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{{Short description|American video game designer (born 1970s)}} |
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{{Use mdy dates|date=August 2024}} |
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{{Infobox person |
{{Infobox person |
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| name = Lucas Pope |
| name = Lucas Pope |
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| image = |
| image = Lucas_pope_gdca_2019_cropped.jpg |
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| alt = <!-- descriptive text for use by speech synthesis (text-to-speech) software --> |
| alt = <!-- descriptive text for use by speech synthesis (text-to-speech) software --> |
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| caption = Pope |
| caption = Pope in 2019 |
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| birth_name = <!-- only use if different from name --> |
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| birth_date = {{birth based on age as of date|36|2014|03|12}}<ref name="BBC"/> |
| birth_date = {{birth based on age as of date|36|2014|03|12}}<ref name="BBC"/> |
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| birth_place = |
| birth_place = |
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| death_date = |
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| death_date = <!-- {{Death date and age|YYYY|MM|DD|YYYY|MM|DD}} (DEATH date then BIRTH date) --> |
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| death_place = |
| death_place = |
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| spouse = Keiko Ishizaka |
| spouse = Keiko Ishizaka |
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| children = 2 |
| children = 2 |
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| nationality = |
| nationality = American |
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| other_names = |
| other_names = |
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| occupation = [[Video game |
| occupation = [[Video game designer]] |
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| years_active = |
| years_active = |
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| known_for = |
| known_for = |
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| |
| credits = {{ubl|''[[Papers, Please]]''|''[[Return of the Obra Dinn]]''}} |
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}} |
}} |
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'''Lucas Pope''' (born {{birth based on age as of date|36|2014|03|12|mos=1|noage=1}})<ref name="BBC"/> is an American |
'''Lucas Pope''' (born {{birth based on age as of date|36|2014|03|12|mos=1|noage=1}})<ref name="BBC"/> is an American [[video game designer]]. He is best known for experimental [[indie games]], notably ''[[Papers, Please]]'' and ''[[Return of the Obra Dinn]]'', both of which won the [[Seumas McNally Grand Prize]] alongside other awards.<ref name="Machkovech">{{cite web |last=Machkovech |first=Sam |date=January 12, 2019 |title=From Uncharted to Obra Dinn: Lucas Pope dishes on his illustrious game-dev career |url=https://arstechnica.com/gaming/2019/01/from-uncharted-to-obra-dinn-lucas-pope-dishes-on-his-illustrious-game-dev-career/ |accessdate=January 14, 2019 |work=[[Ars Technica]]}}</ref> |
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==Early life== |
==Early life== |
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Pope grew up in [[Virginia]]. His father was a handyman which gave Pope access to a well-stocked array of parts and tools |
Pope grew up in [[Virginia]]. His father was a handyman, which gave Pope access to a well-stocked array of parts and tools that led to an interest in [[mechanical engineering]]. When he got to high school, he met a friend who was interested in [[robotics]], and the two of them would take retail robot kits, take them apart, and reconnect them to their own computers to see how they could control them. Inspired to continue into the mechanical and robotics field, Pope attended [[Virginia Tech]] to study mechanical engineering. He found that the reality of what constituted the field was less desirable than what he wanted, but did take strong interest in the computer programming side of his coursework. During this period, he got involved with the ''[[Quake (video game)|Quake]]'' community and helped to develop [[mod (video gaming)|mods]] for ''Quake'' and other games, principally working on the art used for the characters in the mods.<ref name="Machkovech"/> |
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== |
==Career and video game development== |
