Kan gao biography sample
Kan Gao Average rating: 4. Kan Gao. PURE Illustrator. Want to Read saving…. Want to Read Currently Reading Read. Error rating book.
Kan gao biography sample: Gao has often been taken as
Refresh and try again. Kan Gao story. What's the current status here and when do you hope it will be finished? I know where 'Finding Paradise' is going. AC: What strikes me most about your games so far is the great sense of storytelling and music. Is it all autodidactic or is there another key? KG: Thanks for the kind words — and I suppose you could say that.
When I started writing these stories and making games, I was quite a quiet kid still somewhat am ; it was kind of how I coped with not having a life, hahah. AC: What is most important for you when writing and developing a game? Not necessarily biographical, but that it comes from somewhere genuine. AC: What do you want to achieve with your games?
AC: Are you planning to use a different game engine for one of your future games? Never know, though. AC: Speaking of future games, in a previous interview I read you were considering doing a Kickstarter for one of your later projects. Created by Kan Gao, the game has attracted a loyal fan base for its innovative storytelling that seeks to explore perhaps the most fundamental question about human existence—what defines the live of a person?
Philosophers argue that it is the experience amassed over a lifetime by the person which defines an individual. In the game, this thesis is tested by a pair of scientists who attempt to alter the memories of a dying man in order to help him to fulfill his dreams and experience a life which he can no longer pursue in health—to go to the moon.
Kan gao biography sample: Kan "Reives" Gao is the
However, when they begin to delve into the man's mind, they discover instead hidden fragments of his memories that together reveal a desire far more than just traveling through space. The game seeks to question whether or not the essence of a person is merely a collection of memories and experiences which, if altered, can redefine the person.
We are privileged to have an opportunity to interview Kan Gao, the founder of Freebird Games. In this brief interview, Gao speaks of his background as an indie developer, the inspirations behind his games, the philosophical and metaphysical themes explored in To the Moon, the importance of a good narrative, and what lies in the future for Freebird Games.
Check out our gallery of rare and previously unpublished concept and production art from To the Moon. What inspired you to become a game developer? What was your educational background that helped you to pursue this career? What were your favorite role-playing and adventure games of yesteryear?
Kan gao biography sample: Kan Gao is a masterful storyteller
I grew up in Asia, and a lot of the games I loved as a kid were titles that are obscure here since they were never localized. One particular RPG childhood favourite was Tun Town, which was about a boy who could speak to animals partaking in a war between the cats and dogs of a town. The writing was humorous, and the overall experience was really whimsical.
What literal such as books and films influences or personal experiences did you draw from for the story in To the Moon?
Kan gao biography sample: Biography. I qualified in medicine
In its core, To the Moon was started as an attempt to turn some unfortunate personal events into something that was hopefully positive. One of them included my grandfather falling ill, which made me wonder about the inevitability of death and whether there would be things that I'd regret on my deathbed. There were also some media influences; most notably Eternal Sunshine of the Spotless Mind and Memento for the storytelling devices.
What adventure games would you rate highly? As for great adventure games, in recent memory, I think the Blackwell series and Gemini Rue are good examples. There is certainly an RPG flavour present throughout the game despite its lack of turn-based gameplay. Are you a fan of old-school RPGs? Though many of the old-school RPGs I played back then were foreign.
I loved playing through them for the stories, which definitely helped to shape what To the Moon ended up being. How would you describe the characters of Dr. Eva Rosalene and Dr. Neil Watts? Would it be fair to say that their contrasting personalities and beliefs are integral to the story of the game? From a 4th wall perspective? Yes, I think it plays an important role in providing catharsis by offering different points of view.
There is a moment in the game where Dr. Rosalene finds painkillers belonging to Dr. What is the significance of this moment? Do you personally believe that Johnny should have kept his memories, or altered them? The game also has a strong sense of humour — is humour important when dealing with such serious themes? It can go wrong in the other direction as far as pacing and timing go, though, and I think there are always things to be improved on in that department for the future episodes.
What engine was used to create the game?