Nightingale Developer Reaches a Turning Point
Five years ago, we had a conversation with Aaryn Flynn, the former general manager of Bioware, about his new Edmonton-based development studio, which was part of the cloud computing startup Improbable. The studio has since parted ways with Improbable and adopted the name Inflexion, and with the launch of its debut game Nightingale into Early Access, we spoke with Flynn about the lessons he has learned from his experience in guiding the studio to this point. Flynn notes that he has learned about the significant responsibility that studio heads have in preserving culture and ensuring a strong, vibrant, and diverse culture within the studio. He reflects on the lessons he learned at Bioware over 20 years ago, which he believes were lost after the acquisition by Electronic Arts. Flynn emphasizes the importance of recalling past experiences and applying them to current situations, rather than relying on more recent experiences. He gives two examples of such learning experiences, including delaying a game and wearing multiple hats within a studio. Flynn notes that delaying a game is a difficult decision, but it is essential to ensure that the game is of high quality. He also highlights the value of having developers experience the game's development from various vantage points, which can foster flexibility and empathy. The studio, which has around 150 employees, including 125 developers, was originally intended to showcase Improbable's cloud tech, but it has since pivoted to its current form. Flynn notes that working with Improbable's tech was an opportunity to learn and grow, and that the experience taught him that technology should always be in service of the universal desires and needs of human beings. He also shares his thoughts on the potential of generative AI in game development, noting that it could be a huge opportunity if it can satisfy the desire for interactivity and help developers create content more efficiently.