WEBVTT 00:01.000 --> 00:06.000 Alright, we're at the big conference in Bilbao and it's very nice to be here once again. 00:06.000 --> 00:11.000 And it's especially nice today, we're here joined by Mr. Bakaba, so thank you so much for joining us. 00:11.000 --> 00:15.000 Because we talked, I think it was two years ago, and it was remote, sadly. 00:15.000 --> 00:18.000 So now we get to meet you in person, thank you so much for being here. 00:18.000 --> 00:19.000 Are you enjoying the event so far? 00:19.000 --> 00:23.000 Yes, I am. Just arrived, but it's really nice. 00:23.000 --> 00:30.000 I've been seeing it through a little window and reports on Twitter last time we talked. 00:30.000 --> 00:32.000 So it's nice to be actually here in person. 00:32.000 --> 00:36.000 Back then we were talking about Deathloop mostly. 00:36.000 --> 00:41.000 The game had been out for a while, so we were looking back at the development, at the design. 00:41.000 --> 00:43.000 Game design mostly, of course. 00:43.000 --> 00:49.000 And you told me, you know, we wanted to do a game that can be hated by someone, 00:49.000 --> 00:54.000 some people can be loved by some other people, but will leave nobody indifferent. 00:54.000 --> 00:59.000 I know we can't talk about the elephant in the room, but is that your motto going forward? 00:59.000 --> 01:03.000 Is that something that you want to do with your games, to convey? 01:03.000 --> 01:14.000 I think if you forbid yourself, you know, if you forbid the potentiality for hate, 01:15.000 --> 01:17.000 I think it's too limiting. 01:17.000 --> 01:23.000 Then you try to satisfy everyone, and everyone is like, yeah, it's okay, I guess. 01:23.000 --> 01:27.000 But we still want to go for love. 01:27.000 --> 01:30.000 Like we still want to do, like that's what Arkane does. 01:30.000 --> 01:33.000 We want to surprise and delight all the time. 01:33.000 --> 01:39.000 So just convenience wouldn't work for this team. 01:39.000 --> 01:41.000 Like that's not what we do. 01:42.000 --> 01:45.000 And back then we also had, the pandemic was very recent still, 01:45.000 --> 01:51.000 so we talked a little bit about, you know, the sort of loop we lived in with the pandemic. 01:51.000 --> 01:54.000 And it was very convenient to have some games such as Deathloop, 01:54.000 --> 01:57.000 or we talked about Death Stranding, for example. 01:57.000 --> 02:03.000 But how do you feel about that now, about the surge of loop-based games, 02:03.000 --> 02:07.000 roguelike games, there's a lot of even AAA games now introducing 02:07.000 --> 02:10.000 sort of loop-based or roguelike-based mode. 02:10.000 --> 02:13.000 How do you feel about that in terms of the genre itself? 02:13.000 --> 02:22.000 Well, I would say that, in general, what those games do very well 02:22.000 --> 02:27.000 is make the players really enjoy the mechanic, you know. 02:27.000 --> 02:33.000 So when it's a pure roguelite, then you will learn a set of mechanics 02:33.000 --> 02:34.000 and use them again and again. 02:34.000 --> 02:38.000 And if it's well made, there is also a story that progresses along with it. 02:38.000 --> 02:42.000 But it's all about the challenge and succeeding, right? 02:43.000 --> 02:46.000 I think it's really interesting what we're seeing with AAA games, 02:46.000 --> 02:52.000 like, you know, God of War just released its expansion. 02:52.000 --> 02:58.000 It is that some people will have already finished God of War twice. 