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Does what you’re making ever require you ask the really hard questions, for CAPY's team it sure it does. "What if programming a game was a practical experiment in special and general relativity?" "How would you program a game about time travel to avoid the classic paradox of the time travelers wife?" 
When Kenneth Yeung and the team approached the concept for Super TIME Force they gave themselves an objective that put them directly in the path of questions of space time paradoxes, AI behaviors and system requirements. Overcoming them made a better end product that just so happens to change the way we look at second chances in video games. The lesson is simple: The more challenging the conceptual constraints the more creative the end product.A big thank you to everyone who brought Gamercamp together for helping this amazing story be shared.

Does what you’re making ever require you ask the really hard questions, for CAPY's team it sure it does. 

"What if programming a game was a practical experiment in special and general relativity?" 

"How would you program a game about time travel to avoid the classic paradox of the time travelers wife?" 


When Kenneth Yeung and the team approached the concept for Super TIME Force they gave themselves an objective that put them directly in the path of questions of space time paradoxes, AI behaviors and system requirements. Overcoming them made a better end product that just so happens to change the way we look at second chances in video games. 

The lesson is simple: 

The more challenging the conceptual constraints the more creative the end product.

A big thank you to everyone who brought Gamercamp together for helping this amazing story be shared.
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