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George Hightower is forty-nine years old, with more than two decades in the video game industry, and absolutely nothing of his own to show for it. While the world celebrates the creators who dared to risk everything, he works on another generic title for a corporation that stopped innovating years ago. He turned down the opportunity of a lifetime, and he knows it. When he wakes up in his student apartment in San Francisco at twenty-one years old with the date of March 1998 on the newspaper, George discovers that he has retained every fragment of knowledge he accumulated in his previous life: every programming language, every optimization technique, every game that revolutionized the industry over the following three decades. But he has woken up in a world where video games are stagnant, where no one has yet imagined the genres and experiences he knows by heart. With a student loan, a PC, and the weight of a second chance he has no intention of wasting, George sets out to do what he never had the courage to attempt: create the games that will change the world. But knowledge of the future does not guarantee success, and building something from scratch demands more than knowing how to code — it demands convincing others of a vision no one else can see, surviving without money, and confronting the question that will haunt him with every decision: is he a genius, or simply an impostor with privileged information?
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