Back in February, Jackbox Games revealed that its tenth numbered Party Pack would drop this fall, a monumental occasion for the franchise. Ten releases in any franchise is a big deal, and something few have effectively achieved.Jackbox Party Pack 10marks ten years of zaniness, laughter, and sometimes sheer chaos, bringing friends and family together for game nights. And while the franchise has come a long way and still has plenty left in the tank, it marks a special occasion for every involved: developers and fans.
Game Rant recently spoke with a handful of developers fromJackbox Games(Tee K.O. 2director Tim Sniffen,FixyTextdirector Alina Constantin,Hypnotoriousdirector Warren Arnold,Dodo Re Midirector Brooke Breit, andTimejinxproducer Kyra McFarland) about the inception of each game, how they fit into the party pack, how they make their own strides, and how the Jackbox culture made all of these excellent and hilarious games possible. The devs also discussed the journey toJackbox Party Pack 10and why Jackbox Games is going to keep doing what it does best.The following transcript has been edited for clarity and brevity.
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Q: It has been 10 years or so since the first Jackbox Party Pack, so I was wondering if you could tell me a little bit about the journey from then to Jackbox Party Pack 10?
Warren Arnold:Yeah, it’s been crazy. Obviously, Jackbox Games/Jellyvision has been around for a long time. It’s kind of been the ebb and flow, and when we didJackbox Party Pack 1, that was like, “Yeah, we have some really cool ideas for games. Yeah, we have this new tech using your phones as controllers.” But it really was just us rolling out some ideas and seeing what happens.
It was quickly met with a lot of smiling faces. Some people, I feel like, were party game people who wanted something to do that wasn’t a board game but was like aboard game. Every year, it’s been like how far can we push that, what’s new, what’s this formula, what’s that formula, and how does that translate to the newer titles? It’s been crazy watching more and more people find them and enjoy them.
Tim Sniffen:One thing I can add, as far as something that shows the arc, is having gone from explaining to every single person I meet what Jackbox is and how the games work to wearing a shirt with the Drawful Owl on it and someone going, “oh my god, I love Jackbox Games.” More people just know what it is, which saves me a lot of time from explaining it. But it’s a really cool sensation when you realize someone found our games out there, on their own, and knows what they are.
Q: Whenever I play party games with my friends, there’s always one person who wins more than anyone else, so among you, who is that (and what’s your secret?)
Brooke Breit:It’s Tim!…It’s me?
Sniffen:Go ahead.
Breit:I had a pretty rough go of it the other day, but I had a real redemption arc. I feel like the thing that I love aboutour games is they’re so diverse in contentand how you play them that we strive to have something for everyone. You know, every single game within the core of the game itself might not be everyone’s favorite, but one of our favorite things to do when a pack comes out is to see what people are drawn to. If everybody has a different favorite, I think we feel like we’ve done our job correctly. There shouldn’t be one standout of the pack that’s like by far the best game. It’s the fact that different outlets are saying, “Ooh, it’s this one” or “It’s this one that does it for me.” If that is different across the board, we feel like we’ve done our job correctly. So that being said, I absolutely win all the time. I come to play, I come to destroy.
And if I don’t, then maybe the game is broken.
Q: One thing that caught my eye about one Jackbox Party Pack 10 promo was how a lot of Jackbox titles can be very formative in helping someone find or develop their sense of humor. I was curious if that was something that’s been intentional on this journey or something that just kind of emerged as a result?
Sniffen: Well, the first thing that comes to mind is, a long time ago, we grew fromYou Don’t Know Jack as one of our first big properties. That’s a very funny game, and I think that might even be in the DNA of Chicago. There’s just as much comedy as drinking water there. There are a lot of people studying comedy, doing comedy, or writing it. That very much was a part of You Don’t Know Jack, so it certainly went onto other games in the Party Packs too.
But the other thing that I love is that there are different approaches throughout different games. It’s not like every single title is like You Don’t Know Jack. If you think you’re hilarious, you might be perfect for Quiplash. If you’re a little more reticent, then you might nail it in Tee K.O. drawing or something like that. We’ve tried to leave room for whatever level of hilarious people are being that day.
Breit:There’s also a lot of consideration into making the players the star of the show. The fact is we want to set up gameplay mechanics that allow you and your friend group to take it where you want to take it, so we’re not pushing you into any particular comedic direction. It just gives you the tools to, as you said, find your voice, find what is making you and your friends laugh, and have the opportunity to make back-references, like double down on something.
