Episode Transcript
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Music.
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Welcome to Byte Action Podcast. For those who don't know, Byte Action Podcast
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is on the mission to bring you raw and filtered journeys of experienced and
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influential people in video games and creative tech industries.
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If you want to understand how games are made, who are the creators behind your
0:24
everyday entertainment, and what it takes to build successful companies,
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games, and products, then you should give this a listen.
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How are you? I'm good. Not too bad, thank you. How are you? I'm well, I'm well, thank you.
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Where were you coming from? I was a journey back home. Where were you going?
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I agreed to go out with my wife this morning and I told her we had to be back
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at 12 and everything was going fine until it decided to be a catastrophically rainy day here. Okay.
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So as soon as it rains in Cornwall, all the traffic stops everywhere.
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Oh God. yeah so i was
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a little bit worried that's why i sent you a message i didn't want a chance of being
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late and you're sitting here wondering well it's fine it's fine no
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worries it was raining in barcelona as well last couple of
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days it was like just i think yesterday afternoon the sky just turned black
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and it just rained on stop until until late so but it's nice and sunny here
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today which is it feels like here actually is is just there's no end to the
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rains yeah Yeah, fair enough. Look, so let's start this. What I want to do, maybe just to start with sort
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of early days of your childhood and where you grew up.
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And is there anything there that you can think about that sort of drew you into video games?
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And where does this interest come from?
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So when I was young, because I'm old, the first contact I really had with video
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games was an Atari 2600 that my dad brought home from work, I guess.
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When he came home from work, he had this Atari 2600. At least that's how I remember
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it. I might remember it poorly because I was pretty young.
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And maybe it was a Christmas or birthday gift. But all I remember is it appeared in the house.
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And it was for myself and my sister. and i think
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pretty quickly my sister was like that's not for
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me and i didn't stop you know then when computers
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became a thing for the home we saw the deluxe 81 which you may or may not be
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familiar with not really the the the sinclair's lx81 which had a massive 1k
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and you could buy an expansion box to put it on at 16k if you really wanted
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to do that and i i harass my parents.
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Constantly like look it's a computer i can learn computers
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probably couldn't learn too much about computers for a
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zx81 but when christmas came around i
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actually didn't have a zx81 i had a zx spectrum which
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was considerably more advanced than that and the
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early days games it started off with the first
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game i had was it was a text adventure called planet
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of doom i think from micro pros maybe
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and it was a purely a text adventure i love
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those sort of things i don't remember the timeline and how
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it lined up but i was playing dungeons and dragons from
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when i was at school with those sort of super fairly first early edition dungeons
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and dragons and obviously i love the whole adventuring and and text tech computers
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allowed you to do it kind of on your own i mean to a limited degree and i love
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those text adventures you know later in later in those early days you You had things like The Hobbit,
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people who played those sort of games, if you remember,
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which was another text adventure with some pretty basic pictures.
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And those games you know they really drew me in so first of
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all console with the 2600 and then
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the spectrum was the first of a series of computers i
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had you know when i was growing up and i think my i think my parents thought
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i was going to become some expert computer programmer or something whereas actually
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what i was doing was playing every game i could get my hands on and yeah i I
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think that that's what led me into it. So from quite an early age, I loved games.
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But what I didn't know really then was that was, was really the actually amusingly,
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some of the people who would work for me worked on some of those early games,
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which is really interesting later in my career,
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but also that there was a job in games somehow young me,
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maybe I just wasn't terribly smart but I
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didn't equate the fact that these games existed with
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the fact that someone had to make them and get paid for
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them I didn't I didn't really get that and I you
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know to be entirely fair in my sort of
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teens and and growing up that way into
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my 20s I far more went towards tabletop role-playing games which you know followed
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on from Dungeons and Dragons and then all of the Advanced Dungeons and Dragons
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and the many different colors of books with that and I did a lot of writing
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running games at sort of events and and writing for systems magazines and that
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sort of thing which weirdly. Across those years ended up being a
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big part of my inspiration for joining in the
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industry in the end because i've written about a
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number of times on linkedin but i actually thought when
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i interviewed for blizzard in the
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first case they were gonna look at my writing and
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be like oh yeah you can write for us but actually i've
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been doing really terribly boring jobs which were
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about organizational leadership and and management and
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they saw that and obviously blizzard when
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i got to blizzard europe there were four of
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us so there were very few people there to
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build those teams and get things ready for world of
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warcraft which was still in development at that point and
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i guess that's what they sort of saw in me and thought that'd
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be valuable and it took me away from the creative side
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the sort of writing side for a really long
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time and it took me quite a while to get back into it and
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then full circle to sort of now where i've written stories
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for games where i've run the creative side
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but i've also run the operations of the studio all the way up to c-suite so
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i've been really fortunate i got to indulge the creative passion but also sort
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of do the things that i'm good at on the organizational side as well okay so
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that's that's interesting How old were you when you joined Blizzard?
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That's a really good question. I have to count. Let me think. So I would have been, I wouldn't have been young for a start because
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I'm older now, obviously, than a lot of people in the industry.
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Let me have a think. And this is why I'm not a programmer.
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So I would have been just in my very early 30s, actually, when I started Blizzard.
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Or around 30, yeah. And when I started, you know, I'd worked a lot of jobs. I hated it.
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I mean, that's the truth. I hated every job I did. I kind of was one of those
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people who spent their entire life wishing I'd win the lottery or,
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you know, some eccentric millionaire would leave me billions in their will.
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But sadly, that didn't happen. And I did win the lottery in a way. I won the lottery by finding games,
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which, you know, it's been an up and down ride for sure.
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But it's everything I could hope with about a career. It's taken me to incredible places.
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I always wanted to live in America. gave me the chance to live in america that
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was something i thought i would just never do and i
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you know when when blizzard when blizzard offered
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me the job in paris i never really thought about living in france not because
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i don't like france but just because i just never thought of it but what i had
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done is i'd always wanted to live since i went to america with my parents on
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holiday when i was 10 i'd always want to live there just while i was sort of
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formative experiences experiences, where 10-year-old me was like, I want to live here one day. And somehow that never left me.
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So when that Blizzard offer came in, I clearly remember thinking,
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France, well, that's different. I've never lived abroad.
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That's going to be scary. But you know what? It's an American company.
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If I work really hard, maybe one day, that's my bridge to America.
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And weirdly, like I say, I remember thinking that when the offer came through.
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And I was the first person promoted from outside
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of blizzard us to to sort of look after
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part of things in in irvine at the hq so
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you know i was i was in equal parts extremely fortunate and obviously i worked
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pretty hard too but you know there's a there's a guy called thor biafor i should
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really call out there and he was a dory at blizzard at the time and he not only
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is a great person but he also understood
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about really knowing what my goals were and why I was trying to do what I was doing.
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And he opened the door, like he went to bat for me.
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And I think, you know, realistically, Thor is the guy that pointed out,
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like, let's get rich to the US. And, you know, I'll always be grateful to him for that.
