Kevin D. Saunders is an American video game designer and producer, best known for his roles in developing ' (Producer and Lead Designer), ' (Producer), and ' (Project Director).
Kevin Saunders created his first game at just six years old, building a ZX81 version of the Intellivision title Astrosmash. His enthusiasm for programming carried into his college years, where he focused on building AI systems for naturalâÂÂlanguage processing. His graduate work in environmental engineering involved multiâÂÂday lab experiments that required roundâÂÂtheâÂÂclock monitoring, giving him long stretches of downtime that he used to explore online games. Saunders earned his Bachelor of Science and graduated with a Master of Engineering degree from Cornell University.
Saunders' graduate work opened the door to his career at Nexon, as director and lead designer on ', one of the earliest MMOGs when it launched in 1998. He went on to design and produce Shattered Galaxy, the first MMO realâÂÂtime strategy game, which won multiple awards at the 2001 Independent Games Festival and won of Best Multiplayer Strategy Game of 2001 from GameSpot. Saunders as the producer of Shattered Galaxy was also a guiding voice behind its design philosophyâÂÂemphasizing teamwork, tactical coordination, and player cooperation over traditional RTS resourceâÂÂgathering. He went on to work as a designer at Westwood Studios as part of Electronic Arts (on ' and ), before becoming a senior designer and producer at Obsidian Entertainment (on , Mask of the Betrayer, ', Aliens: Crucible, and Dungeon Siege III). He next joined inXile Entertainment, where he served in a production role on Wasteland 2 before helping ' become, at the time, the most successful Kickstarter ever. He served as project director on Torment, having taken over full development once initial preâÂÂproduction was complete, as the project lead for Tides of Numenera, overseeing its successful Kickstarter and managing the entire development team and project until his 2015 departure from inXile. He then returned to Nexon, where he served as Head of Studio on the company's Nebula project. His last game work was for Arcanity, providing story, design, and production assistance on Tanzia.
In addition to this work, Saunders served as Creative Director at Alelo, where he led the development of an award-winning language-learning RPG. Saunders also authored a college text on game interface design (Game Development Essentials: Game Interface Design). He served as the principal NLP designer at Embodied, the company behind the children's social robot Moxie. In 2019, he coâÂÂfounded Digimancy Entertainment, an independent studio dedicated to narrativeâÂÂdriven RPGs and hybrid RPG titles