My favorite thing is to watch groups of friends play one game, and then references that were made in that game are then brought up again in a completely different game. I always think of it as like the diving board to dive into what you think is funny. Now we’ll offer what we think is funny in the context, but then you take it from there.
GR: I’m a little terrified, in the best of ways of course, to play FixyText with my friend group.
Alina Constantin:It’ll be great. I believe in you and your friend group. I think that’s something that’s been really exciting. Working on FixyText, it’s been really great to see the different kinds of games that come out of different people playing it. As a game where you are writing the end or the beginning of an existing text, you change it, but you can’t delete anything. Very quickly, we found that people come up with something they think they’re going to write, but it’s completely changed by what someone else in the room is saying. That is so hilarious to watch because every single person who’s there and says, “Oh, I think I have this great joke” gets completely changed by somebody adding an S to it or changing the amount of whatever entity is in that sentence. The responses people get are hilarious. We’ve had a lot of fun playing FixyText and then playing Tee K.O. after that, and seeing things cross over and people just latch on to these really random phrases thatcome from typos. It’s just been a blast to watch.
Q: Changing gears and putting more focus on each game in this upcoming Party Pack, I was wondering if maybe each of you could walk me through the initial inception of each game?
Kyra McFarland:This is a very interesting question for me to start off with because I started right at the end of pre-production for Timejinx. So this game was pitched as a party with your friends that deals with time, and how do you make atrivia gamethat’s based on time? A lot of the evolution of this game was the balance of the party aspect and the time aspect, as well as making it a trivia game and making it feel fresh.
For that, a lot of focus was put on the input methods where, for the majority of the game, it’s just number input. You’re just trying to find the correct date and time travel to that point. Looking at points, we decided it was going to be the most exciting to havegolf scoringbased on how far off you are. It was a lot of finding those balances of what’s fresh and what’s fun, in keeping with this original ideal. I think we’ve come up with something that is really unique and fun, and it’s kind of meta in its own way, with this whole party aspect being that we’re in someone’s basement. We’re playing a party in a Party Party for Jackbox.
Breit:For Dodo Re Mi, the initial pitch came from one of our fantastic software engineers, Chase McClure, who was just trying to think of what it would look like for Jackbox to make a cooperative music game. We entered into it, trying to figure out what that means, like when you putparty gamesand music together, how people can be engaged with playing a song together, and what things you’re trying to accomplish. One truth we stood by from the very beginning is your controller is your instrument. You’re playing. There are sounds of your instrument actually coming out of your controller as you’re playing along to the songs.
We also wanted to make sure that doing a great job and doing a terrible job were equal amounts of fun. You’re trying to play as accurately as possible to please everyone because, obviously, this makes sense. You’re a bunch of birds, trying to please a carnivorous plant that is going to eat you if you do not play accurately enough. Knowing that’s true, that’s the world you’re thrown into, we wanted to make it feel as inclusive and fun. So, you as the player can select the difficulty level of the instrument you want to play.
Everybody feels like they can come in, jump in, and feel like they want to challenge themselves feel like they want. Then, in the end, you get to hear a playback of how everyone did and that is the make-it-or-break-it to see if you did well enough to survive.
Arnold:For Hypnotorious, we started out as amusic rhythm gameinvolving birds, and then quickly pivoted away from that.
Breit:Whaaa…
Arnold:No, one of our writers, Rammel Chan, pitched a hidden identity game, and part of it was taking on a character.It’s kind of in the realm of improv, like taking on something, just living inside of that, and having as much fun as you may. But he added the layer of trying to find your group, so it’s like you have something in common. You want to give away a certain amount about yourself but maybe not everything, and you start watching the group dynamics form. We just had so much fun trying that. As we were building this game out, everything was performed.
It reminded us so much of improv games and things like that, so the team decided it would work really well in a theater. It’s because it was performative, and then just from a setting standpoint, the art behind the curtains, spotlights, and things like that came together quickly.
Phil Ridarelli is hosting it, who’s been around through Quiplash, Bracketeering, Patently Stupid. He just has such a great presence for this that, once we started doing it, I just felt like it should be him in the theater. It really lets people know it’s like a performance, just laying it all out there.