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So did you apply for a Blizzard position in France? Did they reach out to you?
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How did the job come about? Yeah. So i i was a rabid everquest
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player i led a fairly ineffectual but
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reasonably large guild in everquest played it
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far far too much to be healthy more than i would ever want to
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admit can't even remember what my play time is but i've
9:23
never admitted online it was so bad there were so many
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hours i put into that and actually you know quite negatively
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it probably affected my life for a couple of years because i was doing nothing
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but playing it but i loved the mmos you know it played into that whole adventure
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back to the dumpster dragons and the fantasy worlds everquest being whatever
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quest was it was sort of the leader of what he did at the time and a couple
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of my friends managed to work in a uk office and ill-fated you you you uh uk office.
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Sony online entertainment and they became game masters
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you know the the guides or whatever they called them that
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that basically helped people out and you know
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we were talking about and this was the game we were in all the time and you know
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i was in awe of this was like you've got to be those
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dudes in the world with the fancy clothes and
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you know don't worry everybody i will help you and i
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really wanted to do it as well but i can't remember why but it just didn't sort
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of happen and then really soon after they all got the jobs something odd happened
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i don't really know a long time ago but sony like suddenly closed down the office
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like shuttered it and they turned up at work and there was no, there was no way in.
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So I don't really know what happened there. But what it did do is it,
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it lit that spark of, you know what?
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Maybe I could actually work in here. You know, I've done a lot of stuff where
10:40
you could actually look in it. And at the time I was working in film, I was working, looking after some aspects
10:48
of post-production in film. So I was like, Hey, these are even sort of, sort of transferable things.
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So, you know, I've worked in film. The film stuff I was doing was dreadfully boring.
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I was doing a lot of writing for, you know, role-playing games,
11:01
playing a lot of them, doing a lot of that. So I thought, well, why not? I'll keep an eye out, but I don't expect anything to come up.
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And then in a computer magazine, if you remember those, I opened a computer
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magazine and there was an advert for World of Warcraft.
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Hey, World of Warcraft, here's a shiny picture.
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Come and join our team. So I thought, well, that's interesting.
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I'll, you know, I'll email off. I think it was email off
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and didn't expect to reply got an interview flew
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to France didn't expect anything to come
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of it and then actually pretty quick they came back
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to me and said come to France and the
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rest you know that was sort of history but you know
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it was just you know the the cliche of
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uniting your passion with your work and all that stuff I
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also don't believe in the if you love your work
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you don't work a day in your life because you know I'd love
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that to be be the case but anyone who's worked in games knows that
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it's fundamentally not true but there are days there are
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days there are weeks there are months that i really like it
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and you know i i have friends who do very
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boring jobs very very boring jobs indeed and you
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know they are happy with those jobs but
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i think once you've been in games and once you've been part of some
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of these incredible stories you know that that's how.
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I see it as it's really it's really quite a journey i
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don't know how you could truly be happy going back
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to you know what are we doing with today's say
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insurance and i'm sorry for anyone that works in endurance but
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like for me i just don't think i could do something
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like that you know i have to have a level of passion in what
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i do and i know that because i worked for
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quite a while before games and stuff i didn't care
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about you know including phil and i love phil now i
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love the narrative side of it but i wasn't doing that i was doing dulce
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but but it's it's amazing how things can fall into place if you follow your
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passion if you kind of know what you want to do and without yeah i mean as you
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said you just see some adverts somewhere you apply you don't expect anything
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to happen and all of a sudden you're in paris,
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working for blizzard and it all happened really quickly you know i remember
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i remember it wasn't a tremendously great time in my life if i'm honest around
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that you know i had a lot of close friends And it happened really, really fast.
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And, you know, I, it was also driven a little bit by back then me saying like,
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you know, this isn't a great period of my life. I have to fundamentally make a change. I'm not doing anything I enjoy.
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I'm kind of miserable all the time and, and wanting to do that.
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And I, you know, I lost touch with loads of friends. I had to move really quickly.
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As soon as I moved every day was like a full on.
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12 hour day not even just work it was because
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the the first i want to say the first year of
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blizzard europe was a phenomenon
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not just because of the game which everyone knows the history if
13:51
you you know it it's because of the team you know
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we were apart from the french side of
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the team we were at home we were all these you know
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kind of expat people from you know
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germany austria uh you know
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ireland england you know wherever sweden
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i remember denmark all these different nationalities
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thrown together in this place where none of us spoke very good french and unfortunately
14:17
you know that that was something that i really wanted to but was never particularly
14:21
good at but you know we were all kind of felt like we were on a bit of an island
14:26
everyone was a bit nervous about this you know and we spent huge amounts of
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time together they were like these huge, the incredible bonds between the team, you know, we'd work together and work really hard.
14:36
But then in the evening we'd all, you know, I'm talking the whole team,
14:40
but for the French people who had infrastructure there and even them sometimes,
14:44
but you know, like the whole team would be like, right, where are we going for dinner tonight?
14:49
You know, and you'd be in their side all in the same restaurant. And that happens.
14:53
And I'm not joking. Maybe for a year, it was really long after that.
14:58
Of course we got bigger. He got bigger. You know, By the time I was moved over
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to the US, the team was more than 1,000 people.
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So you do have the sort of politics and divisions and strains of that level
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of velocity and growth that happen.
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And some of those bonds didn't remain, and some of them did.
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But I always remember that time incredibly fondly, that forming part of what we were doing.
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And you know and i still remember arina
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and ronaldo let me use their washing machine because
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i didn't have a washing machine in my apartment it's a strange thing
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to remember right you know and those things stay with you
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i think those things stay with you because they're they're just poignant reminders
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of of incredible moments in time and blizzard gave me a lot of those they're
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not the only ones in my career but i will always have a huge on this for for
15:49
blizzard for you know People like Mike Morhaime, who were great leaders.
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People like Thor, who helped me achieve one of my lifelong bucket list ambitions.
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There were a lot of very kind and great people along the way.
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There was also a lot of stress. There was lots of mistakes. We made tons of mistakes.
16:07
Imagine having predictions that you maybe, maybe might be as big as EverQuest, and then,
16:13
Yeah, that's not what happens. You know, I remember Itzig Benbassa was the sort
16:19
of the inspiration behind Europe existing as a region.
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He'd sort of managed to sell that to the US, at least that's my understanding of it.
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And he was kind of the guy we would message in America.
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And I remember we had an agreement to call him when we got to certain numbers.
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We just kept calling him and he was like, oh, I'm not sleeping tonight, am I?
16:40
And i know i did 36 hours straight on
16:43
launch in world of warcraft and in the end we
16:45
had to get cabs home because we couldn't see straight but it
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was so exciting what we were seeing and i
16:52
remember working on an excel spreadsheet not my favorite things but
16:55
i worked on an excel spreadsheet and i just couldn't see the
16:58
the the lines and the columns and rows were all
17:01
over the place it was just so tired but you know
17:03
we kind of had to be sent home there you know
17:06
by mutual agreement i suppose because everyone was so excited no one's seen
17:11
this these numbers were you know now you're seeing them in more games like fortnite
17:16
league of legends you know and to others then those numbers were unprecedented
17:21
just an absolute phenomenon and like i say not only was i.
