From Alice to Indie: How a boy from Adelaide went to the big time and came home again

Alice: Madness Returns

Arguably, Alice: Madness Returns was one of the most underrated and visually interesting releases of last year. While it would never go on to challenge the regular big-hitters in the charts, American McGee’s mature platformer struck a chord with many, especially if Adelaide’s premier anime and gaming convention AVCON has been anything to go by.

Having attended the event two years running (once for business and once for pleasure), both times I found it amazingly easy to lose count of those who decided to don the blue dress and cosplay as McGee’s interpretation of Alice Liddell (and others among her supporting cast). This year, however, there was a lovely twist, typifying surreal moments only possible in the games industry.

As all the AVCon Alices wandered around the show floor, they mostly did so oblivious to the fact that Adelaidian Ken Wong, the Art Director behind the 2011 sequel and therefore the designs they had taken to emulating, was actually in the Indie Games Room promoting his first indie game, Hackycat. This is a surrealism not lost on the man himself.

“It is indeed weird” says Wong, “Having stared at concept art and 3D models of Alice for hundreds of hours, it’s quite something to see her running around, in the flesh. Alice cosplayers have all been super nice people.”

Down the rabbit hole

Ken Wong’s transition from mere Student to Art Director, and now to Indie Developer, is one of the most interesting but widely unknown stories I’ve encountered in my little career. Wong, studying at the University of South Australia during 2000, had begun following the development of American McGee’s original Alice game, which came out in October that very year, courtesy of Rogue Entertainment and Electronic Arts.

Around that time, as a starry-eyed digital artist, he produced a piece of Alice fan art that would unexpectedly change his career path, thanks to former id developer American McGee stumbling upon his piece “Mercury Girl” on the internet.

“American McGee saw it [the fan art] on an Alice community website. He liked it enough that he asked me to do some concept art for his next project. I did various pieces of contract work for him for a while, and then he helped me get my first job as Art Director. In 2007 he started Spicy Horse in Shanghai, and I was the first employee.”

I had read in research for this piece that Ken was initially hesitant to join up with Spicy Horse and took some convincing to join. This is a claim that he doesn’t completely agree with.

“Ha ha, I’m not sure what you heard. I initially didn’t want to Art Direct Alice: Madness Returns because it meant staying another two years in Shanghai, but in the end the opportunity was too good to miss.”

“It felt like things were coming full circle,” he recalls. “I felt very fortunate to be given this chance. I had this notion that everything I had done up until that point had been preparing me for Alice: Madness Returns.”

An accidental game developer

Surprisingly, Wong hadn’t ever considered games development as a potential career, prior to McGee’s interest in his art.

“In those days it was such an outlandish notion for most people, to get a job making games. Nowadays the paths into the industry are much more established and publicised. There’s so much you can learn online, and the tools are much better, and the student/amateur/indie scene is much bigger.”

Wong spent four and a half years with Spicy Horse, before deciding to call it quits in 2011 to start making games for himself, but he left with important lessons learnt from his experience at a big studio.

“I learnt a lot along the way… mostly by making mistakes,” he admits. “The biggest lesson for me was learning to work with people, and not just art. As an Art Director you have to figure out how to engage each artist and help them do their best work. Sometimes that can be difficult if they haven’t yet found a way to connect to the project.”

Leaving the comfort of Spicy Horse was a hard decision, but he tries to explain his reasoning:

“The reasons are complex, but I guess a big part of it was that I wanted to spend some time travelling and working on personal projects, which I couldn’t really do when I had those full time responsibilities.”

Striking out on his own

Since then, Ken has been working hard on his own start-up and more specifically, his first iOS game, Hackycat, which is a far cry from his work with Spicy Horse. Why the indie route? Why not another established studio?

“Working with a team can be really challenging. Sometimes you just want to do things your own way, and not spend energy trying to convince your teammates of something! So I wanted to take full responsibility for a game project, to see what I can do on my own.”

Going independent also harbours its own challenges, obviously, although for Wong it’s not in the areas that most would think.

“I guess covering all bases is the biggest challenge now. Coding game mechanics and doing some decent game art actually only takes a few weeks, but constructing professional looking menus, designing the logo, making a trailer, maintaining social media, getting t-shirts printed, organising play tests, making a sound list, and courting the press – all these things take time and attention. I’m also having to learn animation and improve my programming at the same time!”

While he’s doing most of the work himself, Hackycat isn’t totally a solo project, seeing him call in a favour from an old friend. “The sound designer of Alice: Madness Returns, Roland Shaw, is doing the sound and music for my game. Apart from that, all the art, animation and coding is done by me.”

On Adelaide and lone wolf development

While finding the Australian independent scene to be a freeing experience, he does admit to missing being part of a larger team at times.

“I miss having teammates to chat to or bounce ideas off. I miss the daily commute and having a workstation. Oh, and I miss super cheap Chinese street food for lunch! Being a solo developer can be quite isolating, so one of the skills you need to develop is how to fight cabin fever.”

