One of my dearest memories is certainly the one I associate with the day when, at E3 in Los Angeles, I had the opportunity to see Miyamoto San again in a context of celebration for the presentation of the game, with a jolly mood, and no longer in a context of tension, like when I had to present the game for the very first time…
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In 2012 Ubisoft Milan faced the greatest challenge we could imagine. We worked on a game that was so far from our radio waves and to what we were used to, that we didn’t know how to deal with it, initially…
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I've always considered Reggie a true giant. Not only for his size, but also for his “Taking Notes and Kicking” ass attitude…
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The first time I’ve met Charles Martinet it was in Italy, Milan. I already knew him, of course, as I've been following every Nintendo story for as long as I can remember, but I had never had the chance to meet Charles live…
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Rabbid kong was a key character for the Mario + Rabbids team. Our game was based on parody, and the use and misuse of iconic elements…
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As a young man I could never have imagined meeting Julian Gollop, the man behind one of the games I have loved most in my life and who helped form part of my future, and even less I would have expected, one day, to write a preface to the book about X-COM and its creator…
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The weapons conception was one of the hardest part of Mario+Rabbids Kingdom battle, as it was requiring us to create toy like weapons that needed two important quality; express their function just by looking at their shape and being colorful and playful enough for being part of a Mario+Rabbids game…
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A couple of summers ago we organized a beautiful Mario+Rabbids Kingdom Battle tournament with people who participated from all over the world…
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2017 was a year that I will never forget. We presented the game after 4 long years of development, hardworking, commitment, tears, preoccupations and expectations…
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