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It never saw release and ultimately morphed into Rare's 1998 3D platformer, Banjo-Kazooie. Using Super Mario 64 as inspiration, a team at Rare began working a project called Dream, a 3D platformer of its own. Imagine that with Rare's graphic prowess in play.'" " Mario really changed the focus of Rare at that point, and I'm pretty sure everyone looked at it thinking the same thing: 'Superb gameplay. "You have to remember, but before Mario 64 came out the idea of such a game was just that: a nice idea," he wrote. Its proof of concept would influence his and the developer's games over the next several years. When Nintendo released Super Mario 64, the genre-defining 3D platformer for Nintendo 64, it changed him and Rare. "Before Mario 64 came out the idea of such a game was just that: a nice idea."
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"Rare was always known for the 'Fuck off, it's ready when its ready' style of development," he wrote. The corporate culture he remembers wasn't beholden to corporate pressure or strict deadlines. He describes that scrappy setup, in which a tiny team worked on a new intellectual property, as "trial by fire," but the challenge suited his personality. Seavor's stumble into Rare found him working on his first game, Killer Instinct, with a "small core team of only eight people with support as needed." The companies collaborated to develop games like Donkey Kong Country and GoldenEye 007.
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Nearly 20 years ago now, Rare and Nintendo were partners. "I started out in the industry back in 1994 when I just happened to literally stumble across Rare just as they were expanding to deal with the increase in work and skill sets needed to make a new breed of games they'd agreed to make for Nintendo," he told Polygon via email. Seavor told Polygon in a recent interview about the lessons he's learned during his decades of feisty development and why he believes that independence is the best route for an iterative developer whose games are, in his words, "as much about the characters" as they are about the gameplay. Parashoot Stan, an iOS game whose skydiving protagonist who moves with a combination of on-screen and motion-based controls, is primed for release this month on iOS. Today, as an independent developer heading Gory Detail, he's on the verge of releasing his first independent game. Seavor and Rare parted ways a few years ago. He began his career at Rare, where he helped create games like Nintendo 64's Conker's Bad Fur Day, a popular and uniquely adult-themed title released in 2001.