Breaking news on Twitter is very hip and modern, but leaves lots of room for (mis)-interpretation. It takes me dozens of slides to explain even simple design concepts; you can’t expect me to cover such a complicated topic in 140 characters. Dots were connected. Inferences were drawn. Conclusions were jumped to.
I’ve tried to set the record straighter. Not the details, of course, but at least the broad strokes.
I appreciate all the well-wishes on the news that I am leaving Sucker Punch, but please don’t take the timing as cause for concern about Second Son – it’s a great game that I am proud to have on my resume and I can’t wait for everyone to play it – or Sucker Punch – a studio on the rise with a bright future – or Sony – a great organization with some of the savviest, most pro-gamer executives in the business. And while I am honored to be mentioned in the same articles as legendary designers like Amy Hennig and Stig Asmussen, please don’t look too hard for some sinister pattern.
The truth is that any creative, vibrant industry is necessarily volatile; the only sure bet is that the next few years will not look the same as the last. Change is part of the job, but along with the upheaval and uncertainty, there’s opportunity and new challenges. It’s an exciting time to be a free agent and I’m going to go see what’s out there. Simple as that…
Of course it’s never really that simple, but that’s all you’ll get out of me.