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Kevin Wong's Blog

 

Kevin Wong is a freshman in the USC Interactive Media Division who loves games and their many facets.

He has led an independent game development team for two years in high school, participated in two Global Game Jams, competed on TV game shows, and wrote successful petitions to Congress during the 2010 Brown v. EMA Supreme Court Case. In his free time, he enjoys photography, writing, and drinking tea. He is currently working as a narrative designer on the Reality Ends Here ARG.

 

Member Blogs

Posted by Kevin Wong on Mon, 01 Dec 2014 01:17:00 EST in Design, Console/PC
Kevin Wong meditates on Pokemon Ruby and why it was such an important, influential game of his childhood.


Posted by Kevin Wong on Mon, 10 Nov 2014 02:16:00 EST in Design, Indie
We're doing the Love Jam to spread hope. In a time when it's easy to feel bleak, hopeless, and cynical, we hope that the Love Jam can spread hope, warmth, and love to those who need it, and shine a light in dark times.


Posted by Kevin Wong on Fri, 03 Oct 2014 01:31:00 EDT in Design, Indie
As Indiecade 2014 draws near, Kevin Wong discusses last year's Indiecade and his memories from it.


Posted by Kevin Wong on Tue, 12 Aug 2014 11:22:00 EDT in Design, Console/PC, Indie
Kevin Wong discusses the development process of Team Ok's BAFTA-nominated Dare to be Digital stealth-game.


Posted by Kevin Wong on Tue, 15 Jul 2014 09:06:00 EDT in Design, Indie
In this blog post, Kevin Wong discusses some thematic concerns his team had over their Dare to be Digital 2014 game.


Posted by Kevin Wong on Thu, 03 Jul 2014 12:27:00 EDT in Design, Production, Console/PC, Indie
Kevin Wong is developing a game as part of the Dare to be Digital international gamemaking competition in Scotland. Here's the latest stories from that.



Kevin Wong's Comments

Comment In: [News - 02/25/2013 - 05:15]

that said, there should be ...

that said, there should be at least some sort of improved quality control process so that the next generation of consoles doesn 't get crapflooded by bad independent games like XBLIG did, making it hard for anyone to profit off that kind of development.