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Pope collaborated with other video game modders, including working on an officially-sanctioned mod by [[Sony Pictures]] to promote ''[[Anaconda (film)|Anaconda]]''.<ref name="eg dev">{{cite web | url = https://www.eurogamer.net/articles/2017-11-02-lucas-pope-on-life-after-papers-please-and-the-road-to-the-return-of-the-obra-dinn | title = Lucas Pope on life after Papers, Please | first= Austin | last =Wood | date = November 2, 2017 | accessdate = October 19, 2018 | work =[[Eurogamer]] }}</ref> Pope and another set of modders decided to form their own studio, [[Ratloop]], releasing the total ''Quake'' conversion mod ''[[Malice (1997 video game)|Malice]]'' in 1997.<ref name="eg dev"/> Ratloop struggled with distribution through retail channels. While [[Walmart]] would help distribute their game, the chain required Ratloop to have 5,000 copies ready to ship within 24 hours at any time, requiring Ratloop to secure a publisher to help. After a first failed 3D game, Ratloop decided to develop a car repair game, ''[[Gearhead Garage]]''. It was successful enough to be picked up by [[Activision]] for retail distribution, and gave Ratloop sufficient funds to try a number of experimental games, something which had interested Pope.<ref name="eg dev"/> However, none of these were published, and facing competition from other studios, particularly from Eastern Europe, that could make games at substantially lower prices, Ratloop became dormant.<ref name="eg dev"/> |
Pope collaborated with other video game modders, including working on an officially-sanctioned ''Quake'' mod by [[Sony Pictures]] to promote ''[[Anaconda (1997 film)|Anaconda]]''.<ref name="eg dev">{{cite web | url = https://www.eurogamer.net/articles/2017-11-02-lucas-pope-on-life-after-papers-please-and-the-road-to-the-return-of-the-obra-dinn | title = Lucas Pope on life after Papers, Please | first= Austin | last =Wood | date = November 2, 2017 | accessdate = October 19, 2018 | work =[[Eurogamer]] }}</ref> Pope and another set of modders decided to form their own studio, [[Ratloop]], releasing the total ''Quake'' conversion mod ''[[Malice (1997 video game)|Malice]]'' in 1997.<ref name="eg dev"/> Ratloop struggled with distribution through retail channels. While [[Walmart]] would help distribute their game, the chain required Ratloop to have 5,000 copies ready to ship within 24 hours at any time, requiring Ratloop to secure a publisher to help. After a first failed 3D game, Ratloop decided to develop a car repair game, ''[[Gearhead Garage]]''. It was successful enough to be picked up by [[Activision]] for retail distribution, and gave Ratloop sufficient funds to try a number of experimental games, something which had interested Pope.<ref name="eg dev"/> However, none of these were published, and facing competition from other studios, particularly from Eastern Europe, that could make games at substantially lower prices, Ratloop became dormant.<ref name="eg dev"/> |
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Pope left Ratloop and joined [[Realtime Associates]] in 2003.<ref name="Machkovech"/> While at Realtime, he was part of the team that developed the game ''Re-mission'', a 2006 shooter whose goal was to encourage children with cancer to take their chemotherapy medication.<ref name="Machkovech"/> Pope moved to [[Santa Monica]] and got a job with [[Naughty Dog]]<ref name="vg247">{{cite web | |
Pope left Ratloop and joined [[Realtime Associates]] in 2003.<ref name="Machkovech"/> While at Realtime, he was part of the team that developed the game ''Re-mission'', a 2006 shooter whose goal was to encourage children with cancer to take their chemotherapy medication.<ref name="Machkovech"/> Pope moved to [[Santa Monica]] and got a job with [[Naughty Dog]]<ref name="vg247">{{cite web |last=Cullen |first=Johnny |date=March 5, 2014 |title=Lucas Pope: 'I'm kind of sick to death of Papers, Please' |url=https://www.vg247.com/2014/03/05/lucas-pope-im-kind-of-sick-to-death-of-papers-please/ |accessdate=October 19, 2018 |work=[[VG247]]}}</ref> in 2007. While Pope did not have a strong programming background, he felt that Naughty Dog had hired him because of his interest in developing the tools and interfaces needed to help in programming their games.<ref name="vg247"/> Pope's strength in developing GUI tools augmented Naughty Dog's weakness at that time, with Pope stating that at the time of his hiring, "there was no full-time GUI tools guy at all...Just command-line, back-end tools people."<ref name="Machkovech"/> Pope had been hired about halfway through the development of ''[[Uncharted: Drake's Fortune]]'', and continued to work on the sequel ''[[Uncharted 2: Among Thieves]]''. He credited the director of the sequel [[Bruce Straley]] for teaching him how to focus a game's design around core concepts to make the game fun, even if this meant sacrificing work that had already been completed.<ref name="vg247"/> Former Naughty Dog President Christophe Balestra said of Pope's work on their design tools: "We were desperate to find a good tools programmer. He was part of the people who saved the day."<ref name="Machkovech"/> Specifically, Pope developed GUI tools for the games' menus systems, save systems, level layout to assist level designers, and a system to organize sound and text files for various languages.<ref name="Machkovech"/> |
