-: I would say two things.
One deeply personal goal of mine
is that on my death bed I will find myself
to be profoundly successful if I have brought magic
to somebody else.
And I think games and learning
are the right intersection for me to be at.
So just the thought of changing the way
that people are consuming learning
is fascinating and interesting
and deeply resonates to my core.
What I would say secondarily
is that some games like this,
where can I take a slightly esoteric idea
about discrimination in the workplace
and can I make it an experience
that leaves you understanding and recognizing it?
And games are specifically, I believe that
they are the right medium to do this
because you are forcing the experience on somebody.
You have to make the decisions
and then you reconcile with the results after.
So that's what I love about this position.
Trying to define what fun is.
So fun is very relative.
It's subjective.
It changes based on the size of the group,
on who, on the dynamics
and the composition of that group.
And so when you are a game designer
you're trying to capture that ephemeral essence
and imbue it into some sort of process.
And so the challenge is understanding
if you've got something fun.
And the way that you piece that out
is you just have to take what you have
and test it constantly and take it to users
within Boston, online, to test
whether or not I've reached a place
where they're learning and they're engaging.