17:26
Extremely lucky to be in the right place at the right time to be one of the
17:29
people that was sort of involved in building up these massive teams but also
17:33
doing so on a on a project like that
17:36
i don't think will ever be forgotten i mean it was it was incredible when it launched i remember,
17:42
so many people at my school was playing it i mean
17:45
like everyone everyone was playing world of warcraft and we would play in like
17:50
internet cafes and i don't know at home as well i've had i've had many people
17:55
that i've interviewed and taught when i when i did some lecturing at falmouth
17:59
university many people come up to me and say it's your fault it's your fault that i either
18:05
failed in my education or you know i spent two
18:08
hours on that game and i was like well i feel like you have to
18:11
take part of the responsibility there you're the one that paid the subscription yeah
18:14
but you know obviously it's all in jest and it's
18:17
nice because people generally genuinely
18:21
appreciate the fact that you know there was there were people behind the success
18:26
of that game and and how it was supported but what what was your role in it
18:31
can you can you talk about that i mean My first role was,
18:38
I'm trying to remember the title, I think it was back office manager.
18:42
Which is the most weird and sort of bizarre.
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And basically the core of what I did was all the sort of higher escalations
18:52
for what was going on. That was the first of it.
18:54
But it was also, you know, we all played a part in building the entire team
18:58
across all the different groups. And, you know, building an organization, building a huge organization.
19:04
And I think, you know, my role as in my title, you know, I always feel embarrassed
19:10
putting on my resume because I've had a couple of people start to be like,
19:15
what does that mean? Well, I don't really know. Right. It doesn't really reflect anything we did. And I think most people back
19:20
then, I don't know where these titles came from.
19:23
I think it might have been, you know, old school business France or something.
19:28
It's just we were in France. but I never really understood sort
19:31
of what that meant I mean we dealt with a lot of things you know
19:34
everything from training and overseeing
19:37
sort of the training of the team and sort of growth side of things all the way
19:42
through to fighting against gold farmers now gold farming then was an enormous
19:46
enormous business certainly you know after the after the first sort of year
19:52
or so you know and you know we even had someone in our team who knew a couple of people who were
19:56
part of one of the big sort of gun farmers so there
19:59
was a you know the occasional email that passed
20:02
through saying oh it's a shame we shut down all your
20:05
accounts today you know just a little bit of
20:07
fun but you know in all seriousness that was something that that we needed to
20:11
do and a lot of those functions ended up being automated we had some really
20:16
amazing people in the u.s side who you know who were really taking big strides
20:22
forward of not just sort of fighting it day by day but but also,
20:26
you know, the automation. There were ups and downs for that where, you know, there were times when perhaps
20:31
some people were banned when they shouldn't have been, but that's a bit,
20:34
you know, open to individual opinion.
20:37
But I think from, you know, most of the time, automating that stuff was helping
20:41
people from having to do an awful lot of grime.
20:44
But, you know, the big thing was about building the team.
20:47
It was a constant because it had to get bigger and bigger and bigger.
20:50
And unfortunately, of course, the European organization more
20:53
recently has been has been cut cut away
20:56
that that's that's you know like a sort
20:58
of symptom of recent years and i was sad to see that
21:01
and obviously i still have friends that were affected by
21:04
it people that you know stayed there for the entire time
21:07
as well as you know it's a bit of an end of an
21:10
era i suppose but things move on right yeah they
21:13
have to and they have to it is it is a
21:16
shame of everything that's going on in history nowadays but yeah
21:20
it's nothing you can do nothing thing you can control
21:23
i guess in this stage well yeah i think
21:25
we can all try to there's a lot of things that we can all try
21:28
to support to to drive this forward but yeah i mean there are a lot of factors
21:33
we can't affect you know we can't affect world economy we can't affect the fact
21:38
that businesses that have shareholders see the world differently to the way
21:42
you know developer one through one thousand does i'm not excusing that by the way you know i.
21:49
I have strong feelings. You know, I understand the business side.
21:54
Obviously, you know, I've been close to the development side for a really long time.
21:58
And so both living in both worlds, it's useful, but it's also difficult because
22:05
there is no real explanation for making this decision.
22:07
But you know in a hard business sense whether you
22:11
sympathize with it or not you can
22:14
functionally understand what they're doing
22:17
even if you maybe wouldn't want to take the same decision yourself
22:20
you know what are they doing what are they doing in
22:23
your opinion are they are they trying to just to simply cut costs and save money
22:29
because i'm not saying anything that i'm not saying anything thing that i have
22:34
to be careful here because obviously i you know i don't claim to be better than
22:37
any of these people leaving these studios but i'm not saying anything new when i say that.
22:44
Everybody overhired during covid right lots of
22:47
people invested everyone a piece of the sweet sweet pie that was games at the
22:51
time and so teams had to grow people you know there was obviously the insane
22:57
m&a fest that was you know coming out of sweden for the reasons that you know
23:03
So capital was available and people were using that to buy studios.
23:06
You know, you had Embracer, Embracer then, not Embracer now.
23:10
They're different things, right? And they're not the only ones.
23:13
So I think it's a bubble that bursts.
23:18
You lose confidence when you don't start getting what you want.
23:22
And the thing that frustrates me is that investors don't just want sort of 10x returns.
23:27
And 10x returns are pretty damn good, right? they want 100x or 1000x and you
23:33
know games aren't that reliable sure you know there are,
23:37
sorts of things to tell you they're not reliable you know you could be
23:40
making the next sort of water world for games uh
23:44
you hope but you know there's a lot of things you can
23:46
do to insulate from that you know we do user testing some people
23:49
do early access which is a different matter entirely but you
23:53
know you can get it out there and get some type of understanding but generally
23:56
speaking you're spending the money before you're seeing anything coming in and
24:00
you can't be spending for a very long time and you're not 100% guaranteed that
24:05
you're going to get that return on investment and I think that's why I've,
24:11
I've tried to fund a studio since I left my last one, and I found it immensely frustrating.
24:18
Because, you know, even some of the bigger concerns, I shouldn't name names
24:22
here, but I spoke to a lot of the big people that you would expect are putting
24:26
money in, publishers, and the story was this.
24:30
Why don't you get this game made to the point whereby,
24:35
you know, it's really de-risked for us
24:38
and then we'll jump in or can you get somebody else to
24:41
to to do the first part of the funding and
24:44
then maybe we'll come in later so what you're saying is when
24:48
i don't need your money maybe you'll give it to me also all the developers are
24:52
working on that how am i going to get them to develop that without being paid
24:56
how am i going to pay my mortgage and it was a really it was a really rough
25:00
time and you know fox one was something that i started and And, you know,
25:05
still have a concept for a game that I think is immensely compelling and actually
25:11
could give those 100 or more X responses.