02:58.000 --> 03:01.000 New game, new game plus, maybe once more, you know. 03:01.000 --> 03:04.000 And they have a really good grasp of the mechanics, 03:04.000 --> 03:08.000 but a lot of players will have finished it just once for the story, 03:08.000 --> 03:10.000 and by the end of the game, they're like, 03:10.000 --> 03:13.000 oh, this feels really good, but then the game ends. 03:13.000 --> 03:19.000 And I think the opportunity to play through those kind of loops again and again 03:19.000 --> 03:23.000 and be surprised and seeing some different things, interesting things, 03:23.000 --> 03:25.000 that allows you to go deeper with the mechanics 03:25.000 --> 03:29.000 and to touch a little bit of the mastery, you know. 03:29.000 --> 03:33.000 Like, the promise for me is like, okay, I finished God of War once, 03:33.000 --> 03:37.000 but I've seen those crazy combo videos on the internet. 03:37.000 --> 03:41.000 So the promise is kind of, well, if you play this DLC, 03:41.000 --> 03:43.000 after a while, you will be that, 03:43.000 --> 03:46.000 and you will not be repeating the exact same thing over and over, 03:46.000 --> 03:51.000 because it changes, there is some randomness, some surprise to it. 03:52.000 --> 03:55.000 So yeah, I think it's interesting. 03:55.000 --> 03:58.000 Are loops something that you would like to explore further in the future? 03:59.000 --> 04:03.000 I don't know, like right on the top of my head, I think we... 04:03.000 --> 04:10.000 Well, I think the way I see games is I want to explore something each time, 04:10.000 --> 04:15.000 and I don't know, maybe, who knows, 04:15.000 --> 04:17.000 but it's not something that is in my mind, 04:17.000 --> 04:20.000 that's something that I would like to try again. 04:20.000 --> 04:22.000 Like, I'm not saying anything, 04:22.000 --> 04:26.000 but even imagine if one day I wanted to make a sequel for Deathloop. 04:26.000 --> 04:28.000 One day, who knows? 04:28.000 --> 04:30.000 Maybe it's not a loop game, who knows? 04:30.000 --> 04:31.000 You see, I like to... 04:31.000 --> 04:32.000 Death, not loop. 04:32.000 --> 04:33.000 Who knows? 04:33.000 --> 04:36.000 But the point being, 04:39.000 --> 04:43.000 I like to see each game as its special thing, 04:43.000 --> 04:45.000 even when you're doing a sequel. 04:45.000 --> 04:48.000 Even when we did the sequel to Dishonored, with Dishonored 2, 04:48.000 --> 04:52.000 there is a lot that you can find in common between those two games, 04:52.000 --> 04:55.000 but there were some very special things we wanted to explore, 04:55.000 --> 04:57.000 to develop with it, 04:57.000 --> 05:03.000 so it's not just, let's take the same things and put them here 05:03.000 --> 05:05.000 and make some money with it. 05:05.000 --> 05:08.000 It was really, we have a story to tell, 05:08.000 --> 05:10.000 we have some themes to explore, 05:10.000 --> 05:13.000 we want to create this new location 05:13.000 --> 05:17.000 and explore more of the world and the settings. 05:18.000 --> 05:21.000 Yeah, I think it's all about the intention. 05:21.000 --> 05:26.000 If tomorrow, Sébastien Mitton wakes up with a crazy idea 05:26.000 --> 05:28.000 that means that you have to live the same day over and over, 05:28.000 --> 05:29.000 why not? 05:29.000 --> 05:30.000 But otherwise... 05:31.000 --> 05:33.000 Two things, one about Deathloop still, 05:33.000 --> 05:34.000 and then one about Dishonored. 05:34.000 --> 05:36.000 First thing is, we've said, 05:36.000 --> 05:38.000 roguelikes, loops were trendy, 05:38.000 --> 05:42.000 but if one keyword is trendy this year, that's AI, right? 05:42.000 --> 05:45.000 And in Deathloop, we have 2bit, 05:45.000 --> 05:48.000 which sort of explains to you what's going on, 05:48.000 --> 05:51.000 and we've seen this with AI this year in the real world. 05:51.000 --> 05:55.000 So, you know, Deathloop was sort of foreseen some things 05:55.000 --> 05:57.000 and the loop we lived. 