Filipe Pina has been a major player in the gaming industry for over 25 years, working on a wide range of titles across various platforms. He started his journey in Portugal when the gaming scene in the country was practically non-existent, and over time, he has built a remarkable career that spans multiple companies and game genres. Currently, Filipe Duarte Pina is the Executive Producer at Mr. Kite, where he’s working on an exciting new social sim game called Today.
In this interview, our editor-in-chief Shuab sat down with Filipe during NFC Portgual where Filipe delves into his backstory, discusses his career highlights, and gives us a sneak peek into his latest project. This Q&A-style conversation offers fascinating insights into the mind of a game developer who has seen the industry evolve over the past two decades.
Who is Filipe Pina?
Shuab (GMGames): Let’s kick off by telling the world about Filipe, who is Filipe Pina? If you could tell us a little bit about who you are and a bit about your backstory?
Filipe: (Today The Game) So, I’ve been making video games for around 25 years. When I started in Portugal back in 1999, there were no video game companies working here at all. It was zero. We did have a few that started in the 80s and then a bit in the 90s. And as a kid growing up wanting to make video games, it was very frustrating to see that I could not go anywhere, not learn. There were no courses, there was nothing.
So I kind of decided by myself that I would do it. I would, you know, get a team, raise my own company, and go from there. So that’s what I did. And 25 years later, I’ve made around 30 games for PC, PlayStation, Xbox, mobile, and even some other mediums that no longer exist. Over the years, I’ve had two of my own video game companies, worked for other companies, and right now I’m the Executive Producer at Mr. Kite, where we’re making a game called Today.
Filipe’s Game Development Highlights
Shuab: Are there any games that we would recognize from your back catalogue that you worked on?
Filipe: There are a few that you might recognize, but you could look up Toyshop Tycoon for the Nintendo DS. It wasn’t massive, but it did well. However, the publisher at the time decided not to take a big risk with it because they had a Pokemon game coming out, so they only produced a small amount of copies.
Another one that came out and was quite well-known, especially if you looked at high scores, was Under Siege for the PlayStation 3. After those, I made a few more indie, smallish games on my own. There were two comedy games called Detective Case and Clown Bot. It’s quite famous here in Portugal, because they take place in Lisbon and feature Portuguese characters. They sold well for Portuguese audiences, but they didn’t gain as much recognition outside of Portugal.
Lastly, I worked on a game called Avakin Life, where I served as Senior Producer. That game has around 1 million players per week. I was responsible for producing a lot of the features and events that happen in the game. For example, I brought the The Voice TV show into the game, and that was a huge success. So, as a producer, I’ve been around a bit, working on a range of projects.
Getting to know Filipe with some Quick Fire Questions
Shuab: That’s a pretty awesome career journey so far. Let’s get to know Filipe with some rapid-fire questions about your gaming preferences and habits. Your responses will give us a glimpse into your personal side.
Let’s begin with asking you about your favourite game when growing up?
Filipe: Probotector.
Shuab: What is Filipe’s least favourite type of game, perhaps games that you don’t play?
Filipe: I would say card-based games. I’ve played so many games over my life, but I’m no longer a hardcore gamer.
Shuab: Mobile gaming, PC games, console games, or browser-based games: which game are you into?
Filipe: Console games, because of the convenience and technology. I enjoy the comfort of playing on a couch.
Shuab: What’s on your console right now?
Filipe: I just finished Animal Well and am currently playing Sea of Stars.
Mr. Kite and Filipe’s Role
Shuab: Thanks for that, very insightful. For anyone that doesn’t know, please tell us about Mr. Kite and your role there.
Filipe: Mr. Kite was founded by Ben Cleary and Michael O’Connor. Mike and Ben are long-time friends—since they were kids. Mike has an impressive background, having worked at Sega, Nintendo, and Sports Interactive, where he was involved in Football Manager. Ben, on the other hand, is an Oscar-winning director, known for a short film he won an award for in 2017.