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After ''Uncharted 2'' had shipped in 2009, Naughty Dog was set to continue onto the next sequel, ''[[Uncharted 3: Drake's Deception]]'', but Pope wanted to spend more time on his love of experimental games. In the interim between games, he and his wife Keiko Ishizaka spent two weeks to develop ''Mightier'', a small game based around creating 3D levels from camera scans of a 2D drawing, and its title a play on the phrase "[[The pen is mightier than the sword]]". They submitted ''Mightier'' to the [[Independent Games Festival]] (IGF) where it was nominated for one of the awards, and which led to [[Valve Corporation|Valve]] contacting Pope about putting ''Mightier'' up on [[Steam (service)|Steam]] as a free game.<ref name="Machkovech"/> Both Pope and Ishizaka decided to quit their current jobs in 2010 and moved to [[Saitama, Japan]], in close proximity to Ishizaka's family, and continue to pursue small independent game development.<ref name="edge">{{cite |
After ''Uncharted 2'' had shipped in 2009, Naughty Dog was set to continue onto the next sequel, ''[[Uncharted 3: Drake's Deception]]'', but Pope wanted to spend more time on his love of experimental games. In the interim between games, he and his wife Keiko Ishizaka spent two weeks to develop ''Mightier'', a small game based around creating 3D levels from camera scans of a 2D drawing, and its title a play on the phrase "[[The pen is mightier than the sword]]". They submitted ''Mightier'' to the [[Independent Games Festival]] (IGF) where it was nominated for one of the awards, and which led to [[Valve Corporation|Valve]] contacting Pope about putting ''Mightier'' up on [[Steam (service)|Steam]] as a free game.<ref name="Machkovech"/> Both Pope and Ishizaka decided to quit their current jobs in 2010 and moved to [[Saitama, Japan]], in close proximity to Ishizaka's family, and continue to pursue small independent game development.<ref name="edge">{{cite magazine |author= |date=January 20, 2014 |title=The Making Of: Papers, Please |url=http://www.edge-online.com/features/the-making-of-papers-please/ |url-status=dead |archiveurl=https://web.archive.org/web/20140122052214/http://www.edge-online.com/features/the-making-of-papers-please/ |archivedate=January 22, 2014 |magazine=[[Edge (magazine)|Edge]]}}</ref> |
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[[File:Lucas_Pope_at_2014_GDC_cropped.jpg|thumb|upright|right|Pope at the 2014 Game Developers Conference]] |
[[File:Lucas_Pope_at_2014_GDC_cropped.jpg|thumb|upright|right|Pope at the 2014 Game Developers Conference]] |
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Over the next few years, Pope and Ishizaka worked on a number of experimental games. One of their first was a [[mobile game]] called ''Helsing's Fire'', which won the 2011 IGF for Best Mobile Game.<ref name="Machkovech"/> Another title was ''[[The Republia Times]]'' in 2012 which he had come up with originally as part of a [[Ludum Dare]] game jam.<ref name="vg247"/> |
Over the next few years, Pope and Ishizaka worked on a number of experimental games. One of their first was a [[mobile game]] called ''[[Helsing's Fire]]'', which won the 2011 IGF for Best Mobile Game.<ref name="Machkovech"/> Another title was ''[[The Republia Times]]'' in 2012 which he had come up with originally as part of a [[Ludum Dare]] game jam.<ref name="vg247"/> He helped to port ''[[Rocketbirds: Hardboiled Chicken]]'', a game developed by members of Ratloop, to the [[PlayStation 3]].<ref name="Machkovech"/> This work required him and Ishizaka to temporarily live in [[Singapore]] for about a year with frequent trips to the United States. During these travels, Pope came upon an idea for a game involving a passport inspector, which served as the inspiration for Pope's breakout game, ''[[Papers, Please]]'', released first in 2013. ''Papers, Please'' was critically praised, winning several awards including several [[Game Developers Choice Awards|Game Developers Choice]] and IGF awards (including the [[Seumas McNally Grand Prize]] for best [[indie game]]), as well as a [[British Academy Games Awards|British Academy (BAFTA) Games Award]] for Best Simulation Game. For Pope and his wife, ''Papers, Please'' was financially successful;<ref name="BBC">{{cite web | url = https://www.bbc.com/news/technology-26527109 | title= Papers, Please: The 'boring' game that became a smash hit | first= Dave | last = Lee | date = March 12, 2014 | accessdate = October 19, 2018 | work = [[BBC]] }}</ref> the game had sold about 1.8 million copies by August 2016,<ref>{{Cite tweet|number=762851441719390208|user=dukope|title=Papers Please is 3 years old today. 1.8 million units sold across all platforms/bundles/sales. Thank you all!|author=Lucas Pope|date=August 8, 2016|access-date=August 8, 2016}}</ref> and through 2018, still sold enough that Pope was not worried about his financial security as he was developing his next game, ''[[Return of the Obra Dinn]]''.<ref name="eg dev"/> |