05:57.000 --> 05:59.000 What can you tell us about AI and about that concept 05:59.000 --> 06:00.000 and about that character 06:00.000 --> 06:03.000 and about this whole AI thing going forward in games? 06:04.000 --> 06:07.000 Well, if it was for 2bit, 06:07.000 --> 06:09.000 I think what's interesting with 2bit is... 06:10.000 --> 06:12.000 But well, for 2bit, 06:12.000 --> 06:15.000 I think one of the explorations that is interesting 06:15.000 --> 06:17.000 is the fact that it is actually not an AI, 06:17.000 --> 06:18.000 it's a cyborg, 06:18.000 --> 06:24.000 because it has a little piece of the brain of Igor in it. 06:24.000 --> 06:27.000 So what was interesting is, 06:27.000 --> 06:30.000 what's still human in this character, 06:30.000 --> 06:34.000 even though it communicates in a very unnatural way, 06:34.000 --> 06:38.000 it is not like anyone else on the island, 06:38.000 --> 06:40.000 he's very... 06:40.000 --> 06:43.000 In some way, he knows more than everyone, 06:43.000 --> 06:45.000 but at the same time, 06:45.000 --> 06:47.000 he cannot tell them, 06:47.000 --> 06:49.000 because there is not the recordings to do so. 06:49.000 --> 06:52.000 Like actually, one of the... 06:52.000 --> 06:54.000 There was an old video game, 06:54.000 --> 06:55.000 like an adventure game, 06:55.000 --> 06:57.000 that had a name that was very evocative, 06:57.000 --> 06:59.000 a cyberpunk game that's called 06:59.000 --> 07:01.000 I Have No Mouth But I Must Scream. 07:02.000 --> 07:06.000 And actually, I feel that 2bit kind of expresses that. 07:06.000 --> 07:08.000 It expresses the... 07:08.000 --> 07:10.000 Maybe there is something human there, 07:10.000 --> 07:13.000 but through the way the technology is designed, 07:13.000 --> 07:19.000 it cannot actually connect with others on this island. 07:19.000 --> 07:26.000 So the story of 2bit is a little bit like Colt's story, 07:26.000 --> 07:28.000 except that contrary to Colt, 07:28.000 --> 07:31.000 he doesn't have Juliana, who is the other person, 07:31.000 --> 07:33.000 because Colt remembers, right? 07:33.000 --> 07:35.000 He's one of the few people on the island 07:35.000 --> 07:37.000 that remembers the loop. 07:37.000 --> 07:40.000 So any interaction he would have with anyone on the island 07:40.000 --> 07:45.000 will be voided after one day. 07:45.000 --> 07:47.000 So he cannot build any relationship. 07:47.000 --> 07:50.000 And the only relationship that has been built 07:50.000 --> 07:54.000 is with his enemy, with Juliana. 07:54.000 --> 07:56.000 But 2bit is in a weird place. 07:56.000 --> 07:58.000 He's locked in a room, cannot move around. 07:58.000 --> 08:02.000 There is something very tragic in this character. 08:03.000 --> 08:05.000 But the whole thing about human beings 08:05.000 --> 08:09.000 putting something of themselves in machines, 08:09.000 --> 08:12.000 whether physical or metaphorically, 08:12.000 --> 08:16.000 and then that machine being, 08:17.000 --> 08:21.000 in the case of 2bit, more human than most. 08:21.000 --> 08:23.000 Well, it's a very sci-fi thing, 08:23.000 --> 08:26.000 what makes a human, what makes a machine. 08:26.000 --> 08:30.000 And it's both a funny and sad character at the same time. 08:30.000 --> 08:37.000 So that's why when we added the epilogue to Deathloop, 08:37.000 --> 08:40.000 we had to include him in the epilogue 08:40.000 --> 08:42.000 because he's such a special character. 08:42.000 --> 08:44.000 Alright, and you mentioned Dishonored. 08:44.000 --> 08:46.000 I'm a huge fan of the first game. 08:46.000 --> 08:48.000 And of course we could feel excitement 08:48.000 --> 08:51.000 about the potential announcement of a third entry. 