MEET THE DEVELOPER

A hopeful romantic

How the creator of Monument Valley made a love story for the ages. Tap to read.

Florence

A story about love and life

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Florence is a 2018 Apple Design Award winner. This award celebrates the creative artistry and technical achievement of developers who set the standard for app design and innovation on Apple platforms

Ken Wong, founder and creative director of the Melbourne-based game maker Mountains, bucked a few trends when creating Florence. For this interactive graphic novel about a blossoming romance, he not only decided to make the protagonist a woman, but a woman of Asian heritage who dates a South Asian man.

“It didn’t even really cross my mind as a major decision; it was just part of fleshing out the characters,” Wong said. “At the same time, it opened up a lot of interesting possibilities, because their identities could play as part of the story.”

Here, the 36-year-old creator shares what it was like to come into his own after working on a groundbreaking game, and why the company’s location was so important to its success.

Ken Wong receiving an Apple Design Award at this year’s Worldwide Developers Conference.

What were your biggest challenges, and how did you overcome them?
Usually when you start an independent studio, you do it with your friends or people you’ve worked with before. In my naivete, I washed up in Melbourne and opened a studio on my own, and I found myself with a really diverse team of talents that hadn’t worked together before. We had to learn how to communicate, how each person thinks and creates. It’s not to say I wouldn’t do it again that way, because I’m really proud of the team and what we each brought to the table.

When you started out, how, when and where did you work on the app?
From the very early days, we had our office in a co-working space called the Arcade, which is all gaming companies. There are about 30 of us all under one roof. We are a really small team, but we have all these sister companies that we can go to for advice or to borrow equipment.

What turned out to be easier the you expected?
Everything was pretty hard.

At what point did you realise that you could pull this all off?
When we could play the game from start to finish for the first time. It was really rough at that point: there was no music and we didn’t have all the levels, and the ending was a little different. But it felt to me like, “OK, we’re going to get there.”

What advice would you give to your younger self?
Don’t take things so seriously, and spend time and energy on enjoying life outside of work.

Whats next for you?
We’re working on our next game – but it’s a bit too early to reveal anything!