Constantin:FixyText, like so many other projects, has really been a great moment to elevate what this studio is very, very good at in a new way.The concept behind FixyText was brought up by one of our very comedic writers, Liz Anderson.We basically pitched the game as a Google Doc where she wanted to replicate the feeling of you’re writing a risky text, you need your friends to help you out, and you don’t know how you’re going to answer someone you’re flirting with. What would happen if a bunch of people were answering for you, but you couldn’t delete–so you really have to stand by what you’re saying.
That’s how it started out. We all got into a Google Doc and wrote these silly sorts of one-liners that a flirt might be sending your way. We had a really short amount of time to see what the response would be, we would rate who was the funniest, and then we started building, fleshing this out, and building it into aJackbox game proper. It was a great occasion to build out our tech and see how we could play with text editing. It was basically sharing a text editing tool on a mobile device, which was a very interesting technical hurdle, and it was really exciting to see the world of FixyText get built out by the chill vibes of the musician and the wack graphic print visuals, all to come up with a game where you are essentially likely keyboard pieces in a machine. You’re trying to fix a conversation you don’t want to answer at all. It really allowed us to mess with a lot of things.
Like I said earlier, the comedy of people making up jokes together, you don’t know who started it, and the humor of having a robot read it for you. It’s been a really exciting journey to see it all come together.
Sniffen:Oh, Tee K.O. 2, where to begin. Since we’rethe sequel for Party Pack 10, we were green-lit relatively early in production. I can remember when the design team sat down and really just said, “Okay, what would we want in a sequel to Tee K.O.?” We really quickly settled on just things that weren’t possible in the original. We also talked about wanting to preserve everything that made Tee K.O. really fun and just build on that. You know, we weren’t looking to wipe the slate clean because we love Tee K.O., we just wanted to kind of make it even more of what it was.
It was Party Pack 10. We knew we wanted to really celebrate the legacy, as it seemed like a big number for us. Very quickly, we came up with the idea of the different avatars that you may play as being characters from the entire line of all the Packs, which led to a fun process of you know, I mean, we couldn’t have an infinite number of avatars. So settling in on the number that we went with was just fun. There was some company polling of like, “Who do you want to see in Tee K.O. 2?”
We talked about as far as like other things that were impossible. I’m going to tell you, we did spend some time with the idea of pants, and there was a lot of passion around that. But it really did boil down to, where did the design go? It would have to go on the butt, and there was just a lot of time spent talking about that. So in the end, we lovingly put that back on the shelf. Tee K.O. 3, I’m not making any promises.
But there were also some other issues. I mean, one of the things that is cool about Tee K.O. and that world is you can purchase the shirts that you make, and we just weren’t sure how many companies out there are ready to put the designs that you make in our game on the caboose of pants. We didn’t know if we could make that promise, so we went instead with like different garments. That’s where we came up with hoodies and tank tops. Then as far as other things that you can’t do in the original Tee K.O., we love the idea of different font styles for the slogans. I loved it right away and love it even more now because something that might be so-so in a block font is just like Chef’s Kiss in the beautiful script font that we have in the game. So that’s been fun.
Along with that, we came up with more colors for the shirts a little bit, vibrant pink is a really popular choice. We tried to augment our drawing interface, borrowing a little bit from Champ’d Up, because people really enjoyed that drawing interface as did we. You’ll see a little similarity there. When we got into our final round, we tried to make it a little more higher octane, there’s more button mashing, which has all led to something that I know I’m very happy about. It feels very much like its own thing, but if you like Tee K.O., I really have a good feeling that you’re going to like Tee K.O. 2.
GR: Maybe pants in Tee K.O. 3, right?
Sniffen: We really tried, I tell you, we really did. And I mean, don’t let that dream die.
McFarland:Pants K.O!
Q: You touched on it a little there, but I was also wondering if you could explain more of the process of which games out of each Party Pack get a sequel, since that’s almost tradition at this point?
Breit:We always have a greenlight committee every year, and there is certain leadership at Jackbox that stays pretty consistent within that. Then, we’ll have some other folks coming in and out with some different perspectives year to year from different departments. Sequels are discussed pretty early, like what haven’t we seen in a while? What do we feel like there’s a hunger for? What are we, as a company, really excited about exploring?
Because a lot of sequels need a reason to be. A lot of those questions are asked to say, “Hey, what feels like it’s maybe been on the shelf for a bit and could be either explored as a new mechanic or new content?” Those conversations are had pretty early in the development process as a figurehead for the Pack. Then, when the Pack is developed as well, it’s cohesive. We’re trying to find different types of games that feel like they would go well together, so deciding on that sequel earlier on helps indicate what other new ideas we’re looking for.