08:51.000 --> 08:52.000 How do you feel about this? 08:52.000 --> 08:54.000 How do you feel about the anticipation 08:54.000 --> 08:56.000 and the excitement that there is? 08:56.000 --> 08:59.000 And how do you feel about the climate right now 08:59.000 --> 09:01.000 to perhaps introduce an immersive scene? 09:01.000 --> 09:06.000 Because they are not as trendy as they were 10 years ago. 09:06.000 --> 09:09.000 So how do you feel about the whole Dishonored 3 thing? 09:09.000 --> 09:13.000 Well, first of all, I think a few years ago, 09:13.000 --> 09:15.000 Sébastien and I said, 09:15.000 --> 09:17.000 we're kind of done with Dishonored. 09:17.000 --> 09:19.000 And I don't think people heard us, but... 09:19.000 --> 09:21.000 You can repeat it now. 09:21.000 --> 09:25.000 Well, it's the thing that we loved what we created, 09:25.000 --> 09:27.000 but we spent eight years. 09:27.000 --> 09:29.000 Eight years of our lives. 09:29.000 --> 09:33.000 And a studio like Arkane, we like to create new things. 09:33.000 --> 09:35.000 We like to challenge ourselves. 09:35.000 --> 09:37.000 So, yeah. 09:37.000 --> 09:39.000 Sébastien and I, at least, 09:39.000 --> 09:41.000 you know, it wasn't even in question 09:41.000 --> 09:44.000 that after Deathloop we would not be doing Dishonored. 09:44.000 --> 09:46.000 But, well, who knows? 09:46.000 --> 09:49.000 It might have happened in another world, another timeline. 09:49.000 --> 09:52.000 But this is the timeline where we are really... 09:52.000 --> 09:54.000 We really wanted to make something, 09:54.000 --> 09:56.000 you know, again, surprise and delight. 09:56.000 --> 09:57.000 The same way people were like, 09:57.000 --> 09:59.000 what is this when they saw Deathloop? 09:59.000 --> 10:00.000 The same way we hope they say, 10:00.000 --> 10:03.000 what is this when they play our new game? 10:03.000 --> 10:06.000 So, I think it's... 10:06.000 --> 10:10.000 But as for, you know, what you mentioned, which is... 10:10.000 --> 10:13.000 Generate self, immersive sims. 10:13.000 --> 10:18.000 I'd say there has never been as many immersive sims 10:18.000 --> 10:20.000 developed at the same time as now, 10:20.000 --> 10:22.000 thanks to the indie developers. 10:22.000 --> 10:25.000 Just today I learned with one of your colleagues 10:25.000 --> 10:28.000 about an immersive sim I have never heard of, 10:28.000 --> 10:31.000 that's called Fortune's Run. 10:31.000 --> 10:33.000 Looks very intriguing on the Steam page. 10:33.000 --> 10:38.000 But there is so many, like, Control-Alt-Ego. 10:38.000 --> 10:40.000 There is so many indie immersive sims right now. 10:40.000 --> 10:42.000 Gloomwood. 10:42.000 --> 10:45.000 I don't think it has ever happened in the industry 10:45.000 --> 10:47.000 that there is more than one or two immersive sims 10:47.000 --> 10:49.000 being made at the same time. 10:49.000 --> 10:51.000 So, I would dare to say 10:51.000 --> 10:54.000 that maybe this is a golden age for this genre 10:54.000 --> 10:56.000 because there is some big studios like us 10:56.000 --> 10:58.000 that are doing them. 10:58.000 --> 11:00.000 There is some indie studios 11:00.000 --> 11:03.000 that are doing them very differently, of course. 11:03.000 --> 11:07.000 And what I've always thought about immersive sims 11:07.000 --> 11:09.000 is that they are not a genre. 11:09.000 --> 11:11.000 They are design philosophy 11:11.000 --> 11:13.000 that can apply to various genres. 11:13.000 --> 11:16.000 If you take Dark Messiah of Might and Magic, 11:16.000 --> 11:18.000 it's a fighting game, action game. 11:18.000 --> 11:21.000 If you take Dishonored, it's more of a stealth game. 11:21.000 --> 11:26.000 If you take Prey, more of a horror, survival, 11:26.000 --> 11:29.000 psychological horror in space. 