25:15
But like I say, it's so risk averse right now to investors that they just want
25:21
those massive returns and they want to de-risk it.
25:24
But I'm seeing some very strange, strange decisions being made.
25:27
Even now that i don't understand you know there's certain certain big organizations
25:32
who are choosing a you know an individual and saying we'll build a team around
25:36
you and that's great but why that individual and not that individual when that
25:41
one and not that one it just seems to be luck.
25:46
Honestly you know there are a lot of people with a track record of success i'm
25:50
not saying it related to me actually you'd only have to look at the people looking
25:54
for work or the people that are or the people that are considering doing things,
25:58
but I'm, you know, I'm, I'm looking at a lot of people who are out there looking for funding.
26:04
I've talked to a lot of people that are out there who are looking for funding.
26:08
You know, you have things which you, you know, in my opinion.
26:11
Are absolutely fantastic and yet they're not
26:14
getting the recognition and drive forward that
26:17
they should get you know you look at the guys at unleashed games
26:20
for example are my prime example
26:23
of people who should be very well funded by now for some reason
26:26
you know don't seem to be getting as much recognition
26:29
as they should you know a great team of
26:32
people that are they're passionate about doing things the
26:35
right way i've got a great idea of being
26:38
very public about the development art man you know you've got
26:40
people like arena you know heading the studio people like jason
26:43
hutchins and you know production it's a fantastic team
26:46
but you know they are
26:49
still kind of fighting to to get
26:52
you know more support or at least that's my understanding i don't work with
26:56
them but you know there are also seemingly random investments and i think it's
27:02
like to say it's just a shotgun approach whereby sometimes people are just sending
27:07
stuff out and selling it yeah Yeah, I mean, I've witnessed,
27:11
I've been witnessing some random investments as well when it comes to games,
27:15
and especially in the Web3 space that, you know, you...
27:19
Yeah, I am interested in Web3 space.
27:23
You know, I know a lot of people in the industry are very sceptical of it,
27:28
and they're just, oh, it's just all crypto bros and rip-offs.
27:31
But I do think, and maybe I'm wrong here, but I do think the first time a game
27:37
is made where the intention is to make a compelling, high-quality experience.
27:46
Which not just fulfills some part of the need of crypto, but also does all the
27:52
normal game stuff, I think that could open a door and we'd see a lot more of it. For sure, for sure.
27:57
And I wish most people would focus on that, but it feels like a lot of people are not doing that.
28:03
And it seems like there's some people that are coming into that space without...
28:07
Even prior experience in making normal games so so
28:10
in contact with a lot of people and i've done a little bit
28:13
of work with some of them in the last few months and i
28:17
think it is challenging right unless you're really
28:19
an expert in that space i think it's about authenticity
28:23
which is something i think is important everything but as
28:26
to what people's are you know in what their intentions
28:29
are because there are a huge amount of people in that space who
28:33
are just looking to make a huge amount of money really quickly
28:35
sure and they don't care about how they do it and they
28:38
don't care about how that impacts the people who are not
28:41
the ones getting the money and those people the ones i'd like to
28:44
stay clear of but there are i do believe there are good people in
28:47
that space and i think over time it would be inevitable that
28:50
some of those will rise to the surface and that
28:54
hopefully we'll see something that actually pleases all of
28:57
the groups across including you traditional gamers but
29:00
right now i haven't seen that yet i'd love
29:03
to see it but i haven't seen it so with
29:06
the situation now that the publishers or the
29:09
investors they want to see some kind of a almost
29:12
a finished prototype or they want to
29:15
have they want to see other people interested or
29:18
or yeah in a position to invest in
29:21
the project that you're doing at the moment how different was the world
29:24
i don't know five years ago or 10 years ago i don't know if you came across.
29:27
If you were in a of similar situation where you had to yeah so i i mean i've
29:32
i'm not really the biz dev guy right so i fell a lot more into that with antimatter.
29:37
Games over the last decade being the ceo of a studio that was you know.
29:43
It was we are only ever sort of up to around 100 at
29:46
the absolute most with what with you know what people working
29:49
on the game stuff so it meant you had to wear a lot of hats a
29:51
lot more than i had in triple a and the reason that i really wanted
29:55
to join antimatter in the first place was to see if i could
29:57
replicate the sort of success i've been part of in
30:00
the other studios with loads of money finally because all the others
30:03
let's let's be honest you know blizzard obviously even
30:06
though they were just opening and it was pre-world of warcraft they had money you
30:09
know bethesda the the same you know rio yeah
30:12
they had a few quid and the you know the same a
30:15
little bit slightly less rio interactive but now these
30:18
were all big well-known triple a companies antimatter when
30:22
i joined was was was not it was tiny and it
30:25
didn't have any money so i wanted to reproduce that success see if good games
30:28
could be launched out of that if we could build it take it through acquisition
30:32
all that all that stuff and we could and i did but i also had to wear a lot
30:36
of hats And so I had things like pitching games during that time to a more intensive degree.
30:43
You know, I also saw other people pitching games and, you know,
30:47
worked on that process actually with a lot of students at Falmouth University
30:51
while I was working alongside them.
30:53
But I think, you know, what you used to have before, you know,
30:57
a million people said, like, the thing that is the most useless in games is ideas, right?
31:02
Because everyone has them. And the important thing is about good ideas, but also execution.
31:07
You have to be able to execute your ideas and execute it really well.
31:11
You also, frankly, have to be able to market well, market it well, and all the rest of it.
31:16
Because good games don't even sell, especially now, and it's very congested.
31:21
The market's extremely saturated. But back then, I think back then what was really nice was you could work on things as a group.
31:29
You have a sort of vision holder who kind of unites that.
31:33
And you could put together documents and you could show concepts of what you wanted to do.
31:38
You could do it in documentations or very basic outlines.
31:44
Lines and you know people would support that
31:47
they would understand your profile they'd understand
31:50
what you've done before they'd get the idea and
31:54
you know they would they would invest because that's
31:57
what you're doing good ideas and people that you think can execute them right
32:00
you know the thing i always used to teach students about games business is you
32:06
know you've also got to understand that it's not just about the product it's
32:11
about the team that make it you know there's There's a lot of stories of Silicon
32:14
Valley where investors like the team, but not the product, right?
32:18
So they might buy the idea of a product from one team and get another to develop it.
32:22
That's pretty well known. I mean, it's just dated now, but it's pretty well known.
32:26
So, you know, I appreciated that because it was, to my mind,
32:30
it was a way that it was done. And of course, not everybody made money.
32:34
But are they making money now, even though they see these prototypes and things?
32:39
You know, the very big publisher that I spoke to that comes most to mind said to me,
32:45
I don't understand why a big group of veteran developers such as yourselves
32:50
can't knock a prototype together and get to near vertical slats.
