I was one of those people that, as a kid, would watch YouTube videos with subtitles and wonder how to make my own game without having ever written a single line of code.
I didn’t even know what a game was, let alone how to write one.
But then I started playing the first few games I got my hands on, and it was clear to me that they were full of potential.
And then I had a vision of what I wanted to be when I grew up: a writer, a gamer, a self-made artist.
I thought, if I’m going to be a gamer when I grow up, I need to write games.
And that’s where I ended up making my first game, a game called “Candy Crush Saga.”
Candy Crush Saga was one in a series of games I created in the last few years that would evolve into the Candy Crush franchise.
I’ve written more than 50 games and have worked on over a dozen titles in the Candy Cup series.
I wanted a game that I could play and play again, a little game that would last a lifetime, something that would get me through the long hours of my work day.
I created Candy Crush for the Nintendo DS, and then later for the PlayStation 3.
I also designed games for Apple’s iOS, Windows Phone, and Android.
But as I grew older and I worked more and more, I began to realize that I didn “have” to work as hard to be successful as I thought I was.
If I can write games and write them well, then I should have no problem being successful in the gaming industry.
As I watched more and the games that I enjoyed became more and less popular, I realized that I had an opportunity to make some serious money and I had to be careful not to lose my passion for the craft.
The idea for “Coke Break” In 2014, I was working on a game for the iPhone called “Cola Break.”
The game was going to play out like the old arcade game you remember, with you trying to break soda bottles in half.
I was building a world for the game, and as the game was developing, I found myself working on other things, such as the world of “The Last of Us” and “Grand Theft Auto: Vice City.”
I began taking a lot of inspiration from the video games I loved when I was young.
When I was younger, I would play “Grand Grand Theft Auto,” “Grand Turismo,” “Mega Man” and the “Tower Defense” series.
In my teens, I used to spend my evenings playing “Street Fighter II” and, for a time, “StreetPass,” “Mario Kart,” and “Street Fight” on the NES.
But eventually I stopped playing them.
The games I used as a childhood obsession weren’t going anywhere.
I realized then that my childhood favorite was “Cakewalk,” an addictive puzzle game I would sit down and play for hours, often for hours and hours.
Cakewalk is a fun, addictive puzzle-platformer where you have to use the “Pump” feature to build and expand a cake and collect different colored blocks that are colored in different ways.
You’ll find yourself solving puzzles that involve placing blocks together in different order, and the more blocks you get, the higher your score and the higher the bonus points you get.
As an adult, I’ve made a game in which you build a castle in order to conquer a castle that’s built around a clock tower, with different colored clocks and other elements that are in the background of the game.
The more you complete each level, the bigger the castle will be.
But that’s about it for the Cakewalk games, because I decided to take a different route to creating a game with more gameplay.
It was a little too much for me to do when I worked on Candy Crush.
And I had always wanted to make games with a focus on narrative, something different from just building castles and smashing things.
I had also always liked to create games with complex puzzles.
When we were developing Candy Crush, I wanted it to feel more like a puzzle game than an arcade game, where the player is solving puzzles.
I knew that I wanted Candy Crush to be interactive, but I also knew that it needed to have some of the traditional elements that I loved from the games I was making as a child, like puzzles and strategy.
So when I came up with the idea of “Cakes,” I knew I needed to go back to basics.
I started with the basic elements that Candy Crush games had always been about, but also added a new element.
I added a few things to the gameplay to make the game feel like it could last a long time, such a puzzle that could be solved by tapping on a button.
For the first time, I could make a puzzle in the game that felt like it was part