It’s the mid-afternoon, and I’m on my way to London Indies, a monthly event where independent game developers gather in a pub, get merry, swap stories, and share their works in progress. The last train I needed has been cancelled, and I’m on my way back into King’s Cross station to try and find an alternative route.
I turn. It’s Ed. Ed is someone I met at London Indies, but who I’d spoken to for an interview a while beforehand. He’s friendly, calm, happy, and very talented. He shows me over to the bus stop, and we take an alternative route. He’s content to listen while I talk about my work, and I’m consciously aware of the importance of his. Why?
Because Ed made Proteus.