* Translated by AI

Starnews

"We will transcend the Marvel Universe": Bigrits exudes confidence in next-generation virtual idols [Q&A]

Published:

Yoon Sanggeun

*This content was translated by AI.

/Photo=Dineable
/Photo=Dineable

Lee Gye-ra, CEO of Dineable who leads the virtual idol Bigrits, expressed confidence in Bigrits.

The five-member virtual boy group BEGRITZ, presented by enter-tech company DNABLE, aims to create "artists that live and move in a new way" by combining technology, worldviews, and fandoms with the essence of artists: music and performance. The collaboration with top-tier producers R.Tee and Taeyil of Block B, the establishment of an in-house virtual studio, the worldview titled "Goblin Adventuring Through Space and Time," and the fan-participation platform "Dalbit Sanghoe" were all designed under the same blueprint.

/Photo=Dineable
/Photo=Dineable
◆ Q&A with Lee Gye-rae, CEO of Dineable

Q. What project is Bigrits?

A. In a single sentence, they are artists who grow within the relationship of music, storytelling, and fans. We do not want to confine Bigrits within the modifier "virtual." Ultimately, we believe that the essence of an artist lies in music and fans. When technology and stories combine with this, they become entities that move and live in a way distinct from real-world artists. Bigrits is a project where music, technology, fandom, and story evolve together within a single world. We want to showcase the next generation after PlayV.

Q. The virtual idol market is growing and overheating rapidly. How do you analyze and forecast this trend? Furthermore, what position will virtual artists occupy in K-pop going forward?

A. Ultimately, the distinct category of "virtual idols" itself will become blurred. While currently recognized as a certain segment of subculture within K-pop, as high-quality IPs emerge and compete, they will naturally be accepted as one of many forms through which artists express themselves. Particularly noteworthy is the role of fandoms. Fans are no longer content with merely consuming music and content. Instead, if they become companions and storytellers who expand the world alongside artists and create stories together, it would be even more meaningful. In this regard, the expansion potential of virtual IPs is immense. Ultimately, what will determine success is not who possesses the technology, but how effectively that technology is used to create compelling experiences with fans.

Q. So, at this point in time, why is it Dineable, and why is it Bigrits?

A. For a field to sustain its development, it requires strong latecomers who can surpass the leaders. Moreover, one must enter with a long-term plan rather than seeking only short-term commercial gains. In this regard, Dineable is confident in its clear competitiveness. From the outset, it built a virtual studio and gathered top-level personnel from entertainment companies, broadcasters, technology firms, and animation studios. The company focused on building pipelines capable of operating over five to ten years, prioritizing long-term sustainability over short-term results. Regarding its first project, BigRitz, Dineable is confident that it will be innovative, meet market needs, and create a new landscape.

Q. It is also impressive that producer RT and Block B's Ta-il participated in the music production.

A. We wanted to showcase music that can compete in the K-pop scene even without virtual elements. RT, who has worked with global artists such as BLACKPINK and BIGBANG, is a great source of strength for us. Taeyil's vocal direction also plays a pivotal role in elevating the quality of our music. In fact, all members of Bigrits possess songwriting and composition skills, creating tremendous synergy. Our goal is not to be praised as "one of the better virtual groups," but to be recognized as a K-pop artist with genuine musical competitiveness.

Q. The unique world of "Goblin," which embarks on a journey through space and time, and the Moonlight Exchange are also generating buzz. Why did you choose Korea's "Goblin" as your motif, and what philosophy is embedded in it?

A. The philosophy is that "what is most Korean resonates globally." Unlike Western monsters or devils, Korea's Goblin is a three-dimensional character who is playful, free-spirited, and closely connected with people. This aligns perfectly with the actual members. The values pursued by Bigrits also center on freedom—not conforming to fixed frameworks or being suppressed. The worldview we aim for is "let's create fun stories together with fans," so even if something appears odd, we focus on creative thinking that views things through our own unique perspective. "Moonlight Shop" carries spatial meaning but also serves as a crucial device for expanding the worldview. As a meeting place where Bigrits and fans gather, Moonlight Shop will continue to give birth to diverse stories and content as it bridges reality and imagination, past and present, and future.

Q. How are the technical aspects implemented at Bigrits, and what new experiences will fans have?

A. For us, technology is not about "making things look real," but rather about "rapidly turning imagination into reality." When people think of virtual technology, they often focus on how realistically it can be implemented. We took a different approach. What mattered most was how quickly we could generate fresh and diverse imagery. The core lies in "speed." By optimizing the time and human resources required for production, we focused more on allowing artists to truly shine as artists. Our goal is to push past the current limitations of expression and content creation found in virtual idols. In this process, we designed a system where fans can unleash their potential as secondary creators. We provide the narrative framework, while fans continue the journey through visual art and storytelling in an interactive manner. When technology and ideas combine, new entertainment will emerge.

Q. What kind of brand do you want to grow Bigrits into?

A. Now, fandoms are no longer mere consumers. While starting from simple backgrounds and stories, we aim to grow Bigrits into an IP where the accumulated narratives of members and fans evolve over time. We hope that in public perception, Bigrits will grow as artists who come alive through new methods, rather than being defined by the term "virtual."

Q. How is the global market roadmap being drawn?

A. As a borderless global IP, the project plans to minimize language barriers from the launch stage. It is equipped with a multi-language system that enables real-time communication with fans across various linguistic regions. The members themselves possess strong foreign language skills. Beyond Japan and Chinese-speaking regions, they have maintained continuous exchanges with local companies in English-speaking countries since before their debut, engaging in diverse collaborations. As previously mentioned, if quality can be demonstrated on the foundation that "the most Korean is the most global," meaningful results are expected to emerge faster than anticipated.

Q. What is your ultimate goal?

A. We want to create our own universe that goes beyond Marvel's universe. Bigrits is not a project that ends with just one group. The long-term vision is for another story and characters to emerge, connecting their worlds to expand into a massive entertainment universe. Ultimately, I believe my strength lies in storytelling. Bigrits is the first page of that grand narrative.

Q. Finally, a message to the fans waiting for Bigrits

A. Big Hit's teaser also begins with a scene where a book is being opened. We have only just turned the first page. There are still many blank pages ahead. Rather than us filling those pages unilaterally, we want to create them one by one together with our fans. We hope that when we open that book again in the future, everyone will feel, "We created this story together."

/Photo=D-Nable provided

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*This content was translated by AI.

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