I have to admit, the year 2017 was an interesting one for me.
It was my first year as a journalist and a game journalist, and my first time being able to talk to the people I was covering.
As someone who has spent the last four years writing about gaming and game development, I had already become accustomed to writing about games and their development and publishing history, but I also knew that I was coming to an interesting time in gaming.
So it was refreshing to be able to see firsthand what was happening with a new industry that seemed to be on the rise.
I started out writing about videogames for my gaming news and reviews website Kotaku, and it quickly became clear that I had a lot of room to grow.
So what happened in the first year of 2017?
I spent a lot more time with the games themselves, and learned more about what they were really like, and how they had changed over time.
There were still some big questions, but the answers were mostly in.
In 2018, we’re going to dive into some of those questions and give you the answers to some of them.
But first, let’s take a look at what happened this year, and why I believe it’s the year of the “Playlist.”
First, a few words about my personal perspective.
I’ve been covering gaming for almost two decades, and I’ve never had a more varied career path than the one I’ve just embarked on.
I’m a freelance writer, and so have my colleagues.
This year, I got a call from a producer at Ubisoft, and he asked me to write a feature for a new game I was working on.
It had been five years since I’d played the original Assassin’s Creed II.
The game was set in the year 2020, so I was the only journalist working on the project at the time.
And that was it.
I was fired immediately.
But I kept thinking about it, and the things I was learning about the game and the people behind it.
So when Ubisoft asked me back for the project, I jumped at the chance.
And now, five years later, I’m still working on a project that I think is as much about storytelling as it is about game design, and that’s Assassin’s Creed III.
It’s an incredibly different kind of project, and one that has taken me from a freelancing hobbyist to one of the most respected journalists in the industry.
So, what happened with the project?
I spoke with some of the game’s creative team, and they all seemed to feel pretty comfortable about the way things were going.
I spent some time with them and tried to understand their process and why they were working so hard on the game.
At the time, I didn’t have the background in game development that I do now, so it was all a bit new to me.
But after a couple of days of chatting with the team and talking to them a bit more, I realized that I’m not entirely wrong.
There are some major differences between the games we’re working on now and the ones we made in the ’90s.
I also found that the game was still going well at the end of 2017.
In fact, the first part of 2017 was pretty much my favorite year in the gaming industry, and part of why that was was because of the incredible dedication to making great games.
We’re going back to a time when that kind of dedication was still being made.
It makes it even more exciting to see what’s going to happen with this project.
We have a couple big challenges ahead of us, though.
First, there’s the technology: The games we make are built on technology that we all have to relearn.
I wrote about this in my profile of me, but now I’m going to share with you some of my experience and how we’re adapting to it.
The biggest challenge is how we communicate to our audiences, but there are also a lot things that we have to learn from ourselves.
I had the opportunity to work with a very talented team over the last year and a half, and now it’s time to turn the page and focus on building a game that we can all be proud of.
It will be interesting to see how much we learn and what kind of things we can change.
And of course, we’ll all be looking back on the year 2018 with a lot hope and optimism, because this is the year when we’ve finally made a game people really want to play.
It’ll be exciting to learn how to do that.
It can be easy to assume that what we learn in 2018 is going to help us in 2018, but in the end, we can only build games that we want to be playing.
So in 2017, we learned that when we talk about games we really want, we talk not about what we’re playing, but what we want them to be like.
That’s what we have built.
And we’ve also learned