When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn’t be great on the mobile platform. Despite all our hard work, we realized Gunshine just wasn’t going to be the game we had dreamed of. This game would never become a mass-market phenomenon a game that would have an impact on the lives of millions of people. It was too hard to get into the game if you hadn’t played similar types of games before. The sad truth was that this was not a game that anyone would play for years. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. At some point there was no room for our CEO Ilkka anymore, so he had to move out. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. It was pretty far from Silicon Valley, but we had everything we needed: one 30-square-meter room, six desks we got from a recycling center, and of course a coffee maker. Our first office was in Niittykumpu in Espoo, Finland. On top of that, we borrowed as much money as we could from Tekes, the Finnish government’s technology funding arm. Our initial funding came from the founders investing their savings into the company. In short, today we believe that the best quality can only be achieved by focusing on one platform at a time. But later on, our thinking changed completely. An important part of our original product vision, back in May 2010 when we got started, was the idea of building cross platform gaming services – games that you could log into and play from any device.
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