. Once that’s in place, we move into character design.
Throughout this process, the scenario and character teams work closely together, sharing ideas to create students who are both appealing and memorable.
T-ONO: The panel touched on the game's world origin during the Q&A. Could you elaborate on any foundational lore or design principles that have been particularly influential since the game's inception?
YK & GA: Even for a world that might feel unique or unusual, we believed it needed a strong sense of presence to be convincing. To achieve this, we carefully implemented various details such as interacting with the game world through a tablet-style UX, tactical character animations like taking cover and reloading, and eye contact with characters. These elements help bring the world to life in a subtle but meaningful way.
T-ONO: What message would you like to share with our readers and fans?
GA: We are always grateful, but no matter how often we say it, it never feels enough. The love and support that Blue Archive receives is beyond what words can express, and our entire development team feels that love deeply, which makes us genuinely happy as we create the game. We will continue doing our best to deliver stories featuring even more charming students. We are always thankful and truly love our fans.
YK: We want to share the charm of Blue Archive’s world, story, and characters with even more people. We will continue to provide steady updates, so please look forward to the game’s future growth.
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