Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 24, 2019
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Jeremy Kang's Blog

 

I left the sunny shores of Singapore to chase my passion halfway across the world in vibrant Berlin. Currently a Senior Game Designer at King, creating games in the F2P mobile space. 

A hardcore console gamer at heart, but I am also extremely passionate about designing games for the brave new world of mobile games. Afterall, everyone deserves a little bit of fun - everyday. I believe that we are just scratching the surface of the mobile space, and am exteremly excited at the vast possibilities that lie ahead.  

Religiously believes that Nintendo are still the master of mechanics, proud to be part of the dying breed of Hardcore Gamers, need my RPG-fix on a pretty regular basis, and loves to see the bold new ideas realised in the Indie Space.

 

Member Blogs

Posted by Jeremy Kang on Thu, 03 Mar 2016 12:42:00 EST in
A short write-up of how discovering hidden items add to the World-Building and fiction in Rise of the Tomb Raider.


Posted by Jeremy Kang on Fri, 05 Jun 2015 01:14:00 EDT in Design, Smartphone/Tablet
What Game Designers can possibly learn from Method Acting in designing mobile games for casual players, by approaching the game as a casual player and staying "in character".


Posted by Jeremy Kang on Mon, 21 Sep 2009 01:42:00 EDT in Design
Before Muramasa: Demon Blade, there was Odin Sphere. This article explores some design decisions that a small studio, Vanillaware, made around the manpower and technical constraints to create a 20-40 hour game.


Posted by Jeremy Kang on Thu, 10 Sep 2009 04:58:00 EDT in Design
An analysis of Resident Evil 5 Vs. the older Resident Evils, and an exploration of the motivations behind striving for 1000 Achievement Points in the game over 5 playthroughs.



Jeremy Kang's Comments

Comment In: [Blog - 09/29/2010 - 06:35]

Excellent excellent article Adam, thanks ...

Excellent excellent article Adam, thanks for giving an insightful look into the intricate world of tuning perfection that was Canabalt.

Comment In: [Blog - 09/21/2009 - 01:42]

David Delisle: Yes, it's a ...

David Delisle: Yes, it's a pity that 2D games, be it artistic or gameplay, seems to be generally regarded as archaic in today's context, where the mainstream gamer expects everything to be in full-3D, and has been shelved to become the staple smaller indie / downloadable games, like Braid as ...

Comment In: [Blog - 09/10/2009 - 04:58]

Tom Newman: You and me ...

Tom Newman: You and me both, nothing particularly wrong with the series' new gameplay, but it just doesn't feel really very much like Resident Evil, but perhaps a little bit of a mash-up between traditional Resident Evil and gun-survivor. I like the new control method, just not the focus on ...