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''Obra Dinn''{{'}} |
''Obra Dinn''{{'s}} development had started shortly after Pope had completed all the work on ''Papers, Please'', and took about four and a half years, principally due to Pope's expanded narrative.<ref name="Machkovech"/> On its release in 2018, it received similar high praise as ''Papers, Please'', and has been nominated for and won several awards from the Game Developers Choice, IGF, Peabody, and [[D.I.C.E. Awards]] (including a second Seumas McNally Grand Prize), as well as being named one of the top games of 2018. |
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Pope states he plans to still develop games but wants to keep these at a small size; ''Obra Dinn'' was meant to be a small-scale game but ballooned out larger than he anticipated |
Pope states he plans to still develop games but wants to keep these at a small size; ''Obra Dinn'' was meant to be a small-scale game but ballooned out larger than he anticipated.<ref name="Machkovech"/> |
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In March 2024, Pope released ''[[Mars After Midnight]]'' exclusively for the [[Playdate (console)|Playdate]] system. In the game, players manage a community center among aliens on Mars. The character art for the Martians is procedurally generated, and the voices are synthesized using a system Pope developed. Pope said that he created the game with his children in mind. Wes Fenlon, writing for ''[[PC Gamer]]'' called the game "pleasant."<ref>{{cite web |last1=Fenlon |first1=Wes |title=Lucas Pope's new Playdate exclusive is a delightful riff on Papers, Please, but for farty Martians and sad cyclops |url=https://www.pcgamer.com/games/sim/lucas-popes-new-playdate-exclusive-is-a-delightful-riff-on-papers-please-but-for-farty-martians-and-sad-cyclops/ |website=PC Gamer |access-date=March 15, 2024 |language=en |date=March 14, 2024}}</ref> |
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After ''[[Mars After Midnight]]''{{'s}} [[Playdate (console)|Playdate]] release, Pope has stated he intends to return to develop games for PC. |
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In September 2024, Pope released an album titled ''Gosling Drives'',<ref>{{YouTube|p=OLAK5uy_m_2mPSSed9OnoCoYxJXVYf5i4smS8cs7Q|Gosling Drives}}</ref> which was released independently of any video game. |
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==Personal life== |
==Personal life== |
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Pope and his wife Keiko Ishizaka live in Saitama, Japan, with two children. They met while both working at Realtime and continued their relationship while Pope was at Naughty Dog and Ishizaka was at nearby [[2K Games]].<ref name=" |
Pope and his wife Keiko Ishizaka live in [[Saitama (city)|Saitama]], Japan, with two children. They met while both working at Realtime and continued their relationship while Pope was at Naughty Dog and Ishizaka was at nearby [[2K Games]].<ref name="Machkovech" /><ref name="eg dev"/> |
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== Games developed == |
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{| class="wikitable sortable" |
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!Year |
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!Title{{Efn|List sourced from Pope's website.<ref>{{Cite web |title=Games by Lucas Pope |url=https://dukope.com/ |access-date=December 27, 2022 |website=Dukope.com}}</ref>}} |
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!Platforms |
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!Notes |
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|- |
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|2009 |
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|''Mightier'' |
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|[[Microsoft Windows|Windows]] |
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| rowspan="2" |Developed at [[Ratloop]] |
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|- |
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|2010 |
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|''[[Helsing's Fire]]'' |
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|[[iOS]] |
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|- |
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| rowspan="2" |2012 |
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|''[[The Republia Times]]'' |
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| rowspan="2" |[[Browser game|Browser]] |
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|Created as warm up for [[Ludum Dare]] 23 |
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|- |