Q: Another consistency for Party Packs is trivia games, and that’s represented by Timejinx here. Could you explain the big ways that Timejinx stands out from previous Jackbox trivia games?
McFarland:Yeah, I think there are a lot of ways that it stands out. I think, first and foremost, is its overall wrapper of being about time, it’s super-duper time-focused. Like I said, the input method is an old-style phone number pad where you’re trying to get as close to the actual date as possible. But you’re also dealing with, of course, some time shenanigans. This is Jackbox, so of course there’s going to be shenanigans.
There’s a little bit of how do we mess with time, how do we fix it, do we have to disguise ourselves and go to another time, or then, ooh, are we going to the future? But what kind of future is it? It’s really trying to delve into that aspect of trivia and hyper-specific mentality of getting a very broad range of answers specifically correct.
I think, with a lot of othertrivia games, there’s been a lot of random knowledge at play, trivial knowledge for lack of a better word, that you may have in your back pockets, where this one is really geared to stump even the greatest trivia minds.
Breit:I want to emphasize again how cool the Timejinx controller is. Putting in those dates feels so good, and it’s a different approach as you are aiming for a lower score so you don’t want to get away from the date. The closer you are to the actual answer, the lower your score, and the winner of the game has the lowest score.
GR: Golf scoring, got it.
McFarland:Yeah, and as a plus one to Brooke’s point, I also do want to say that the controller was designed by software engineer Allison Flom, who is incredible. This controller has been knocked out of the park, basically, from day one. It’s just so intuitive and wonderful.
NOTE: Allison Flom designed the controller along with Dave Innis (Art Director), Jeff Honeyman (Senior Designer), and Spencer Ham (Game Director for Timejinx)
Q: Dodo Re Mi is the first rhythm game for a Jackbox Party Pack, so I was curious how you decided on a rhythm game and why have the bird-related presentation for it?
Breit:Absolutely. My answer, usually, for any of our creative choices is why not?
I think that the rhythm music game aspect was a fun challenge for us. It felt like it fit in so well with things we already do well, with finding ways for people toplay these games remotelyor in the same room. As for a music game, it was a question of how we gamify that for Jackbox, and the birds naturally fit in. Because birds are inherently musical, we wanted to visually represent you as the player and the fact that you are able to pick from a huge range of instruments.
The philosophy is the bird just opens its mouth and that sound comes out. We’re not visually representing the sense of all these instruments being played; you, yourself, are emitting these wild noises. The instruments go anywhere from a traditional saxophone to some of our more curated sounds like constant screaming. There’s an instrument called Lip Flipper and a lot of things like that. These are not traditional instruments that we thought would be a lot of fun to explore in this kind of space. It is meant to be very silly, very interactive, and something that I’m really excited about with this game. In addition to music being something new for us, we did sound effects with earwax, which is a really cool and surprisingly popular sound when we played it.
Something different for us is this whole drop-in/drop-out aspect. There’s no traditional round structure. You play as many songs as you want to. You could play one, you could play five, and you can keep going until you’re happy. You can also easily sit out one song. It was fun for us because it still keeps scores for everyone, but it’s different for us to have this flexible round structure.
Also, we recorded all of our own instruments, like the instruments are actual instruments being recorded. Our audio team drove out to Central Michigan University and had these day-long recording sessions with college students blowing on instruments that I’ve never seen in my life. A contrabassoon is an incredible piece of machinery that I had never been exposed to before. We have these really cool sounds I can’t wait for players to interact with.
Q: Earlier you mentioned that the game was fun for people who were good at it and who weren’t. How do you approach that kind of, you know, duality?
Breit: Absolutely. I think giving players the power to select what they want to play and allowing that choice to be made through reasons beyond just knowing what the game is about. Players may want to pick something they want to interact with, because the instrument has a fun name, because the difficulty feels comfortable to you, or just do we all want to jump on the kazoo and see what that’s like? All of those are within the player’s control.
It was important to us to empower players to play the way that they want to play. I always say it’s more music than rhythm, as you’re creating these songs, you’re blasting this music out of your controller. That is the comedy and the joy of the game with less emphasis on skill. Now, if you want to survive, you do need to have some skill, but you can set and play a super easy instrument and attempt to survive.
