It’s a much slower boat when you have more people. Keep an eye on our company blog: Finally we’d like to thank Hannah Bown, our summer programming intern, who we’ll be sorry to see go back to school, as well as Cheers, all! "We have people from disparate histories and life experiences that led them to this posting," says Zimonja. We care about diversity in games and encouraging women and minorities.

I’m not doing anything autobiographical in "That’s something I like to do as a designer. Since the 2013 release of For countless budding game makers, Fullbright represents a dearly desired wishlist, an ideal "where-I-want-to-be-in-five-years." This, it turns out, is an important part of the company's identity, its output and its ambitions.Once again, players enter an unfamiliar place and seek to solve the mystery of previous events by examining clues and artifacts left behind. For a while, they were drafted to work on the "We discovered on Minerva's Den how much better for our process it was to work on a small team," says Zimonja in a brief email interview (she was off work the day Polygon visited Fullbright). Hopefully this stuff looks as awesome to you as it does to us– if it does, grab a copy of your own from our The Fullbright Company™, Gone Home®, and the Fullbright Light Bulb Logo are trademarks of The Fullbright Company LLC, 2012-2013. "It’s our own money. And it is NOW AVAILABLE from What is all this stuff?? "If you look at the paper map of the house in "Similarly, you can’t leave the house. But if you make that human connection to what’s going on on-screen, that can be worthwhile. "The programmer would say, 'OK, I’ll try it.' If they put you in a cramped space with people you can't get away from, then it gets problematic really quick." Zimonja and Gaynor have a little money and they have a lot of freedom. You will be measured on that, which takes time away from making the rest of the world as interesting or interactive as it could be. It’s the middle of the night in a rainstorm. At ground level, working trucks take noisy delivery of produce. It’s a first.Thanks again everyone who’s picked up Gone Home on Been a while, but we’ve got some exciting news today: Gone Home is finally coming to consoles– and in just a month! That’s a hard balancing act. "The great value of really good fiction is you get to feel like you’ve been given access to new perspectives," he adds. What is left behind of their presence? That’s tough. If you’ve played Gone Home and can’t wait to hear more about how it was made, there’s a ton of great stuff here:Kicking off, Steve, Karla, and the team at Fullbright got together on the couch and did a full, developer-commentated playthrough of Gone Home: Console Edition! Or is that what attracts more women to reach out to us? Founded in Portland, Oregon in 2012, we're a small team that's focused on making personal, beautiful, and impactful narratives for players to fall in love with. ""It’s good to be around people who genuinely care about it and aren’t just saying they care about it because it’s cool or something," says Freeman. "They have to learn to depend on each other and see what relationships they can eke out, because otherwise it's pretty easy to lose it. Inevitably, this begins to corrode creative independence and cultural identity.Gaynor says that, if anything, he wants Fullbright's next game to be smaller than "Honestly, I don’t personally ever want to make another game that’s even as big as He’ll have longer strides. Our founders are 50/50, and founder effect is a pretty well-documented phenomenon too. "I’ve always loved immersive sims," he says. These games are sometimes derisively described as "walking simulations" but they are more like novelesque video games, layering on character revelations with plot cliff-hangers while players point, click and discover.But while Gaynor and Zimonja have spent money on staffing up the team, they have kept the project at a reasonably small scale. You’re going to play a game we make because it’s not like anything else you could be playing. The actors that we hired for the voices, we’ve videotaped them as well. I did a lot of little vignette games before I started here. We thought, 'It’s just a little game; leave it alone.' "But some games focus on combat so hard that it’s just about refining that control and challenge. "They also have to be set-dressed to be an interesting space. A lot of bigger companies have hamstrung themselves in various and multiple ways, and so it's harder for them.