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What has been the biggest, nonobvious, change in the industry since you entered it to now?

I think it's that the stakes just seem a little higher. I always think back to working on Fallout, and it sounds bad to say in some ways, but it was just a game we were working on, right? I was 26. I first started testing games when I was 21. And back then it was just, "Hey, this was a game we're making and then we're gonna make another game, then we're gonna make another game, we're gonna make another game."

 

And we kind of did it all in sort of 18 to 24 month cycles, 12 to 24 month cycles. And we kind of didn't know what we didn't know. And so really that's what it was. Today it's just because the games are so expensive to make when you're working in a job-like space. And that's really what, I think that's for me, that's the big change.
 

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