
T-ENTERTAINMENT
T-ENTERTAINMENT KOREA is a Korean content company specializing in entertainment and digital media production. The company develops various media projects based on creative ideas and production expertise, creating new value in the entertainment and content industry.
Interview with Hyunseung Yang
Please introduce yourself.
Hello! My name is Hyunseung Yang, and I graduated from the VFX Professional Program at SF Film School.
What inspired you to become interested in Computer Graphics?
My interest in computer graphics began in high school while working with 2D software. As I became more interested in digital art, I wanted to learn something more advanced, so I started studying 3D graphics. I found that it suited me well, and I genuinely enjoyed it, which is why I have continued pursuing it ever since.
Do you have any personal tips or know-how for learning CG?
I don't think I have any special tricks or shortcuts when it comes to CG. Most of my work was created manually rather than relying on advanced tools, which helped me develop a solid understanding of composition, workflow, and the overall concepts behind 3D production. Personally, I can't really use a tool effectively unless I fully understand the principles behind it. Because of that, I constantly practiced the features I learned until I truly understood how they worked.
What are your future plans?
One of my future goals is to build my own virtual world in Second Life. At the same time, I also want to continue creating new projects outside of that. Since I'm starting my first professional career in a new environment, my biggest priority is to adapt quickly, gain experience, and continue growing as an artist.
Do you have any memorable experiences during your training?
I made plenty of small mistakes during my training. Whenever I encountered a problem, I tended to spend a long time trying to solve it by myself instead of asking for help. Sometimes I'd struggle with an issue for days, only to have a classmate solve it in a matter of minutes. Looking back, I learned how important it is to ask questions when necessary. I also participated in a team project that lasted nearly two months, but unfortunately it fell apart before completion. Because of that, I had to rush my personal project, and although I wasn't completely satisfied with the final result, I was fortunate enough to find a job afterward.
Please tell us about your personal project.
My personal project was inspired by the Master Chief character from Halo 3. At first, I tried to recreate the character exactly, but it proved much more difficult than I expected. After finishing the head and torso, I decided to create the rest with my own design. Although I wasn't very experienced in design, I completed the model in my own style. During production, I changed the overall concept twice. My original idea would have been too difficult to film and produce, so after discussing it with my instructor, I chose a different direction. Eventually, I based the project on a small tunnel near my home and created a firefight scene featuring Master Chief. Even though I considered changing the concept again halfway through, I stayed with my original plan, and I was happy with how it turned out.
How many hours did you work on average each day?
While working on my portfolio, there were days when I worked almost 24 hours straight. Normally, I preferred working for about an hour and then taking a thirty-minute break. When I was fully focused, however, I could work for several hours without stopping. I usually worked late at night, and because I maintained a fast pace, I finished my portfolio earlier than many of my classmates.
Please introduce your company and your current role.
I joined T-Entertainment, a company involved in games, film, and other entertainment businesses. I work with Sera Korea on Second Life-related projects, creating CG content for virtual environments.
What advice would you give to SF Film School students?
Although I still have a lot to learn, I'd like to share one piece of advice: never compromise with yourself. If you notice something that doesn't look right in your work, don't ignore it—fix it. We all tend to be too forgiving of our own work, so maintaining high standards is important. Also, keep asking for feedback from the people around you. You'll learn far more that way. And if you can, spend as much time as possible in the school studio—it will definitely help you improve.
Why did you choose SF Film School, and what do you think is its greatest strength? Before joining SF Film School, I had attended several other academies, including Photoshop and certification courses during high school. Compared to those experiences, SF Film School feels much more than just an academy. The instructors are incredibly passionate and dedicated to helping every student succeed. If you have the determination and are willing to put in the effort, I truly believe this is a place where you can achieve your goals.
Hyunseung Yang
3D Team



