At CAPY, our goal has always been simple: Create unique, beautiful video games that we love… and bring them wherever there is an audience (and ideally, a great controller) to play them. This is our goal with Below. This is our goal with Super TIME Force. This will be our goal with whatever crazy idea we do next.
Lovely retrospective at Eurogamer on the creation of Clash of Heroes (which you should totally play if you haven’t, it’s awesome) amd how it changed CAPY:
That sensation, a well-made thing that acquires an aura of magic, is something every developer would love to capture - yet how few do.
Halfbrick and the importance of planning:
This is also more proof that having a great game is only one part of becoming a profitable developer. You have to have a plan, and be ready to move on your ideas.
Andrew Haydon captures what playwright Mark Ravenhill actually said at the Edinburgh Fringe Festival (warning, non-direct-games-content):
Don’t look for mentors, I would suggest, who are decades older than you. People like me – ignore us. Don’t look for business models from last year. Make it up as you go along. Do everything as if for the first time. As one of the most beautiful men who Scotland ever produced once sang: ‘Rip it up and start again’.
And a science non-games thing for good measure:
Scientism, in this good sense, is not the belief that members of the occupational guild called “science” are particularly wise or noble. On the contrary, the defining practices of science, including open debate, peer review, and double-blind methods, are explicitly designed to circumvent the errors and sins to which scientists, being human, are vulnerable. Scientism does not mean that all current scientific hypotheses are true; most new ones are not, since the cycle of conjecture and refutation is the lifeblood of science.