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" BioShock 2 was a challenging project because they were building the studio at the same time they were building the game," he says. Hired as a level designer, he put himself forward to do more writing work, and contributed some of the audio diaries to BioShock 2 in addition to some levels, where his contribution helped create a game world that had an emotional texture, rather than just enemies that signal the player in the traditional way.
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I think people connect with that, because they can feel that."Ī friend he met online suggested he should apply to work on expansion packs for F.E.A.R., as Gaynor had been making levels for portfolio pieces. "That takes many different forms, but I think that a feeling you're doing something because it's what's right for the game, and for you as a creator. "It was all games stuff starting to populate my notebook, and at some point I had the realization that games are the entertainment that have meant the most to me throughout my whole life, not comics or film, and that that's really what I should be working on."įor Gaynor, there are some generally-universal aspects to what makes a "good game": "In a great game, you can feel the presence of the person who made the game, you can tell it meant something to them," he says. "I had a notebook where I kept ideas for comics and stories, and I just realized they were morphing into ideas for games," he says. "In a great game, you can feel the presence of the person who made the game"Gaynor was at the 2013 GameCity festival in Nottingham, discussing his work and background with fellow writer Lucy Prebble in an onstage Q&A. "I had drawn a lot of comics, and done writing and illustration, and so I was studying sculpture to understand working in 3D spaces better," Gaynor recalls. He practiced level-editing throughout his youth ("I made a really epic level for Duke Nukem 3D when I was in middle school"), but went to school for sculpture with a minor in art history. Early game magazines played a big role - every year on his birthday, his grandmother would renew his Nintendo Power subscription.
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GONE HOME NOT READING ANY MORE OF THAT PC
He grew up with strong memories of playing Where in the World is Carmen Sandiego with his father, on a trajectory alongside consoles and PC adventures alike. "Video games predate memories, for me," says Steve Gaynor, who had a Commodore 64 in childhood. The game, focused on exploration and environment-led narrative, explores the story of an American family's trials, and centers on the adolescence of its youngest daughter, Sam, as she finds her first love with another girl. The Fullbright Company's Gone Home, steeped in memories of another time, has inarguably become one of 2013's most talked-about titles.