11:29.000 --> 11:31.000 And even beyond Arkane, 11:31.000 --> 11:34.000 if you take Raphael Colantonio, 11:34.000 --> 11:37.000 the founder of Arkane's latest game, Weird West, 11:37.000 --> 11:39.000 it is a top-down RPG 11:39.000 --> 11:42.000 with a twin-stick gameplay, in a sense. 11:42.000 --> 11:45.000 But they are immersive sims in the sense that 11:45.000 --> 11:49.000 they are using this design philosophy 11:49.000 --> 11:52.000 and applying it in a genre. 11:52.000 --> 11:55.000 And that's what's special. 11:56.000 --> 11:58.000 I would say that maybe it's possible 11:58.000 --> 12:00.000 to make a racing immersive sim. 12:00.000 --> 12:02.000 I have never thought about it myself, 12:02.000 --> 12:04.000 but maybe someone will, 12:04.000 --> 12:08.000 because Ultima 7 was an immersive sim. 12:08.000 --> 12:10.000 There was a lot of talk at the studio 12:10.000 --> 12:15.000 about Divinity Original Sin 2. 12:17.000 --> 12:20.000 Zelda, even, some might argue. 12:21.000 --> 12:24.000 Well, of course, it's a philosophical argument, 12:24.000 --> 12:26.000 but the whole thing is, 12:26.000 --> 12:29.000 I think this philosophy can apply to various genres. 12:29.000 --> 12:32.000 And right now, I don't think there has ever been 12:32.000 --> 12:37.000 as many games inspired by the immersive sims philosophy 12:37.000 --> 12:40.000 or directly derived from the immersive sims philosophy 12:40.000 --> 12:42.000 at the moment of time. 12:42.000 --> 12:45.000 So, yeah, I think it's exciting. 12:45.000 --> 12:47.000 And even us at Arkane, 12:47.000 --> 12:51.000 after Dishonored, Deathloop, Prey, etc., 12:51.000 --> 12:53.000 people take us seriously 12:53.000 --> 12:57.000 when we say we're making an immersive sim. 12:57.000 --> 12:59.000 They take us seriously. 12:59.000 --> 13:01.000 They're not like, oh, this niche thing. 13:01.000 --> 13:03.000 People know that those can be successful, 13:03.000 --> 13:05.000 can have an appeal. 13:05.000 --> 13:07.000 It's not, I think, 13:07.000 --> 13:09.000 and that will be weird 13:09.000 --> 13:12.000 because of the fact that our studio is named Arkane, 13:12.000 --> 13:14.000 but it is not an Arkane, 13:14.000 --> 13:18.000 like secretive alchemy thing anymore. 13:18.000 --> 13:21.000 It is something that you can read some papers 13:21.000 --> 13:23.000 about how immersive sims are made. 13:23.000 --> 13:25.000 You can watch our conferences. 13:25.000 --> 13:27.000 You can actually come to us and ask us, 13:27.000 --> 13:29.000 hey, and we will, you know, 13:29.000 --> 13:31.000 Dana, Nightingale, myself, 13:31.000 --> 13:33.000 like a lot of us would be actually happy 13:33.000 --> 13:35.000 to talk with fellow developers 13:35.000 --> 13:37.000 to tell us all our secrets 13:37.000 --> 13:39.000 because we like this kind of games. 13:39.000 --> 13:42.000 We like seeing this influence in other kinds of games. 13:42.000 --> 13:45.000 And, you know, we are confident in what we do, 13:45.000 --> 13:47.000 so we are pretty happy that others are doing it. 13:47.000 --> 13:49.000 That's very interesting and closing one. 13:49.000 --> 13:51.000 We've been talking about game design, 13:51.000 --> 13:53.000 which is your sort of main thing 13:53.000 --> 13:55.000 and the whole definition of immersive sims. 13:55.000 --> 13:58.000 We also talked about with Harvey Smith back in the day. 13:58.000 --> 14:00.000 But now I want to ask you something 14:00.000 --> 14:02.000 that I asked him as well, which is about the studio. 14:02.000 --> 14:05.000 You being head of the studio for some years now 14:05.000 --> 14:07.000 and also the acquisition 14:07.000 --> 14:10.000 and how you guys feel inside the new environment 14:10.000 --> 14:12.000 and the whole thing. 14:12.000 --> 14:14.000 How is it changing the way you work, if at all? 14:14.000 --> 14:17.000 What can you tell me about studio thing? 