In Beacon Pines, the story and decisions made are mapped out on a tree, showing branching paths from single moments that changed the course of the story. For developer Matt Meyer, that was true in real life, too. His path to developing Beacon Pines began with a single, simple, consequential decision made years ago, almost on a whim. “I worked a corporate job for five years or so in Chicago, and sort of just snapped one day,” Meyer says. “It wasn't really the job's fault. It was the traffic. I was in my car an hour and a half every day…I hate traffic so much. So I just snapped one day. I was like, ‘I'm moving,’ and I moved to Austin, and didn't really have a plan.” Sans plan, Meyer was hoping to write music, specifically for games. After a bit of noodling around, though, he realized if he made a game, he could put his own music in that. He eventually teamed up with Brent Calhoun and Ilse Harting, and thus Beacon Pines was born…as an RPG rhythm battler. “It looks co