Danny Wynne.
The feel of presence: real-time prototyping, interaction design, and the craft of making an embodied system feel inevitable rather than uncanny. Blizzard, Naughty Dog, Bird Bath Games.
The systems.
A decade of game craft at Blizzard and Naughty Dog: worlds and interactions polished until they feel obvious. The same bar, applied to a robot in a home.
Ideas become playable in days, not quarters. The fastest path from a design question to an honest answer is a running prototype.
A robot in the room is an interface with consequences. Approach, timing, confirmation, and escalation are designed, not defaulted.
At Cereal, Danny owns how presence feels: rapid prototypes, the interaction language for a robot in the room, and the visual discipline that keeps concept and reality honestly separated.