32:55
Because we've got groups of students and recent
32:58
graduates who've produced some promising things and
33:02
you know i've said well you know it's exactly the
33:05
same right we obviously are still on the university course that allows us
33:08
to do that we're obviously still in you know relatively inexperienced
33:11
you know i i can't live with my parents anymore they probably wouldn't like
33:15
it you know my my i have a son you know i have a family it's i i have bills
33:21
dude like i can't i can't just knock up your approach type and also yes it doesn't
33:26
take two weeks right yeah and find another 20 people who.
33:30
Would join you and take six months off and do the
33:33
same thing i mean there was a time when
33:37
there was a time when i was working with family university where you
33:41
know it was very hard to find funding for students but
33:44
i said look let's see if we can formulate a studio made
33:47
of students we got this idea for a game let's see
33:50
if we can make it and we'll have an agreement that we'll all work on it
33:53
together and we'll understand that we're doing that because
33:56
if we can get funding then everyone gets jobs right it shortcuts
33:59
the thing and long story short that didn't happen
34:02
no one did fund it didn't get far enough the students weren't
34:05
committed enough to deliver and execute but i still
34:09
remember there was still one person on that team who afterwards
34:12
said to me something along the lines of
34:15
how dare you ask us all to slave
34:18
labor work for nothing and i was like yeah so that
34:21
wasn't the agreement right we all said we're going to do this together and
34:24
the idea was that if it comes off we i haven't got any money out of this either
34:27
right we're trying to do this to get jobs to build something from nothing so
34:33
you know i kind of learned a lesson from that you know i did have good intentions
34:37
there and you know there was it was only one person on the team that said that
34:40
you know and i don't necessarily think that person had the.
34:44
The most ordered view of the matter but that's my opinion
34:47
but you know you can't ask people to work
34:50
for nothing you know all of our time at antimatter you
34:53
know we had all those students on our doorstep from brampton
34:56
university if we did internships there's no
34:59
way you know we did have people would say look take me and
35:02
you don't have to pay me we're like well no because there's no
35:05
way anyone is not going to get paid and you're also going to get paid not not
35:10
the you know the the basic you're going to get paid the living wage which is
35:14
a little bit more than that because why you're working yes you're an intern
35:18
but you still need to pay your rent you still need to you still need to eat
35:22
you still need to go out you still need to do this stuff you know and.
35:25
Asking people who've been in the industry for a really long time who are
35:29
going to be further wrong in their lives who are going to have mortgages dependents
35:32
all the outgoings that comes with that stuff it's just
35:35
unrealistic so that's quite frustrating and it's
35:39
why rather than them be frustrated i moved
35:42
away from it just said you know what thor and i because it
35:45
was thor who was mentioned earlier and i who were
35:48
you know gonna hit that studio said you know
35:51
what let's just stop let's just stop and focus on other things because if this
35:56
is the market that it is we are you know we had had quite a quite a few of these
36:01
calls with the same message again and again which you said it's just going to
36:04
be frustrating and we're wasting time we have to you know start earning money again,
36:10
let's focus on something that isn't going to be a constant frustration,
36:14
which of course is not the case with the job search in the current market. Sure.
36:19
Yeah. And there's a lot of people, there's a lot of people nowadays are looking
36:22
for work and a lot of people that have been, have been looking for jobs.
36:26
For a long time i think i saw statistics somewhere
36:29
somebody mentioned it that the people
36:32
that are graduating from university in game
36:36
development courses they have something like a one or two percent chance of
36:40
getting into an industry now yeah i have a very recent story about this in actual
36:45
facts i when i went out for my with my wife this morning we had breakfast and
36:52
and this This is a true story. It sounds a bit too coincidental, but it is true.
36:56
The guy who was waiting at our table took our order and then said,
36:59
are you Rich Barham? And I said, yeah.
37:02
And I couldn't quite figure out. No one knows who I am.
37:07
And it turned out he was a game student that had been on the course when I'd
37:11
given some lectures. Okay. You know, he's waiting tables. You know, it's rough.
37:16
It was actually a little awkward for me because I wanted to,
37:19
I was thinking about it and I was like, do I mention, like are you making games to him because
37:23
obviously he's not making games he's waiting this table you know
37:27
is he doing that in his spare time is it going to be awkward for him to answer but
37:30
it's actually a slightly awkward moment but you know i
37:33
one of the reasons i didn't want to keep working with
37:36
the university locally there was because
37:40
i i was not completely convinced by
37:43
their model right they were they were taking in
37:46
as many students as possible into the courses businesses like
37:49
a business without real regard for
37:52
the fact that there was such a tiny opportunity
37:56
for them you know and they were
37:58
also trying to extend their education into starting their own studios in an
38:03
incubation manner and you know that was going to cost the students part of their
38:07
company too and i don't recall well let's just say i don't recall very many
38:12
successes coming out of that and it feels like throwing mud at a wall right
38:15
hoping something will stick so you've got a success story.
38:19
And I can understand why you'd want to do that, but I think it's sad for the students.
38:24
I just wish it were different, but reality is this is a very hard industry to be successful in.
38:32
And if you are encouraging people, go and start your own indie studio,
38:35
the one thing they're lacking, no matter how much you say that you've developed
38:40
it in an industry-led course, is practical knowledge of what actually happens.
38:46
And you just can't prepare someone for that. And it's why, personally, I always tell people,
38:52
look, if you can really work hard at getting those internships and really work
38:57
hard at trying to get some job, even if your absolute goal is to establish your own studio,
39:04
just go and do it somewhere else.
39:07
Watch the things, good and bad, because no matter where you are,
39:10
there'll be good stuff happens, bad stuff happens, to varying degrees.
39:12
Degrees just experience that without being
39:15
the one that's actually behind the desk having to
39:18
figure out how to solve those problems for now because there's so
39:23
much to learn from people who've done it before and if you don't have that knowledge
39:26
your chances of success well they just became pretty astronomical but you know
39:33
there's always a success somewhere right somebody is going to succeed somewhere
39:37
there always be someone that magically says you know screw you i'm not
39:42
going to go and work anywhere else i'm going to start my studio and ends up
39:45
earning you know hundreds of millions or something ridiculous yeah it
39:48
happened and then win the lottery too it happens
39:51
but yeah it's i guess the odds are similar to winning a lottery i mean you do
39:55
i agree that any profession that you do you should you should go out there and
40:00
gain some experience and work for bigger companies and and yeah just learn from
40:05
other people how to do before you go out there and you want to do on your own.
40:08
I totally. Yeah. And I, I think, you know, experience can't, can't be overstated.
40:13
You know, I talked about the mistakes we made at Blizzard.
40:17
You know, at Blizzard, when I joined Blizzard, I worked in management leadership for a while elsewhere.
40:23
But looking back on it now, you know, I would never conceive of some of the
40:28
decisions and things that we did then.
40:31
Why? Because we just, you know, we hadn't experienced this stuff before.
