Kee-Won Hong's Blog
Hi, my name is Kee-Won Hong and I'm an independent game developer in the Chicago Area. I've been working as a developer for the past 9 years, including building mobile games at the Chicago based 'Toy Studio Games'.
In 2013 I successfully completed a Kickstarter for 'Contract Work', the first title for my studio Iterative Games. Contract Work is a cyberpunk 2d shooter with rpg elements, build entirely in HTML5.
I'm also the founder and co-host of 'The Chicago Gametrepreneur Show', a roundtable discussion on business and gaming in the Chicagoland area.
Like Contract Work on Facebook: https://www.facebook.com/ContractWorkGame
Follow me on Twitter: https://twitter.com/keewonhong
Subscribe to The Chicago Gametrepreneur Show on iTunes: http://bit.ly/1q15w0C
In March 2013, I ran a 30 day Kickstarter for my cyberpunk 2d shooter 'Contract Work'; Although the campaign was a success, the initial public release was a dismal failure. This is a full breakdown of the money numbers and my postmortem thoughts.
A response to Puppy Games Blog Post 'Because You're Worthless: The Dark Side of Indie PR'. The reasons why in a crowded and competitive indie market that building loyal fans is more important than ever.
Working from Simon Sineks famous 'Start With Why' Ted Talk, we examine the importance of finding your WHY and how it can inspire people to become your customers and fans, even in a crowded indie market.
The danger of survivor bias, the lone genius myth and the power of sharing your failures.
This is a response to my post Mistakes Were Made, and focuses on some things that have been helping me on the emotional/mental side. I discuss the dangers of crunch, the wonder of flow and my path to recovery from burnout.
Itís been about a year since my Contract Work Kickstarter succeeded and while things are good, they arenít all I hoped. After Kickstarter, the game barely sold any copies and received awful reviews. Mistakes were definitely made Ė hereís my short list.
Kee-Won Hong's Comments
[Blog - 09/04/2014 - 06:08]
Great advice Andy. Part of ...
Great advice Andy. Part of the problem that my initial attempt had was just my crazy timeline - I needed to come up w/a concept for the Kickstarter and provide a playable prototype, get the Kickstarter funded, then deliver the final version of the game in 6-9 months. It didn ...
[Blog - 08/18/2014 - 10:23]
[Blog - 07/15/2014 - 06:24]
[Blog - 07/16/2014 - 10:37]
Like the poster above, what ...
Like the poster above, what I 've been doing to fight imposter syndrome is attempting to be honest with EVERYTHING. Working to be honest until it hurts. And its been really great One, you no longer feel like you have to hide anything you 've already admitted you feel like ...
[Blog - 07/12/2014 - 06:06]
Hi Kenneth - I recently ...
Hi Kenneth - I recently wrote an article on Gamasutra that provided some thoughts about how you can create a loyal and engaged fan base through inspiration - http://ubm.io/1tNXZZh I 'm no expert, but you might find some useful ideas there . r n r nI would also recommend some ...
[Blog - 06/19/2014 - 05:10]