Both of them always wanted to create a video game company, and the first thing they did was develop a VR experience in 2019 or 2020. That VR movie was actually nominated for awards, including one at NFC. When they decided to make the game we’re currently working on, Today, they moved to Lisbon to start the company here. Both are originally from Ireland but saw Lisbon as the ideal place to set up the studio.
I was one of the first people they hired, initially as a Senior Producer, and then later as an Executive Producer after we secured funding. My role from the start was to build the team, organize the tools, and make decisions about the production process. Essentially, I was responsible for figuring out how we would make the game. Now, with a team of 45 people, we’ve achieved full funding and are preparing to launch the early access version next year.
The Blockchain Social Sim Game known as “Today“
Shuab: Talk to us about your game, tell us about the social sim you are creating called Today.
Filipe: Today is a social simulation game where you live on an island, and you can invite your friends over to chat, build things, and help other residents—these NPCs we call residents—who also come to your island. There’s a deeper backstory, but I’m not going to spoil too much of that right now.
The idea is that while you’re doing activities like planting potatoes, foraging, or building a little hut, these residents will pop up and ask for your help. For example, a resident might arrive after a long journey and ask for pizza. The cool thing is that they actually talk to you, and you can talk back to them using your microphone. So, you can say, “Okay, I’ll go get you pizza,” and they’ll follow you around. You can even ask them about their journey, and they’ll communicate with you in a natural way.
We’ve developed a system that’s more complex than your typical chatbot or voice assistant. These NPCs have long-term memory, so they remember everything you tell them. They’re aware of their surroundings, know who you are, where you are, what you’re wearing, and they even have emotional awareness. They can get mad, sad, or happy, and their emotions influence how they interact with you.
This AI-driven system creates a very unique and immersive experience. The NPCs feel more alive, as they react to you, remember your actions, and adapt their behavior based on the way you communicate with them.
Game Objectives and Structure
Shuab: What is the actual end goal of the game? Are you building an open world metaverse community, or is there like a linear storyline that one can go deeper and play into?
Filipe: It’s a bit of both. You can go very deep into the storyline if that’s your preference. But it’s also one of those games where there’s no real end. You can just keep playing with your friends, and new residents will keep arriving, bringing fresh experiences and challenges. There’s a lot of flexibility for players to create their own unique journey.
For example, you might decide to host an event, like a party, and invite other players over to your island. You can even sell tickets for the event using actual in-game currency. So, while there is a storyline that players can follow, there’s also this community-building aspect where you’re constantly interacting, creating, and evolving your island and relationships with NPCs and other players.
The game is really about exploration, both in terms of the island and the social interactions you have with other players and residents. It’s designed to be a living, breathing world where you can always find something new to do or someone new to meet.
Metaverse vs. MMO
Shuab: Is it a Metaverse where people can buy land, or is it a story-based game?
Filipe: I wouldn’t call it a Metaverse. It’s more of an evolution of what we currently understand as an MMO. The term “Metaverse” suggests creating an entirely new universe, and that’s not exactly what we’re doing here. Today is an extremely complex MMO with strong social simulation elements, which is why we prefer to call it a “social sim.”
While Today has some MMO-like features, such as interactions with other players and a persistent world, it’s not trying to create a full-blown universe like many Metaverse projects. Instead, it’s more about building and nurturing a social experience, with adventure and exploration intertwined in a way that allows players to craft their own stories and relationships. There are still a lot of unknowns as we develop, particularly with how the AI-driven residents will interact and evolve. But ultimately, this is about creating a living, social environment more than an expansive Metaverse.
Development Progress
Shuab: Where would you say you are in terms of the journey? You said it’s production-ready or early part time?
Filipe: Right now, we’re in an advanced prototype stage. We’re moving toward what we call a vertical slice, which is essentially a version of the game that includes all the core elements, but in a shallow form. This will give us a good sense of how the final game will look and feel.