40:35
So making decisions or we're doing things, you know, I remember conversations
40:41
or disagreements about certain issues that happened early in those days.
40:47
And now that wouldn't even be a conversation because if you know a bit more,
40:53
those things don't even come up, let alone become an argument.
40:57
Just going back to Antimatter Games again. So when you joined the studio.
41:03
You said you were very small, right?
41:05
How many people were you? i want
41:08
to say about 15 15 might have
41:11
been slightly more than that but it wasn't really very very many
41:14
it was started by started by
41:17
a guy who i mean realistically he didn't he he was a guy who he was a bit of
41:22
a sales guy he could talk a good game and do stuff he really wanted to be in
41:27
charge of a game studio but the reality was that he didn't really know how to
41:32
do that and he certainly and he didn't know how to deal with people.
41:36
And so he left really quickly. You know, I joined and within a few months,
41:42
he'd just, he'd left the business. Okay. And then we had, you know, we had a board, which was me and two other
41:48
guys who were great guys, but predominantly, specifically were gang developers.
41:53
They weren't managers, they weren't leaders, they weren't, you know,
41:57
experienced organizers or anything else.
42:00
And so I had to put a strategic plan in place least for sort
42:02
of five years and say this is what we're going to do
42:05
you know it was hard because the publisher that we
42:08
were working with they had worked with this guy
42:11
who founded it and essentially they were
42:14
just modders at the start they were just a gang of modders who had
42:17
formed into a company and in the eyes of the
42:20
publisher that that started working antimatter i
42:23
don't think they could get it into their heads that this gang of like really
42:29
disorganized modders could become a proper company and so we i think we outgrew
42:34
one another i suppose in that respect they maybe wanted more of that sort of
42:39
informal sort of gang of modders who were very very very cheap.
42:43
But you know would sort of self-taught in most cases and
42:47
you know the plan that i put together was
42:50
build the studio bringing bring in experience prepare
42:54
us for sort of what's next go beyond
42:57
what we're developing now look at what's beyond that how do
43:00
we set ourselves up you know what are we going to do you know
43:04
i knew pretty much from when i came in that you
43:07
know just judging the relationships and meetings and everything with
43:10
the publisher that i'd seen that we shouldn't work this
43:13
publishing anymore nothing against them yeah but just they
43:16
just saw us as this gang of people they were like you
43:19
guys don't know what you're doing so we'll just tell you what to do and you
43:22
know in terms of financial deals in place in terms of the relationship that
43:28
was too hard a set of preconceptions to break so you just needed to move away
43:34
and that's why you know we when we We were scaling down on the DLC of the game that we made.
43:40
We were already, you know, concept and early development, pre-development for
43:46
our own title, which would then lead us to looking at other publishers.
43:51
We had a publishing deal with a very large organization. I mean, a real household, no?
43:56
And we had the contracts. And the contracts were like, you know, on the table.
44:01
And then at our Christmas party, I had a phone call.
44:04
And i stepped outside to take it and it was this company like say a huge company
44:10
and they said that the person responsible for that division had just just quit
44:14
so they were wiping the slate clean.
44:17
Withdrawing all the contracts starting again with the projects and we only had limited runway,
44:23
we had we had set ourselves up limited runway you know we got this but they'd
44:28
been doing due diligence on us for like months so we lost months so we were
44:33
then our runway then went from sort of here to to here i realized that this
44:38
is audio only so that is a useless thing to say but it is.
44:44
You know our runway got dramatically shorter yeah
44:47
and it was kind of panic stations were like oh holy you
44:50
know right gdc i'm gonna
44:53
go to gdc i'm gonna meet with everybody i can and i'm
44:56
gonna to try and get us a different person because these
44:59
guys who they were a huge organization the deal
45:02
was good and all the rest of it through no fault of our own i at the christmas
45:07
party i didn't go back in and tell anyone i waited i didn't ruin the party by
45:11
the way yeah i waited till afterwards but and now gdc i spoke to everybody and
45:17
again we had some really big name interest.
45:20
But no one could do it quick enough because their due diligence and their amount
45:25
of time that they would take would take us beyond where we had money.
45:30
So they would be buying nothing because we wouldn't exist anymore.
45:33
You know, that was a story of how we came to be acquired by,
45:36
you know, a really sort of nascent, new, you know, would-be embracer from Sweden
45:42
when we didn't really expect that, you know.
45:45
And that, you know, that came out of nowhere. but you know i talked
45:48
some yeah i shouldn't name names but i talked against some
45:51
really big names and they were like we'd love to do this but just
45:54
so you're aware like our process is this this is this is right and
45:57
i knew i knew we couldn't survive that long and i was very i was very honest
46:01
with people because i felt that was the only way to be you know i didn't want
46:05
to be cagey because you know we were at the point now after the last deal fell
46:10
through because of what happened that you know i had to be honest with them
46:14
and say look we you know here's reality i know it's not,
46:17
the best negotiating tactic but we
46:20
cannot do the deal in that time because we did not
46:23
have the runway left for us to be able to do terrible negotiating position not
46:27
our own fault but that was what it was that was a very exciting gdc i i did
46:32
a lot of steps those days that's for sure but yeah it came off in the end we
46:38
got a deal and you know for the first while that deal was It's all okay.
46:42
And, you know, and the studio was saved. But, you know, that sort of biz dev
46:47
side of it, then I had to show the game.
46:50
Luckily, we had some sort of early stage stuff. We were well known for tactical
46:54
shooters with a good background. We'd won awards for doing that.
46:58
And a lot of that stood us in good stead, but it's hard. It's much harder now
47:02
than it was then. And so that deal came from GDC directly? Or did it come after?
47:06
It was essentially rubber stamped in a cafe over a salad.
47:13
Nice. Very cool. How long is an average due diligence process that companies need to go through?
47:22
The honest truth is it depends with the size of organization.
47:26
Organization i think i want to say that because
47:29
we signed up with what i would i guess i'd
47:32
call them sort of a micro publisher back then
47:35
they were pretty quick relatively okay i
47:38
think the whole deal was about two months from then so we were still okay but
47:43
you know certainly with the first company who like i said were a big international
47:46
household name it took them more than four months to get to the stage where
47:52
they issued us draft contracts and i think that's It's just,
47:55
you know, big companies have more paperwork. I'm sure that somebody in some big company, you know, may listen to this and
48:01
be like, that's nonsense. It only takes us. And I'm sure that's true, but you know, it is different for every company,
48:07
but it's always slower than you want it to be. I think that's the rule that
48:11
you definitely can apply. It's always slower than you want it to be because when you're sitting there
48:15
and you're like, what else can you check, dude?
48:17
Like you want my shoe size, like my favorite color, you know,
48:20
you've given them the accounts, you know, we were lucky. We were profitable year on year.
48:24
As an independent growing so i had no worry about that we were doing really well.
48:29
But, but the truth is, is, is it takes forever.
