Joystiq Feature
The Uncanny History of The Bureau: XCOM Declassified

"Caponi's work in building characters and ensuring authenticity when necessary in The Bureau: XCOM Declassified may be what sets it apart the furthest from Enemy Unknown, which was more often driven by emergent stories. 'Ultimately, I believe games are about stories - they're not necessarily always the authored stories,' Caponi says."


NBC News Preview
Hands on with The Bureau: XCOM Declassified

"Erik Caponi, The Bureau's narrative designer, said at a New York preview last week that the team wanted to give the game an 'early sixties covered in foil, mad science kind of look' to reflect the hyperbole of the space race and the looming tension of the Cold War."


Gameplay Podcast 
Episode 42: Put Some Pants On

"The Bureau: XCOM Declassified scribe Erik Caponi stops by to analyze the Xbox One reveal and prove his undying love for the A-Team, clad only in his underwear. He also manages to insult Kevin's grandmother in the process."

Gamespot Interview
1962: The Year XCOM Makes Contact

"'We wanted to take that time period and look at what it meant to society and the people in it,' said Erik Caponi, lead narrative designer at 2K Marin. "[The 1960s] were a time when people's view of government and the world changed drastically."


Polygon Interview
Creating The Future by Writing The Past

"When Erik Caponi stepped into The Bureau: XCOM Declassified, it was his job to fill in the gaps between the established canon and shepherd the game that would be into a cohesive and personal narrative, another new twist for the series."

Kotaku Feature
Growing Up Games: When Will Mature, Mature?

"Writer and designer Erik J. Caponi of Bethesda Softworks agrees: 'We think of the word mature as a rating more than we think of it as a narrative goal or a certain set of subject matter,'"


Video Interview
Inside Reckoning - Narrative Design

"Join Big Huge Games' Narrative Designers Erik J. Caponi, Andrew Auseon, and Tom Murphy as they discuss the process of working with R. A. Salvatore and Ken Rolston to develop the massive storyline for Kingdoms of Amalur: Reckoning."

Fallout 3 - Meet the Devs

"You learn to develop a thick skin pretty quickly when you're in game development. You have to. No matter what you do, no matter how many people praise it, and matter how many people buy it and love it, somewhere, someone thinks that it sucks and they just can't wait to tell you all about it. And thanks to the power of the internet, they can. "