Unlike most developers in Australia, Wong has decided to operate from his hometown of Adelaide, rather than everyone else’s preferred base of Sydney or Melbourne. The reasons are much humbler that you’d probably imagine. “I wanted to spend time with my family. It also doesn’t hurt that living with my dad means no rent and a car I can borrow, so I can focus on making my game instead of needing to worry about income.”

What’s Hackycat about, then?

“Consoles and Steam are really hard markets to get into for a first time, solo developer, and non-steam PC is so messy and full of pirates”

Hackycat is like Hacky Sack, but with cats,” Ken explains. “You tap the screen to bounce cats into the air. If any cat hits the ground, game over. That’s the gist of it. I could tell you about the lo-fi, DIY, amateur sports league and vegetarian cafe menu inspired aesthetic, but that would be spoiling things.”

Despite the huge departure from his previous work in video-games, Hackycat received decent reception at AVCon, though he admits there is some work to do before he releases the game later this year.

“Most people were pretty amused to encounter a cat-kicking game. Quite a few people came back multiple times to play more. A few people really got into the different cat designs. Some people still had trouble understanding how to play the game, which is something I’m always trying to improve on.”

I had to ask — why opt for iOS as the platform for his first solo game, rather than PC or console given his experience?

“Recently all my gaming has been on iOS, and it’s a really interesting market that supports different creative ideas. Consoles and Steam are really hard markets to get into for a first time, solo developer, and non-steam PC is so messy and full of pirates.”

Another Alice in the works?

So what does the future hold once the Hackycat is out of the bag? (I see what you did there. –Ed.) How does he see his independent career evolving and what’s his goal?

“Creating a game by myself is a huge challenge and that will be a valuable experience in itself. Beyond that, it would be nice if Hackycat becomes profitable enough that I have the option to continue making independent games and add a team mate or two to attempt slightly more ambitious projects.”

“I don’t have any lofty goals when it comes to game design,” he continues. “Some people have strong opinions about where games are heading or where they should be heading; I’d simply like to make games that I’m proud of.”

Lastly, I put forward a hypothetical situation where Alice 3 is a reality. American McGee is on the phone asking for his involvement. What does he do?

“I’d never say never to an Alice 3. It would have to depend on a lot of factors, but Wonderland is definitely a really fun, creative playground for ideas.”

Hackycat has no firm release date yet, but will hopefully be available around September/October this year. Follow the project on @hackycatapp or on Facebook for more details. For those of you interested in the art, check out Ken’s art site at kenart.net.

22 comments (Leave your own)
Village idiot

Interesting article… But all I got was “former art director is now just drawing cats with mustaches”

 

villageidiot,

maybe you missed the bit about me also designing, programming, animating and doing the marketing for my own game now. i was drawing mustaches on things when i was an art director too.

 
Village idiot

No… I didn’t miss it, but really it’s just another iOS game in amongst thousands and thousands of like products hoping to be the next angry birds or fruit ninja.

Your previous work is beautiful and I’m sure that will continue in the future, but for now… It’s a cat with a mustache for 99cents on the app store.

 

You know, as much as this game speaks to me on so many different levels, I have to say this is like going from designing 5 star hotels with a team of dedicated experts to building a shed in somebody’s backyard out of bits of corrugated iron you found lying around. Still, I guess there’s far less stress in something like this, and seeing as, in this article’s words, it’s receiving “decent reception” you might make some pocket money out of it, so good luck wit that… <_<

 

You say the PC market is full of pirates.. but hey the IOS market is also full of pirates too. You’re aware of this right?

 
James O'Connor

For the record I’ve played Hackycat several times and it is horrifyingly addictive and fun.

 
Andy Corrigan

Shame some have missed the point of this.

Aussie games development is practically just Indies now, and a lot of those indies invariably turn to the most accessible formats when starting out. That means iOS and mobile before building up the experience to branch out into other areas.

Ken has experience at a big studio, yes, but it takes a brave person to give that up to start from the ground up and see what he/she can achieve on their own terms. Hackycat is a first step, and like mentioned above, Hackycat isn’t a game to dismiss; it’s addictive as hell.

If you want the Aussie development scene to thrive again, Ken and all the guys showcasing games at events like AVCON; these are the guys that you want to be supporting, as they’re the ones that will grow the industry over here.

Thanks.

 

vcatkiller,

um. well think about it more like going from designing hotels that only rich people can afford to building an epic treehouse in your backyard. sure, the treehouse has less money involved and won’t be as famous, but it’ll be personal, i’ll have the freedom to design it how i want to, and it’ll be with my own two hands. i wouldn’t say it’s less stressful – i imagine it’s a bit like being a solo musician without a record deal.

gammad,

sure, there’s piracy on iOS. i’d argue that you don’t lose as many sales, since those who go to the trouble of pirating on iOS don’t typically pay for apps anyway. there’s some evidence that piracy may actually increases sales. anyway, i don’t look down on PC at all – i chose iOS for my first solo game primarily because it’s a market i’m familiar with and interested in. i’d love to work on another PC game in the future.