48:33
And a lot of it, of course, you know, when we were, when we were,
48:37
when we were bought, we bought by a public company, they were on the stock market
48:41
in Sweden and they were also doing another deal.
48:44
But of course, because of insider trading, they couldn't, they couldn't tell
48:48
me, they didn't want to put me on the insiders list at that point.
48:51
They couldn't tell me who the people they were buying in front of us was.
48:55
Our deal was also held up slightly because they
48:58
they had decided for whatever reason they were
49:01
going to close and announce this first deal first okay
49:04
before announcing ours and we were actually announced pretty much
49:07
immediately after the deal before us in the
49:11
end so yeah it's i think it's
49:14
a lot of people when you go into games there's a
49:16
different skill set between making a game and and leading a department
49:20
a company a studio whatever and the truth
49:24
is is that a lot of people do get to studio leadership when
49:27
they've been creative in the first case and i
49:31
you know i really sympathize with that because a lot of it is how are you meant
49:35
to know unless you magically did an mba or something somewhere just because
49:39
how are you meant to know about all this stuff about how you know public companies
49:44
work and insider trading and when someone starts talking about about transfer
49:48
pricing, you're like, this is just. I don't even know what these words are.
49:52
I did because I'd done the business side anyway before I even touched games.
49:57
But a lot of people, you know, it's a very difficult world for game developers
50:02
because a lot of them aren't hardcore business people.
50:05
You know, you can tell because it depends whether someone's wearing a hoodie
50:09
or they're wearing a shirt and a, you know, a shirt and a sport coat at an event,
50:14
you know, you can spot the business, dude's.
50:16
But it's a tough, it's a tough situation because our industry is so creative.
50:22
You know, a lot of leaders are creative and a lot of these business things,
50:26
like I say, unless you did a business qualification or unless you somehow just
50:29
learned it, it's not typical stuff that people just know.
50:33
So you get acquired, you exist for a few more years as Antimatter Games.
50:40
Yeah. So, yeah. So, I mean, obviously I've got to be careful about this, but in short.
50:46
There was a big change of leadership in the group the entire c-suite sort of vanished overnight,
50:52
the entire publishing arm which was a big part of why
50:55
we wanted to be acquired by this company because you
50:57
know they were we're going to build a best in breed publishing arm
51:00
and they had some great people working in that arm and
51:04
they all essentially got fired overnight and then
51:07
the company became something that was called a financial instrument which is
51:11
quite hard to understand when you're a game developer and then the strategy
51:15
became more about supporting certain studios games than others and less about
51:21
supporting new intellectual property okay and we were.
51:26
We were building new intellectual property you know our prime game was igi which
51:33
was a reboot of the 2000s title had a huge community you know some of our videos
51:38
are getting more than a million organic hits on youtube there was huge amounts
51:43
of chatter about it the game was,
51:45
progressing a little bit slower than it should have been but it was still hitting its milestones
51:48
we were still on target but you know i don't
51:51
want to come on here and moan about it but all i'll say is we
51:54
never got the financial support that we needed when we
51:58
were very clear about what we needed to make the game to the quality we did so
52:01
we were always kind of running behind the curve where we're like we need
52:04
this we can't have that but you know this is what we need to
52:06
deliver what you want us to deliver right so it
52:09
was very difficult we never got the financial support what we did so always balancing
52:13
that out with you want something but you don't
52:16
really want to pay for it that was how it was for a while sure
52:19
and then obviously came to the point whereby they were
52:23
not really gonna fund new development there was a lot of you know i have a lot
52:27
of a lot of strong feelings about that period and you know i don't think it's
52:31
appropriate to talk about them publicly but i will say that it was not necessarily
52:37
a very good experience when we felt that we had,
52:41
worked very hard to produce a game that we think, and I still think today,
52:46
would have been extremely, extremely profitable if it had been supported.
52:52
You know, we had another game in development, but really that was just,
52:56
you know, another tactical shooter, a bit like the stuff we worked on before.
52:59
IGI was by far the better game and was by far the better financial prospect.
53:05
I think it had a much better chance of making really solid money,
53:08
which is why we had stopped working on 83 through to concentrate all our resources on it. Sure.
53:12
But, you know, it wasn't so long out from development, less than a year from release.
53:18
So it was hard to hear that our studio was going to be closed because of that.
53:21
When we hadn't exceeded our budgets that we were given, when we were hitting
53:27
the milestones that we had agreed, even though we were under a lot of duress,
53:31
and even though, you know, the community were crying out for this game en masse.
53:36
So that's tough to take, you know, and that's why, that's why I went to bat
53:40
for the team to try to get everybody jobs so they wouldn't lose a paycheck.
53:45
You know, and I think the statistic was 90% of the team got jobs as a result
53:51
of that without losing a paycheck.
53:54
So they didn't even miss a paycheck. So they got redundancy and a paycheck.
53:58
So actually, technically they made more money, which is a nice story.
54:02
And I stayed on, got them bedded in.
54:05
But, you know, the new company had leadership in another country.
54:09
It wasn't really the sort of company I was very attracted to work for,
54:13
but everything was handed over. And then that took us sort of to this year, start of this year,
54:19
where I've been doing consulting and trying to decide what the next course of action is.
54:26
Because I want to make sure that, you know, I've seen some things that in the
54:31
last year and a half have not been necessarily the best that our industry can show.
54:37
And I want to make sure, you know, that it's not just me, it's also my family
54:40
that will be impacted by these decisions. So you want to make ones that, you know, there's a match of the role,
54:46
but also a match of values with the company.
54:49
And I think, you know, I have strong beliefs in some values.
54:52
They're nothing special. They're nothing surprising. frightening you know they're fundamental things like
54:57
you know a company that actually believes in team
55:00
where you know where people are supported where kindness
55:03
is a is an expectation where you
55:06
know it's not you know there's not a culture of people stabbing
55:10
each other in the back to proceed those are basic fundamental things that do
55:15
not inhibit your ability to make money in games but they're also things that
55:20
some companies don't do very well i want to make sure that you know i'm I'm
55:23
working somewhere where I feel valued and I can add that value and somewhere
55:28
where I will enjoy working, ideally both in location and in terms of, you know, in terms of what the company is.
55:36
If you were given enough funds to build a studio from scratch,
55:41
if you were to join a studio that's in that stage where, I don't know,
55:45
early stages, 10 people, they want to get to a hundred, how would you go about building that team?
55:51
And what sort of projects would you want to focus on?
55:55
I don't know, in terms of genre, in terms of platform, what do you think would be successful now?
56:00
So what would be successful? i'm not going to tell you what my idea
56:03
that they're trying to get funding was because that
56:06
i still believe that that could be that
56:09
sort of thousand plus x project but that's
56:12
interesting you ask that because the type of games i really want to make and
56:17
the way we were living with antimatter games this was our this was our creative
56:21
strategy that i'd laid out for antimatter games those are the sort of games
56:25
i like to make i'd like to make first person or third person games Games which
56:30
have an element of combat, an element of adventure,
56:35
but also where narrative decisions make a difference.