14:17.000 --> 14:19.000 So the first thing is, 14:19.000 --> 14:22.000 yeah, two years that I'm studio director, 14:22.000 --> 14:26.000 that's super weird still for me in a way, 14:26.000 --> 14:29.000 but actually I had good advices. 14:29.000 --> 14:32.000 Because going in, it was terrifying. 14:32.000 --> 14:34.000 When Todd Vaughn approached me and said, 14:34.000 --> 14:36.000 hey, do you want to run the studio? 14:36.000 --> 14:38.000 I think it would be a good idea, etc. 14:38.000 --> 14:40.000 I was like, wait a minute. 14:40.000 --> 14:42.000 What does that mean? 14:42.000 --> 14:45.000 And he said something very interesting. 14:45.000 --> 14:47.000 He said, 14:47.000 --> 14:49.000 the game is the studio 14:49.000 --> 14:51.000 and the studio is the game. 14:51.000 --> 14:54.000 Because the studio exists to make the game 14:54.000 --> 14:56.000 and it's the game that determines 14:56.000 --> 14:58.000 the existence of the studio. 14:58.000 --> 15:00.000 And you organize to make this kind of game. 15:00.000 --> 15:03.000 So because you are the one 15:03.000 --> 15:05.000 spearheading the game, 15:05.000 --> 15:07.000 you know best 15:07.000 --> 15:09.000 how the studio should organize 15:09.000 --> 15:12.000 in order to make that same game. 15:12.000 --> 15:14.000 That's why we want creatives 15:14.000 --> 15:16.000 as studio heads 15:16.000 --> 15:18.000 rather than just managers. 15:18.000 --> 15:20.000 And I was like, 15:20.000 --> 15:23.000 but that makes sense. 15:23.000 --> 15:25.000 I can see that. 15:25.000 --> 15:27.000 And then of course I look at 15:27.000 --> 15:29.000 other studios I admire. 15:29.000 --> 15:33.000 You know, Todd Howard in Bethesda. 15:33.000 --> 15:36.000 You know, at the time, 15:36.000 --> 15:40.000 Shinji Mikami was head of Tango. 15:40.000 --> 15:43.000 Harvey in Austin. 15:43.000 --> 15:47.000 Raf was the head of Arkane 15:47.000 --> 15:49.000 when he was here. 15:49.000 --> 15:51.000 So actually I was like, wait a minute. 15:51.000 --> 15:55.000 My models are not only directors. 15:55.000 --> 15:58.000 They are also running a studio that doesn't... 15:58.000 --> 16:00.000 Hideo Kojima. 16:00.000 --> 16:01.000 You see what I mean? 16:01.000 --> 16:03.000 A lot of great creators 16:03.000 --> 16:05.000 that no one would say 16:05.000 --> 16:07.000 are not great designers, 16:07.000 --> 16:09.000 great artists, great creators. 16:09.000 --> 16:14.000 Are also running their teams. 16:14.000 --> 16:16.000 So when I saw all that, 16:16.000 --> 16:18.000 I was like, yeah, well, maybe this is possible. 16:18.000 --> 16:20.000 Maybe there is a way for me. 16:20.000 --> 16:21.000 And I've been working hard 16:21.000 --> 16:23.000 and doing some coaching 16:23.000 --> 16:25.000 and working with my leadership team, 16:25.000 --> 16:26.000 hiring some people to do the things 16:26.000 --> 16:28.000 that I suck badly at 16:28.000 --> 16:30.000 so I don't have to do something 16:30.000 --> 16:32.000 that I don't know how to do. 16:32.000 --> 16:34.000 And that's been a good experience. 16:34.000 --> 16:38.000 I think the studio is very... 16:38.000 --> 16:40.000 Again, the studio is a game. 16:40.000 --> 16:43.000 So we are very focused on making the game. 16:43.000 --> 16:47.000 We've been doing that since I'm in charge. 16:47.000 --> 16:50.000 It's like, how do we make 16:50.000 --> 16:52.000 the best environment possible 16:52.000 --> 16:55.000 for great things to happen between people? 16:55.000 --> 16:57.000 You see what I mean? 16:57.000 --> 17:01.000 And then that makes you question your processes. 17:01.000 --> 17:02.000 Does this process exist 17:02.000 --> 17:05.000 because we have never done otherwise? 