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|''6 Degrees of Sabotage'' |
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|Entry for Ludum Dare 23 |
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|- |
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|2013 |
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|''[[Papers, Please]]'' |
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|Windows, [[macOS]], [[Linux]], iOS, [[Android (operating system)|Android]], [[PSVita]] |
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| |
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|- |
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|2014 |
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|''The Sea Has No Claim'' |
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| rowspan="2" |Browser |
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|Entry for Ludum Dare 29 |
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|- |
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|2015 |
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|''Unsolicited'' |
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|Entry for Ludum Dare 33 |
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|- |
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|2018 |
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|''[[Return of the Obra Dinn]]'' |
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|Windows, macOS, [[PS4]], [[Xbox One]], [[Nintendo Switch|Switch]] |
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| |
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|- |
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|2024 |
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|''[[Mars After Midnight]]'' |
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|[[Playdate (console)|Playdate]] |
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|- |
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|2024 |
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|''[[Moida Mansion]]'' |
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| rowspan="2" |[[Browser game|Browser]] |
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|} |
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== Notes == |
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{{Notelist}} |
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==References== |
==References== |
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[[Category:American video game designers]] |
[[Category:American video game designers]] |
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[[Category:American video game programmers]] |
[[Category:American video game programmers]] |
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[[Category:Indie game developers]] |
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[[Category:American emigrants to Japan]] |
[[Category:American emigrants to Japan]] |
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[[Category:Year of birth missing (living people)]] |
[[Category:Year of birth missing (living people)]] |
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[[Category:Living people]] |
[[Category:Living people]] |
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[[Category:People from Virginia]] |
Latest revision as of 12:40, 12 December 2024
Lucas Pope | |
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Born | 1977 or 1978 (age 46–47)[1] |
Nationality | American |
Occupation | Video game designer |
Notable credits | |
Spouse | Keiko Ishizaka |
Children | 2 |
Lucas Pope (born 1977 or 1978)[1] is an American video game designer. He is best known for experimental indie games, notably Papers, Please and Return of the Obra Dinn, both of which won the Seumas McNally Grand Prize alongside other awards.[2]
Early life
[edit]Pope grew up in Virginia. His father was a handyman, which gave Pope access to a well-stocked array of parts and tools that led to an interest in mechanical engineering. When he got to high school, he met a friend who was interested in robotics, and the two of them would take retail robot kits, take them apart, and reconnect them to their own computers to see how they could control them. Inspired to continue into the mechanical and robotics field, Pope attended Virginia Tech to study mechanical engineering. He found that the reality of what constituted the field was less desirable than what he wanted, but did take strong interest in the computer programming side of his coursework. During this period, he got involved with the Quake community and helped to develop mods for Quake and other games, principally working on the art used for the characters in the mods.[2]
Career and video game development
