Translating Research into Kick-ass Games | LING,YI, KIE

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 GAMBITMost games begin with a vision. What if we began a game with a question? This session sheds some light on the process of turning research into a full fledged game title. We will showcase the development journey of Dark Dot starting from the question “how would we base an entire game around a flocking engine?”

Delivered at Casual Connect Asia, May 2012.

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Wong Yi

Wong Yi first got introduced to gaming when his parents bought him one of the second generation video game consoles. His first real experience with programming was when he, inspired by gamebooks, started using DOS batch commands to write one of his own. The seed was sown and his passion inevitably led him to pursue a career in the gaming industry.

Wong Yi graduated from Nanyang Technological University in 2006 with a Bachelor’s degree in Computer Engineering. He spent his industrial attachment segment of his degree course at Mikoishi Pte Ltd, a local game studio, and was hired as a game developer after graduation.

He completed his first published title, DropcastTM, with Mikoishi before joining GAMBIT in 2009. Wong Yi has a strong interest in game development and constantly finds himself enthralled by the almost magical nature of well developed games. He hopes to one day be able to develop games with unique game mechanics that can inspire brand new genres
[Email Wong Yi]

Jia Ling

Jia Ling was a QA Tester at Electronic Arts (SG) after graduating with a Diploma in Digital Media Design, where she specialized in Games Design. After honing her skills in Burnout Revenge, SSX 3 and NBA, she moved on to be a Production Assistant in the online games division, where she learned the ropes of game production. Before joining GAMBIT, she served in a local games studio as a Games Designer for a multiplayer online game, and also as an Assistant Producer for a Game Content Management Tool. She joined GAMBIT as a Games Designer and worked on Showtime (PC and Mobile), before moving on to be an Associate Producer. When she is not killing brain cells at work, her mind wanders through food and drinks recipes, countries she wants to visit, photography, basketball, and ways to inject fun into everyday life.
[Email Jia Ling]

Roland Kie

Roland has been a Hardcore gamer for a full 30 years and counting. Starting from the day his father woke him up in the middle of the night to present him with Atari + Defender, he hasn’t stopped playing games, and probably never will.

Roland’s explorations into the gaming industry initially brought him to the QA side of development, where he caught bugs and ate them for lunch. His further adventures have brought him to Level Design Land, where he ponders over UIs, HUDs and GDDs and sneaking in Street Fighter elements into every project that comes his way. ‘Angry Birds should have had a Revenge Meter!’

Roland loves writing stories and imagining designs for future games, and dreams one day to influence the direction of the Legend of Zelda franchise.
[Email Roland]

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