As a young writer in my 20s, I had no idea what I wanted to be.
I’d spent my career writing about video games, which were my main focus.
I started as a developer on the first PlayStation, then moved onto Nintendo, Sega, and Microsoft, and then eventually into games.
In my early 30s, the games industry started to change.
Video games became more mainstream, and publishers started to release more games.
The industry also had a more open attitude toward gender equality.
I was fortunate to work with some of the most respected female game developers in the industry, and I was excited to see that there was a new generation of women in gaming.
I had been a fan of the Metroid series, a Nintendo franchise that I played growing up.
The franchise was popular enough to spawn a sequel in 2002, Metroid II: Return of Samus.
It was also a big hit with gamers.
The series went on to become a cult hit in Japan and overseas.
But it wasn’t long before I was ready to move on to bigger and better things.
I knew that it was time to pursue a career in gaming, and after getting my license, I moved to Austin to pursue my dream.
The job at Polygon, which had been the site of my first game writing job, had changed for me.
I would eventually move to an editorial position, and for the next two years, I worked from home in Austin, Texas.
As a freelancer, I was paid less than I would have been working at a full-time position.
I also had to get my degree, and by the time I was finished my degree was already outdated and I wasn’t really ready for it.
I found myself frustrated and disillusioned with my job at the time, and the only reason I had ever wanted to get back to it was because my editor had offered to let me work from home.
I quickly realized that I needed to find a job that offered a good salary and that offered the flexibility to pursue freelance writing.
I eventually found a position at Polygons editorial team, and it paid a decent wage.
When I started working at Polygam, I didn’t have a career.
My first job was at a small game publishing house called Supercell, where I worked on titles like Destiny and Clash Royale.
I felt like a kid who had a toy car for a car, and that was the car I liked the most. I wasn