 

Personal? Yeah whatever. Just don’t expect me to hire you to build a treehouse for me. Beside, I have no desire to buy the right backyard to suit it, if you catch my drift. Could be the most addictive treehouse ever, but I’ll never have the chance to play in it. <_<

 

Wow what’s with all the negative comments. The dudes gone from little old Adelaide, worked as the art director for a pretty major release for 2011 (well.. mind you I personally didn’t like the game, but the only thing I did like was the art design) and now has decided to venture off and do his own thing. I’m not sure if you guys are just trolling because the dude is replying personally in the comments section, or if it’s just jealousy cause the guy has gone off, done things none of you will ever do and now can afford to choose his own path in life.

Sure I won’t personally buy Hackeycat, and I can’t stand the IOS market Fruit Ninja’esque stuff that’s flooding the scene, but I have no doubt that this will appeal to the casual gamer (as I’m guessing it’s supposed to) and the guy will get some extra $ to go off and work on his next project.

Personally I respect the dude for going off to a foreign country, putting his life on hold and getting a chance that alot of us gamers only dream about. Live and let live people. When it’s all said and done, I may not approve of the way certain people live their lives and their life style choices, but who am I to try and try and crush their dreams. Good luck mate.

 

Welcome to Gon Ken. Its like this most days.

 

Hard to feel like he hasn’t shot himself in the foot on this one. Granted it’s what he wants to do and I applaud him for that, but leaving the Spicy Horse development company as the Art Director to make an independent iOS game that might not even turn a profit… seems silly.

 

Oh and regarding Alice: Madness Returns. I finished the game in a few days and I loved every moment of it. The thing that originally got me excited about the game was the art and the styling. All things Ken would have had a major impact on. The art and styling was not only the thing that had me shitting myself with anticipation, but also kept me playing. Loving every minute of the quirkiness of it all.

 

matty:
Welcome to Gon Ken. Its like this most days.

Like you are above it all.

In other news, did you know that Alice’s Adventure in Wonderland is actually about how stupid complex mathematics is?

True story…

 

In other news… something completely unrelated…

and with that – back on topic!

 

Great article, very interesting and best of luck Ken.

 

inz:
Hard to feel like he hasn’t shot himself in the foot on this one. Granted it’s what he wants to do and I applaud him for that, but leaving the Spicy Horse development company as the Art Director to make an independent iOS game that might not even turn a profit… seems silly.

I wouldn’t look at it that way.. its ignoring the circumstances as to why he left in the first place. What I’m more disappointed in is that he has such a great pedigree of game art and yet he throws all that away on people who honestly could care less about what his previous works are.. all they care about is the 99 cent game they can screw around on the train for 5 mins one time… Whereas the Hardcores do care and do appreciate the effort.. if you want a market that will support and help you.. look no further..

This is why I say, don’t knock the PC because its where nearly all the hardcores live and when a hardcore gamer cares.. they usually throw money at it (see Kickstarter).

 

You clowns don’t realize how big ios development is…! just look at the app market, you guys are an absolute disgrace criticizing someone for developing on a mobile platform, everyone in the WORLD has a mobile, get used to it, deal with it,

 

Yeah I’ve seen it…ten billion tonnes of crap and extra tonnes of crap being added daily. You have to produce an exceptional product to stand out above the rest. A game that received “decent reception” doesn’t sound that impressive tbh.

Oh and “everyone in the world has a mobile” is true. Not everybody wants a freakin’ iPhone.

 

inz,

thanks for the applause. profit isn’t my primary motivation… completing a solo project is. i don’t feel like i’ve shot myself in the foot – completing a project on my own should open more career avenues, not close them off.

gammad,

well, firstly, i haven’t thrown anything away. if you leave the traditional games industry for a year they don’t bar you from coming back in :P. i wouldn’t dismiss mobile gamers so readily. the few hundred people who have played early builds of hackycat have been really supportive. also, my pedigree might not be as impressive as you think; which is part of the reason why i’m tackling this challenge.

these comments have been interesting. i think many people imagine a game developer’s dream is to work on a halo or an assassin’s creed… and for many it is. to be honest, alice: madness returns was that dream for me. i got to work with a fantastic team on a well-funded, multi-platform project where i had a huge amount of creative freedom – in an exotic city. it took three years. i might want to do that again sometime, but for me the next adventure is to take all i’ve learnt and apply it to a personal project.

 

You raise some valid points. I guess if the shoe were on the other foot I think I might not as made as braver decision.

Kudos to you :)

 

If Ken Wong stays with the GoN community when December rolls around we all know what his secret santa recipient is going to get in his e-stocking. :D!

But seriously:
“Oh wow, I did not know you bought the game.”
“I didn’t: the art director for Alice: Madness Returns bought it for me for Christmas.”
“…”

 
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