What happens when game developers draw Mario?
Garth DeAngelis, Lead Producer at Firaxis
Mario as a Sectoid, since Garth most recently worked on XCOM: Enemy Unknown.
Vander Caballero, Creative Director at Minority
Mike Roush, Co-founder of Gaijin Games
Alex Neuse, Co-founder of Gaijin Games
Jake Solomon, Lead Designer at Firaxis
Emile Morel, Lead Game Designer at Ubisoft
Ian Dallas, Creative Director at Giant Sparrow
Shaw-han Liem, co-creator of Sound Shapes
Motohide Eshiro, Producer at Capcom
Nobuo Uematsu, composer at Dog Ear Records
Hiroki Ogawa, Co-founder of Dog Ear Records
Takeshi Yamazaki, Director at Capcom
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There are many pressing questions facing the game industry right now. What does next-gen really mean? How can we keep ambition up but costs low? How do we balance the rights of a creator in an age where there is no moral hazard to piracy?
Over the course of the year, we had the chance to sit down with a variety of developers--the guys in the trenches, living and breathing, bleeding and toiling, trying to find a way to get by. We did not ask them any of these important questions. No, we instead made one simple request: draw Mario. Here is the result.
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