There are still some pieces of the puzzle missing, but we’re getting there. The development process for Today has been very iterative. Every time we plug in a new feature or interaction, we discover new possibilities and challenges. For instance, we’re still figuring out how the residents will interact with each other when the player isn’t around, or how the game will continue evolving when you’re offline. These are complex questions that require ongoing refinement, especially with the AI elements we’ve built into the game.
When people see what we’ve achieved so far, they can’t believe it’s just a prototype because some aspects of the game are already very advanced. But we’re still in the process of putting everything together and making sure it all works as a cohesive whole.
Technology and Blockchain Integration
Shuab: Let’s talk a little bit about the technology. You mentioned blockchain and play-to-own. If you can, elaborate on some of the other blockchain elements you mentioned and the marketplace.
Filipe: Sure. So, Today is built on a concept we’re calling “free-to-own.” Unlike traditional free-to-play games where you buy items but never truly own them, everything you purchase in Today is actually yours. It’s tied to your wallet on the blockchain, meaning you can sell it back whenever you want.
For example, let’s say you buy a hat for one of the residents, and later you decide they don’t like it anymore. You can put that hat back on the marketplace and sell it to another player, potentially making a profit. The blockchain integration empowers players to engage in an in-game economy where they’re not just spending money—they’re also able to create, buy, sell, and trade assets in a real marketplace.
We’re still finalizing some of the details, but the goal is to build a system where the players have more control and ownership over their in-game items. This creates a more meaningful and lasting connection to the game world because your efforts and purchases have tangible value beyond the gameplay itself. It’s a big shift from the traditional free-to-play model, and we’re excited to see how players respond to it.
Game Engine and Controls
Shuab: What about the gaming side of things, in terms of what engine you use and how a player controls themselves?
Filipe: We’re using Unreal Engine 5, which has been a game-changer for us. It’s an incredibly powerful engine that allows us to create detailed and dynamic environments while speeding up the development process. Unreal Engine 5 offers so much in terms of graphical fidelity and the ability to build complex systems, which is essential for a game like Today where the AI and social interactions are central to the experience.
One of the key technologies we’re developing is called Dreamia. Dreamia is the AI system that powers the NPCs in the game, making them more than just scripted characters. Dreamia handles everything from the NPCs’ memory, emotional responses, and interactions to their awareness of the player and the environment.
This system runs both on the player’s machine and on our servers because the processing power needed for these AI-driven residents is quite extensive. By distributing the load between the player’s device and our servers, we can ensure that the game runs smoothly and that the residents behave in a believable and dynamic way.
Release Plans and Player Engagement
Shuab: Is it a PC-based game? Do you have a release date that you’re aiming for?
Filipe: Yes, Today is currently being developed as a PC-based game. We’re aiming for an early access release next year. I can’t give you an exact date just yet because we’re still ironing out some details, but early access is definitely the next big milestone for us. This will allow players to jump in, experience the game, and give us feedback so we can continue refining it.
Shuab: How can players find out more or get involved in this game?
Filipe: The best way to stay updated on the development of Today is to follow us on Twitter. We regularly post updates, behind-the-scenes looks at the game, and announcements. You can find us by searching for Today the Game. We’re also planning to open up more channels for the community as we get closer to release, so keep an eye out for those opportunities to get involved.
Wrapping Up
Filipe Pina’s extensive experience in the gaming industry has given him a unique perspective on game development, and his latest project, Today, is shaping up to be a groundbreaking social sim that blends AI-driven interactions with innovative blockchain technology. From his early days of building a gaming career in Portugal to leading the development at Mr. Kite, Filipe has shown that persistence and creativity can drive exciting new ideas in the world of gaming.
As Today moves toward its early access release, the gaming community can look forward to a new kind of MMO experience, one that prioritizes social connections, player-driven economies, and deeply immersive AI interactions. Be sure to follow Today on Twitter to stay up-to-date with all the latest developments, and prepare to step onto the island where your adventures will be as limitless as your imagination.