[edit]Pope collaborated with other video game modders, including working on an officially-sanctioned Quake mod by Sony Pictures to promote Anaconda.[3] Pope and another set of modders decided to form their own studio, Ratloop, releasing the total Quake conversion mod Malice in 1997.[3] Ratloop struggled with distribution through retail channels. While Walmart would help distribute their game, the chain required Ratloop to have 5,000 copies ready to ship within 24 hours at any time, requiring Ratloop to secure a publisher to help. After a first failed 3D game, Ratloop decided to develop a car repair game, Gearhead Garage. It was successful enough to be picked up by Activision for retail distribution, and gave Ratloop sufficient funds to try a number of experimental games, something which had interested Pope.[3] However, none of these were published, and facing competition from other studios, particularly from Eastern Europe, that could make games at substantially lower prices, Ratloop became dormant.[3]
Pope left Ratloop and joined Realtime Associates in 2003.[2] While at Realtime, he was part of the team that developed the game Re-mission, a 2006 shooter whose goal was to encourage children with cancer to take their chemotherapy medication.[2] Pope moved to Santa Monica and got a job with Naughty Dog[4] in 2007. While Pope did not have a strong programming background, he felt that Naughty Dog had hired him because of his interest in developing the tools and interfaces needed to help in programming their games.[4] Pope's strength in developing GUI tools augmented Naughty Dog's weakness at that time, with Pope stating that at the time of his hiring, "there was no full-time GUI tools guy at all...Just command-line, back-end tools people."[2] Pope had been hired about halfway through the development of Uncharted: Drake's Fortune, and continued to work on the sequel Uncharted 2: Among Thieves. He credited the director of the sequel Bruce Straley for teaching him how to focus a game's design around core concepts to make the game fun, even if this meant sacrificing work that had already been completed.[4] Former Naughty Dog President Christophe Balestra said of Pope's work on their design tools: "We were desperate to find a good tools programmer. He was part of the people who saved the day."[2] Specifically, Pope developed GUI tools for the games' menus systems, save systems, level layout to assist level designers, and a system to organize sound and text files for various languages.[2]
After Uncharted 2 had shipped in 2009, Naughty Dog was set to continue onto the next sequel, Uncharted 3: Drake's Deception, but Pope wanted to spend more time on his love of experimental games. In the interim between games, he and his wife Keiko Ishizaka spent two weeks to develop Mightier, a small game based around creating 3D levels from camera scans of a 2D drawing, and its title a play on the phrase "The pen is mightier than the sword". They submitted Mightier to the Independent Games Festival (IGF) where it was nominated for one of the awards, and which led to Valve contacting Pope about putting Mightier up on Steam as a free game.[2] Both Pope and Ishizaka decided to quit their current jobs in 2010 and moved to Saitama, Japan, in close proximity to Ishizaka's family, and continue to pursue small independent game development.[5]
Over the next few years, Pope and Ishizaka worked on a number of experimental games. One of their first was a mobile game called Helsing's Fire, which won the 2011 IGF for Best Mobile Game.[2] Another title was The Republia Times in 2012 which he had come up with originally as part of a Ludum Dare game jam.[4] He helped to port Rocketbirds: Hardboiled Chicken, a game developed by members of Ratloop, to the PlayStation 3.[2] This work required him and Ishizaka to temporarily live in Singapore for about a year with frequent trips to the United States. During these travels, Pope came upon an idea for a game involving a passport inspector, which served as the inspiration for Pope's breakout game, Papers, Please, released first in 2013. Papers, Please was critically praised, winning several awards including several Game Developers Choice and IGF awards (including the Seumas McNally Grand Prize for best indie game), as well as a British Academy (BAFTA) Games Award for Best Simulation Game. For Pope and his wife, Papers, Please was financially successful;[1] the game had sold about 1.8 million copies by August 2016,[6] and through 2018, still sold enough that Pope was not worried about his financial security as he was developing his next game, Return of the Obra Dinn.[3]
Obra Dinn's development had started shortly after Pope had completed all the work on Papers, Please, and took about four and a half years, principally due to Pope's expanded narrative.[2] On its release in 2018, it received similar high praise as Papers, Please, and has been nominated for and won several awards from the Game Developers Choice, IGF, Peabody, and D.I.C.E. Awards (including a second Seumas McNally Grand Prize), as well as being named one of the top games of 2018.
