By now you’re probably aware of how many games there are on Steam, the digital marketplace where you can buy games, movies, and music.
That’s a lot of games, but I’m not even the first person to make one of those.
You can also buy Steam games on the App Store, and you can download games from the Google Play Store, but none of them do what I did: play the games you already own, and then play them on your new computer.
I made the first game for my own personal use, and it was called The Journey to the Legend.
The Journey was an indie-looking game I made with my own money for about a year in 2013.
I never thought of myself as a game developer, and I had never played a game before.
But when I played it, I was hooked.
It was the kind of game where you have to decide how to solve puzzles, and the game taught me that I can play games in a variety of ways, from simple exploration to intense strategy.
I spent a lot more time playing it than I expected to, and when I finished, I thought I’d never play another game.
Then a friend who was playing it recommended it to me, and that’s when I started to get serious about making a game.
I started by creating a basic game, a game about navigating a labyrinth of corridors.
I wanted to make a game that felt like the real thing.
I built a level editor for it, and built a demo, but nothing else.
So I went to my friend’s house to show him how to build the level editor and show him the demo.
We played a few rounds of the game, and he asked if I wanted his help.
So, a year later, I created a basic demo for him to play.
When he tried to play it, he fell asleep, and my friend took over.
After playing the game for a few days, he said that it was easy to understand, but that the puzzles were hard.
That was when I was convinced that it would be better to make the game on my own.
That is when I got in touch with a friend, a guy called Sam, who is one of the lead programmers at a company called Unity.
Sam has worked at Unity for a decade.
He helped me with the level editing and he helped me build the demo, and we worked together on it.
I had already started a couple of games before, but this one was the first one I really started to play, and by the time I finished it, Sam had already made about a dozen games.
We talked a lot about what we were making.
He said, “There are only three main things you need to be a good game designer.
First, you have the technical skills.
And second, you want to have a good story.”
And he pointed out that there’s a real difference between a good storytelling game and a great game.
We both started from the same idea of making a great story, and so we had to do it with the same principles.
The first time I played The Journey, I felt really excited.
I was excited to be part of something I had dreamed about since I was a child, and now I was going to be able to do something that I had done in my spare time.
The story was also pretty good, so I was really happy about that.
I told Sam, “Let’s make a story game, because I’m the one who is going to tell it.”
I spent about six months developing the game.
I learned how to make maps, and to make them look pretty, and all the little things that I would like to add to the game but I never knew how to do.
Sam showed me how to use Unity’s tools, and for the first time in my life, I could actually create something.
I could create a map, which is what I needed to do in order to do the story.
I made a simple level editor with just three basic tools: a pen and a pencil, and a texture editor with an unlimited palette.
The map editor had all the tools you need, and every single tile in the level looked exactly like a tile in a real game.
Sam said, if you don’t like this game, you should not buy it.
We didn’t make a commercial product.
We were just going to make this story game and see how people liked it.
But we started selling it to the public, and people loved it.
People thought that I could do anything I wanted with this game.
But then Sam told me that the story had to be really good, and in order for it to be good, it had to have characters.
I started designing the characters for The Journey.
They were the first characters I made for a game, so Sam knew that I didn’t want to make any generic characters, and instead I wanted me to make some unique characters.
The only way I could really tell a story was