
I recall a discussion with my co-founders where we were asking ourselves: ‘What’s the minimum amount of time the company has to survive for this whole experience not to be embarrassing in future job interviews?’ The conclusion we came to was… Six months. Financially, too, setting up our own studio was madness.

We were going to ‘change the face of entertainment forever’, yet there was no good reason to think we wouldn’t simply fall flat on our faces. With hindsight, the sheer scale of our ambition was rather outrageous.

There was a pervasive sense that things could now be done differently, more independently, freely. The journey that would ultimately lead to today’s launch of Worlds Adrift began a decade or so ago with a hunch: that games were about to get very strange indeed, much different from what they were back then.Īs a group of three foreigners with a shared disregard for the status quo - fans of Monty Python, David Bowie and Kraftwerk living in the UK (I’m from Brazil as is Bossa co-founder Roberta, while Imre is from Hungary) - we felt this was our chance to start something completely different.Īt the time, powered by the rise of digital distribution, the games industry was in a state of upheaval: a boiling pot of creativity where the old rules were vanishing fast, and success was no longer measured by how quickly your game flew off the retailers’ shelves - partly because physical shelves were on their way out as well.