17:05.000 --> 17:06.000 Or does it exist because 17:06.000 --> 17:09.000 it's the best way to do things? 17:09.000 --> 17:13.000 If it exists because that's the only thing we know, 17:13.000 --> 17:14.000 is it efficient? 17:14.000 --> 17:16.000 Is it what makes people happy? 17:16.000 --> 17:19.000 How can we find the right balance 17:19.000 --> 17:23.000 between the great flexibility 17:23.000 --> 17:27.000 that allows for genius ideas to emerge 17:27.000 --> 17:29.000 and at the same time be square enough 17:29.000 --> 17:31.000 that we deliver on quality 17:31.000 --> 17:34.000 and that no one has to crunch 17:34.000 --> 17:36.000 and people don't lose their job 17:36.000 --> 17:38.000 or go into burnout and shit. 17:38.000 --> 17:41.000 So it's an adventure. 17:44.000 --> 17:48.000 So as I said, I have great inspirations. 17:48.000 --> 17:50.000 I had this discussion with Todd Vaughn, etc. 17:50.000 --> 17:55.000 And also I saw a great conference from Jesse Schell 17:55.000 --> 17:56.000 who wrote Art of Game Design. 17:56.000 --> 17:58.000 So he made a conference about... 17:58.000 --> 18:00.000 I don't remember the name of the conference, 18:00.000 --> 18:02.000 so I will butcher it, but it's on YouTube. 18:02.000 --> 18:04.000 It's a conference about 18:04.000 --> 18:06.000 him going from being a designer 18:06.000 --> 18:08.000 to running a studio. 18:08.000 --> 18:10.000 And that conference was enlightening 18:10.000 --> 18:13.000 because I will spoil the entire conference 18:13.000 --> 18:16.000 because he made a lot of very interesting points. 18:16.000 --> 18:20.000 And then it ends by, well, you know what? 18:20.000 --> 18:22.000 You're designing your studio 18:22.000 --> 18:25.000 just like you're designing your game. 18:25.000 --> 18:26.000 There is a lot of overlap. 18:26.000 --> 18:28.000 There is a lot of that logic 18:28.000 --> 18:30.000 that still makes sense. 18:30.000 --> 18:32.000 And I was like, okay. 18:32.000 --> 18:34.000 That was a good talk. 18:34.000 --> 18:35.000 Very well said. 18:35.000 --> 18:36.000 But at the same time, 18:36.000 --> 18:37.000 I see the truth of this. 18:37.000 --> 18:39.000 Because as a game designer, 18:39.000 --> 18:40.000 you're making systems. 18:40.000 --> 18:44.000 You're watching for inefficiencies. 18:44.000 --> 18:47.000 You're trying to predict flows. 18:47.000 --> 18:48.000 And you're trying, 18:48.000 --> 18:50.000 especially as an immersive systems designer, 18:50.000 --> 18:51.000 you're trying to make things 18:51.000 --> 18:53.000 that should not work together 18:53.000 --> 18:57.000 actually work together. 18:57.000 --> 18:59.000 So, yeah. 18:59.000 --> 19:03.000 I do see a coherence. 19:03.000 --> 19:05.000 And again, 19:05.000 --> 19:08.000 I have great help with my team 19:08.000 --> 19:11.000 so that I'm not locked in an office 19:11.000 --> 19:13.000 doing office stuff. 19:13.000 --> 19:15.000 And I can still do the creative 19:15.000 --> 19:17.000 and, well, do what I love to do. 19:17.000 --> 19:19.000 I'm learning to love 19:19.000 --> 19:21.000 organizing a studio, etc. 19:21.000 --> 19:22.000 Leadership, sure. 19:22.000 --> 19:26.000 But I still... 19:26.000 --> 19:28.000 I'm here for making great games, man. 19:28.000 --> 19:30.000 That's why I'm here. 19:30.000 --> 19:32.000 That sounds fantastic. 19:32.000 --> 19:34.000 We're really looking forward 19:34.000 --> 19:36.000 to seeing the fruit 19:36.000 --> 19:38.000 coming out of those years 19:38.000 --> 19:39.000 and what you guys are doing now. 19:39.000 --> 19:41.000 So, thank you so much for your time. 19:41.000 --> 19:43.000 And all the luck with new projects. 19:43.000 --> 19:44.000 Will do. 19:44.000 --> 19:45.000 Thank you very much.