The deeper point: a release date isn't something that happens to you. It's a decision you own from day one, or fail to.
Wrote the whole thing up here. Both sides of it.
https://t.co/8SWE19KRBs
In 2003, on my first game, an EA exec told the team how lucky we were that no GTA was releasing that year. You could feel the relief in the room.
Then I spent 12 years at Rockstar building the thing everyone else was relieved to avoid.
In 2003 we had an open lane to run to. These studios don't. They all ran to the same corner of the same room. And GTA 6 erases the conversation 8 weeks later anyway.
@GTAVI_Countdown I remember working on this scene, around 2007. These cinematics were runining in real-time, inside the open-world, juggling streaming textures and animation data, and a ton of work to bring that old motion capture to a decent state. Mocap systems have come a long way!
This is one of the most understated narrative pieces of content in #Mindseye I had a ton of fun directing the narrative development and performance. @VOKirk gave it all the soul and feel I could hope for in the VO session. Legend.
https://t.co/SJs4ZZtC8U
I take a ton of memories with me after my last project. When I joined in 2018 we were a team of 40. By 2025 we were over 500. I worked with some amazing talent, both in the performance arts and dev. Here's a snap after a long day of shooting on-set. #GameDevelopment
@rougemocap And thank you to the fans! Truly, seeing the community wanting to know more about the project and supporting it made us want to pour over every detail of the story and visual polish. We all started in this industry because we love creating worlds and bringing these things to life
Quick update to announce that, after my departure from Build a Rocket Boy where I spent the last 8 years of my career bringing @MindsEyeGame to life, I have since joined @ElsewhereEnter's project as their Cinematic Director. Stay tunned!
https://t.co/4dncduw0df