Q: FixyText comes at a time when there are a lot ofpopular word games, like Wordle, the New York Times crossword, Connections, and so forth. I was wondering if any of those word games had any influence on FixyText?
Constantin:That’s a very good question. Well, I definitely see the logic of changing words as you go, like you start with something and you see if you change a letter, what comes out of it? I think what’s been the biggest influence for us, though, is looking at that concept of time. What happens when you have a short amount of time to write something? And you don’t know who is going to write what where, so you have this text field, and people can start writing wherever they want. It was really interesting for us to see the difference between how much existing text we want to give players and how much empty space we want to give players.
Let’s say you have Mikey from the pizza place saying, “Hey, do you want pepperoni on your pizza?” You, as a player, are going to respond to that, but you have a prepped response. The writers initially had some very light, but funny, three-to-ten words that players would then modify, add onto, or riff on, and we found that giving them empty spaces in very strategic positions helped a lot of players do different things with that. It was really funny to see how a word game comes out of several things players are going to do, like typos.
Players are going to riff on those typos. Like in music, you know, you make a mistake or something with your instrument, and you can make it sound good by changing that into something funny. It really allows different players to do different things by choosing to go at the end and go off on a rant and make it a silly joke. You’re jumping into somebody else’s word, and all of a sudden, you get a lot of points for co-opting a word and making something You could be writing as a clown, somebody says honk, and then they turn it into honkle. The group then elevates that and brings that into the next chat. It’s fun to see the words that are initially fun and what words we make funny as we go.
Breit:FixyText also does such a wonderful job of gamifying the stream of consciousness. It really is. It truly is a deep dive into, like, what is on my mind that I am absolutely inserting into this text, and does it appeal to my friends? Like that’s like the line that you’re trying to draw there. It’s so fun and the best kind of writing frenzy.
Q: Community is always a big part of any Jackbox Party Pack, but with this game specifically, it also gives off strong gamer group chat vibes like Discord, setting up fortabletop games, etc. How did this element factor into the fun or the gamification process of FixyText?
Constantin:You’re totally spot on with that. We have things that are our go-to mottos for the design team. One of them was “It’s chaos in the group chat.” That was really something that we wanted it to feel like. Some topic has been started, but really, the group chat is going to run away with it and do whatever they want.
Whatever random topic we give them, whether it’s a serious topic or it’s a random caller who’s telling you that they’re a wizard and they want you to look into their orb, it doesn’t matter. It’s really whatever the players want to go off on a rant about because, at the end of the day, it’s your other players who are going to rate whatever they think is hilarious. It’s not however the conversation has gone, and so really making that group chat central to the game has been core to what we’ve what we’ve focused on.
Q: With Hypnotorious, players are adapting these personas in asocial deduction game, and I was wondering if you could give some examples of these personas and how those impact the group playing?
Arnold:Yeah, as much as anything, the whole game is a puzzle that everyone’s trying to figure out. When you get your persona, like say you get Gandalf for example, there are many different facets of who Gandalf is. Too many to go into, honestly, but it can be as simple asGandalf is from Lord of the Rings, Gandalf is a person with a beard, or Gandalf wears a robe. There are different circumstances. As you play this character, that’s what you’re trying to figure out not only the group, but how do you relate to everyone else? That’s where the fun of it started really happening for us on the social deduction side.
Like, I see there’sFrodo Bagginsover there, but do I fit in with Frodo Baggins or do I fit in with Papa Smurf? Because, like I said, he has a beard like Gandalf. You might be moving around based on like maybe seeing a third person with something that ties things together in your mind. If we’ve done our job properly, you should be switching sides multiple times because you’re like, “No, it’s because I’m from a book.” “No, no, wait, it’s because I’m from the 1940s,” that sort of thing. You should constantly be shifting in this and discussing it out loud, and when you get to the final round, you find out that one person is just off by themselves. If you’ve given away too much the whole time, and it’s the end, you might just back yourself into a corner.
That’s a little bit of a different thing we’ve done on the hidden identity side. As compared to faking it or pushing a button, you know what your role is and what you’re trying to do in this, and in this, you’re trying to figure it out along with everyone else. When things become more clear, it’s hopefully like scrambling into place to save points if you can.
Q: The Outlier in Hyponotorious doesn’t even know they are the outlier, which is pretty unique among social deduction games. How did you settle on that element and what does it inject into the game?
