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January 18, 2018
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Kevin Ng's Blog   Expert Blogs


Kevin Ng is the founder of independent game developer WONDERFUL LASERS Inc. Based in BC, Canada, WL creates tightly focused games often with unique visual aesthetics and gameplay innovation. A former developer for Electronic Arts, Rockstar Games, Ubisoft and Warthog, Kevin has worked on titles such as Skate, Bully, Assassin's Creed IV and Starlancer.

Kevin is currently working on Super Impossible Road, a racing game about cheating (in the form of shortcuts). It's coming for PlayStation 4, and it's in Early Access on Steam. See for more details.

You can contact Kevin at @gradiance, or kevin (at) wonderful-lasers (dot) com. 


Expert Blogs

Posted by Kevin Ng on Wed, 13 Feb 2013 04:00:00 EST in Business/Marketing, Smartphone/Tablet
The double dip. It's a seedy practice that buyers of DVDs are all-too familiar with, but one which also pervades the App Store. Making your customer buy the game separately for iPhone and iPad is bad form. Let's stop doing it, m'kay?

Posted by Kevin Ng on Mon, 07 Jan 2013 07:39:00 EST in Design, Indie
The trend in games over the last couple of years is clear. Dark Souls, Super Hexagon, FTL - death is in fashion. Or, more precisely: frequent, almost inevitable player death. How can embracing the possibilities of death serve the game design?

Posted by Kevin Ng on Thu, 29 Nov 2012 10:20:00 EST in Business/Marketing, Smartphone/Tablet
A recent letter requesting an order for one of my old shareware games from 1994 brings some perspective to the current indie game status quo.

Posted by Kevin Ng on Fri, 23 Nov 2012 03:26:00 EST in Business/Marketing
It’s hard not be irked famous developer Kickstarters when the language invoked is that of charity: “pledge”, “please help”, “support”, “donation”, “how you can help”, “we need your help”, “spread the word” all being fairly common.

Kevin Ng's Comments

Comment In: [Blog - 02/13/2013 - 04:00]

If your skus are different ...

If your skus are different enough then I definitely see your point. For some games, the iPad and iPhone do need to be treated as separate skus, which not enough developers are doing. Food Run was designed from the start to work without large changes between the platforms, so the ...

Comment In: [Blog - 01/07/2013 - 07:39]

Sorry you didn 't enjoy ...

Sorry you didn 't enjoy the article, Nathan. I certainly wouldn 't claim this is an extensive analysis of the market. it 's just an opinion piece, designed for further conversation, nothing more. Apologies if that offends you.

Comment In: [Blog - 11/29/2012 - 10:20]

Touching on a good point ...

Touching on a good point here. it 's also great for the industry in general that niche games can now reach their audience, which will help diversify when the mainstream seems to be gravitating towards the same genres.