Pope states he plans to still develop games but wants to keep these at a small size; Obra Dinn was meant to be a small-scale game but ballooned out larger than he anticipated.[2]
In March 2024, Pope released Mars After Midnight exclusively for the Playdate system. In the game, players manage a community center among aliens on Mars. The character art for the Martians is procedurally generated, and the voices are synthesized using a system Pope developed. Pope said that he created the game with his children in mind. Wes Fenlon, writing for PC Gamer called the game "pleasant."[7]
After Mars After Midnight's Playdate release, Pope has stated he intends to return to develop games for PC.
In September 2024, Pope released an album titled Gosling Drives,[8] which was released independently of any video game.
Personal life
[edit]Pope and his wife Keiko Ishizaka live in Saitama, Japan, with two children. They met while both working at Realtime and continued their relationship while Pope was at Naughty Dog and Ishizaka was at nearby 2K Games.[2][3]
Games developed
[edit]Year | Title[a] | Platforms | Notes |
---|---|---|---|
2009 | Mightier | Windows | Developed at Ratloop |
2010 | Helsing's Fire | iOS | |
2012 | The Republia Times | Browser | Created as warm up for Ludum Dare 23 |
6 Degrees of Sabotage | Entry for Ludum Dare 23 | ||
2013 | Papers, Please | Windows, macOS, Linux, iOS, Android, PSVita | |
2014 | The Sea Has No Claim | Browser | Entry for Ludum Dare 29 |
2015 | Unsolicited | Entry for Ludum Dare 33 | |
2018 | Return of the Obra Dinn | Windows, macOS, PS4, Xbox One, Switch | |
2024 | Mars After Midnight | Playdate | |
2024 | Moida Mansion | Browser |
Notes
[edit]References
[edit]- ^ a b c Lee, Dave (March 12, 2014). "Papers, Please: The 'boring' game that became a smash hit". BBC. Retrieved October 19, 2018.
- ^ a b c d e f g h i j k l m Machkovech, Sam (January 12, 2019). "From Uncharted to Obra Dinn: Lucas Pope dishes on his illustrious game-dev career". Ars Technica. Retrieved January 14, 2019.
- ^ a b c d e f Wood, Austin (November 2, 2017). "Lucas Pope on life after Papers, Please". Eurogamer. Retrieved October 19, 2018.
- ^ a b c d Cullen, Johnny (March 5, 2014). "Lucas Pope: 'I'm kind of sick to death of Papers, Please'". VG247. Retrieved October 19, 2018.
- ^ "The Making Of: Papers, Please". Edge. January 20, 2014. Archived from the original on January 22, 2014.
- ^ Lucas Pope [@dukope] (August 8, 2016). "Papers Please is 3 years old today. 1.8 million units sold across all platforms/bundles/sales. Thank you all!" (Tweet). Retrieved August 8, 2016 – via Twitter.
- ^ Fenlon, Wes (March 14, 2024). "Lucas Pope's new Playdate exclusive is a delightful riff on Papers, Please, but for farty Martians and sad cyclops". PC Gamer. Retrieved March 15, 2024.
- ^ Gosling Drives playlist on YouTube
- ^ "Games by Lucas Pope". Dukope.com. Retrieved December 27, 2022.