Arnold:That was definitely just something that came up when we were doing the puzzle. If you know you don’t belong up front, people would then just kind of self-reporting and be like, “Nope, I’m going over here. That’s the game, we got it figured out.” The fun thing became watching people start thinking that they don’t belong but trying to convince others that they do. Then, when people are wildly wrong and they do actually belong in a group where they’ve made everyone think they are the outliers, you get more fluid moments. It’s “Oh, we have this figured out,” then “Oh, we absolutely do not.”
Everyone starts scrambling. When we do that where you don’t know, it creates controlled confusion. It’s like IthinkI have my feet beneath me. We got so many laughs when it was revealed that someone certain that they did not belong was actually with a group this entire time.
Breit:Warren is so good at that too, like leading a room. That is what I really appreciate about the work we do with playtesting within the company: seeing the beginning of things, tweaking the smallest thing, and seeing what it does to the room. I remember specifically with Hypnotorious, making that slight adjustment, and all of a sudden, everybody was talking more and noting that change. Like, this is what we want. We want people to be hiding a little bit, advocating a lot but saying too much or too little, and all of a sudden, that kind of explosion happens in the room. Warren is so good at noticing that and saying, “Let’s go further down that path.”
Arnold:Well, to point it back at you and to that group too, everyone was immediately throwing out ideas, and that’s just our culture. There’s no like “Oh, this is your game, you figure it out.” It’s like everyone’s in this together and we’re helping each other. Someone may be playing off by themselves, and they can come to someone else with ideas and things like that. We just work together, but yeah, I appreciate the compliment. Thank you.
Sniffen:I’m only realizing now…because Warren, you directedPoll Mine for Party Pack 8right?
Arnold:Yeah.
Sniffen: I’m realizing if people are shouting at each other, Warren’s probably involved and pushed the button. Fighting and shouting, he’s involved in it all.
Sniffen: And bring them together at the end.
GR: So he’s the outlier right?
Arnold: Pretty much, yes.
McFarland: It was never me. It was all a red herring!
Q: To wrap up, is there anything you all would like to say about Jackbox Party Pack 10, the future of Jackbox Games, the games you’ve directed, or just to our readers?
McFarland: Like I mentioned earlier, I only started here at the end of February, but I have been playing Jackbox games for, you know, ten years or around that much. It really has been everything I hoped it to be. It’s such a wonderful community of people. My team has been incredible and what we’ve been able to make is mind-blowing. All of the small wonderful details that are in the game and seeing what everyone else is creating is a producer’s dream in a lot of ways. Just like Warren was talking about with the culture, it really is such a collaborative space and it’s so exciting to be able to make these wonderful games and to show them to players. I’m really excited for my first game to come out.
Breit:Yeah, I started withJackbox Party Pack 5as a writer. It’s personally been such an incredible experience to be involved since Party Pack 5 until now with Party Pack 10 in different ways. What a gift to direct Job, Job and Roomerang, which are so different from my experience this year with Dodo Re Mi. It’s amazing we can kind of come to the table or join with other people in exploring these unique and special ideas. Knowing that the end goal for all of it is to bring people together and have fun, and just the fact that can be approached in so many different ways is such a special thing to be part of.
Sniffen:I’ll add I have been around the Jackbox world for a while. One of the first things I did was animate question number segues for You Don’t Know Jack, including question number four, the question that cares too much. And I think if someone had told me then that we would get to make so many of these, all the way to Party Pack 10, my head would have exploded. Even hearing that today, my head would still explode, but it would be filled with confetti and candy.
Arnold:Yeah, you mentioned the readers, so I would say we get to do this because people enjoy our games. They’re passionate about our games. People share fan art, and there’s just such a dedicated fanbase. It’s really amazing to watch how many people take the things we create, enjoy them, and take them into their own space. It’s fantastic.
Constantin:What I think’s beautiful with Jackbox and getting to Party Pack 10 is there’s so much to draw from our team and our community. What makes Jackbox so special is that there are hardcore engineers and writers who do stand-up comedy, improvise Shakespeare, and there are people who have all kinds of skills and who care about different things. There’s just a little bit of everything. Being able to highlight all kinds of personalities from our team, for the people who play the games, and we stay really focused on that. It’s what makes very different types of people come together and have a good time. It’s what brought these games to this point, and it’s going to be what we keep on doing.
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