Someone posted Mindseye V1.0, with the ending cinematic as I intended and shot. You could call it the director's cut. For various reasons, some times cuts are forced upon a piece, which intended to land with a much more personal note.
youtu.be/qNBVOUilUOM?list=PL… #mindseye #gamedev
Man.... I will miss midnight launches. The excitement in the queue from fans holding their turn for hours to get their hands on their favourite game first. Times have changed alright.
#september17
instagram.com/p/cRXn-RrT4b/?…
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.
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.
linkedin.com/pulse/2003-i-re…
Things one find when looking into old boxes... an unopened box of The Warriors for @Xbox 🥰
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.
youtu.be/gWQtXkk7EQk?si=xRrw…
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
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
I will always remember Mindseye as a landmark in my career, independenty of the level of its commertial success.
#GameDevelopment #mindseye #devlife
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!
blog.activision.com/uk/en/ac…
Felipe Busquets retweeted
You should NEVER feel bad for gaming and having it as a hobby. If you pay your bills, take care of yourself and your family YOU decide what your hobby is
Don't ever let anyone make you feel bad or playing video games and enjoying your hobby
After 8 years marked by change, setbacks and breakthroughs, I’ve decided that the time is right for me to leave Build a Rocket Boy.
During that time, I helped build and lead teams from the ground up, put solid workflows in place, and ship ambitious work despite the challenges 1/2