56:41
So, for example, with our title that we were building in IGI,
56:46
depending on the outcome of your conversations, the actual levels would play differently.
56:52
Okay. And I think, you know, I love stories. I love writing.
56:55
You know going back to what i've said earlier like i was
56:58
doing writing before anything else and it's what i expected to
57:01
do i think you know a true story is
57:04
something that people love and you know this
57:07
is why even in games like league of legends which don't
57:10
pull story naturally at all right you still
57:13
have a big lore and you know even animated tv
57:17
series that have come off of it because you know even though
57:19
when you look at that game the game doesn't encourage a
57:22
delivery of a story really it's a frenetic second
57:26
to second paced game but because so many people are
57:29
in love with it they've built a world around it and they've
57:32
built other properties in a transmedia sort of experience around it i love storytelling
57:37
so i'd love to be able to tell those stories you know one of my favorite games
57:41
ever is dishonored you know and dishonored has it doesn't quite go as far as
57:46
i'd like to in your in your decisions making things different because
57:51
they were two smaller teams of them.
57:53
But I believe that if you are in a situation whereby what you do and decisions
57:59
you make actually affect the way the game plays,
58:01
that delivers narrative in an all-new way and one that ties it much more closely
58:07
into gameplay. That's what I'd like to make. But in terms of the sort of studio, you talk about how would I build it up?
58:12
I'd build it up small is the answer because, you know, I think there's a reality
58:17
here which is not popular, but I think it's realistic, which is that most people
58:22
who get into the games industry now, juniors.
58:26
Are probably going to cut their teeth for cognitive studios or outsourcers, call them what they are.
58:33
They're probably, and a lot of people tell me I'm wrong and they'll do differently,
58:37
but a lot of them, I think, over time will probably
58:40
cut their teeth in those sort of big codev you
58:43
know sort of studios because they're just bigger
58:46
there's more opportunities sure i think you know over time we're seeing things
58:50
contract will it grow again yeah i really hope so but for me one of the things
58:56
i've talked to people about is i don't just want people in a studio that i lead
59:00
to feel welcome of course I want them to actually feel treasured,
59:06
like they're something we really care about. Why?
59:09
Well, firstly, because that's just a nice human thing to think.
59:12
But also, on a hard-edged side of it, because you want to retain people.
59:18
Losing people is expensive. It's damaging to morale. It just sucks all around.
59:24
You want to bring in quality people, and you want them to work there as long
59:28
as they want to, right? Not have them leaving after two years because they're
59:34
not treated well, they didn't get whatever. And that's not about giving people infinite salaries because that's not sustainable either.
59:42
But ways in which you can reward people well, give them great benefits and look
59:47
after them is by having people who are really good at what they do and rewarding them for that.
59:53
And that means letting them do the good stuff and, frankly, letting people that
59:58
work for large-scale studios do the rest.
1:00:02
I would rather have a core team of excellent people and then allow them to do
1:00:08
the work they love most instead of having a team of hundreds.
1:00:12
And I'll tell you why. It's not just about the security of those people.
1:00:17
Obviously, it's much easier to contract your expenses if you're small.
1:00:21
But it's also about the fact that a lot of the leaders that I've worked with
1:00:26
over years have said to me, I really like mentoring people, making them better
1:00:30
at what they do, but I don't like endless one-on-ones.
1:00:33
I don't like endless team meetings. I don't like endless admin that stops me doing what I do best,
1:00:39
which is doing my discipline and helping other people to do their discipline.
1:00:43
If you take away the volume of those teams, you take that away.
1:00:47
You give them much more time to do what they do best. you you
1:00:51
mentioned mentors there and maybe maybe
1:00:54
just to finish to finish this off obviously you worked
1:00:57
for some big names so you worked at riot
1:01:00
you worked at zenimax you worked at blizzard can you
1:01:02
mention or do you remember a few people that sort of made an
1:01:05
impact in your journey or you could call the mentors that you
1:01:08
learned from i've had i've had people who have been
1:01:11
great leaders and who have been great mentors while i've worked there but not
1:01:16
mentors that have persisted beyond my working history but certainly great examples
1:01:21
of leaders i would say i have been fortunate enough when i was in france my
1:01:26
boss was a guy called frederick menu and you know fred,
1:01:30
fred was an exceptional leader in that he was he had a real good sense of humor
1:01:35
and he was able to he was able to blend that sense of humor with just being
1:01:40
eminently calm and reasonable you know situations where everyone was het up or.
1:01:46
Really passionately inflamed about. He was very good at calming those situations.
1:01:51
He was good at those one-on-one difficult conversations. Not just a decent person. He was tolerant.
1:01:58
He was, he was tolerant, you know, he was passionate himself for sure,
1:02:01
but he was also tolerant. He was kind and he was very smart.
1:02:05
I like smart people because hopefully I can learn from them.
1:02:08
Moving on to the US, you know, I have to mention Thor again.
1:02:11
Thor was the one that batted for me. He's the one that supported me.
1:02:14
You know, he's, he's very mild in fairly mild mannered, but also,
1:02:20
you know, a guy who was reasonable who
1:02:23
was who was kind who was supportive who was
1:02:27
able to sort of always give perspective on issues mike
1:02:31
moreheim you know i mentioned him i think before mike
1:02:34
was you know the chairman ceo whatever his title
1:02:37
was then a blizzard you know a legendary guy
1:02:40
in the world and you know
1:02:43
he he was human you know he
1:02:46
was still human he still cared about people obviously had
1:02:50
his moments you know as well he's a very powerful
1:02:53
man but you know he he was so respected by
1:02:56
everybody at blizzard when he was at blizzard as somebody who
1:02:59
cared about the team cared about the projects and you
1:03:03
know put those both together in terms of priorities and you know mike moved
1:03:09
away from blizzard i'm sure it's changed i don't work there i haven't worked
1:03:12
there you know mike left after i did but he was you know he was a guy that i
1:03:16
would love to have had as my long-term mentor for sure You're like both smart,
1:03:21
but also really principled.
1:03:24
You know, I'm not saying everywhere, because I don't want to go through every
1:03:26
single one of my, you know, people I work with.
1:03:29
But, you know, another person that really stood out for me was the guy I worked
1:03:33
for at IO Interactive, a guy called Hannes Seifer.
1:03:37
And, you know, I think the only thing I can say to Hannes, and I've actually
1:03:39
said this to Hannes before, I think you'll laugh, but Hannes knew,
1:03:43
it felt like Hannes knew everybody's job better than they did, including me very much.
1:03:48
You know so smart so so
1:03:52
tuned into both the business and the development sides of
1:03:55
everything just incredibly incredibly
1:03:59
smart could be quite stern could be a little bit intimidating from time to time
1:04:04
just you know he was quite stern from time to time but he was also incredibly
1:04:09
human and incredibly kind supportive and you know so smart just just such a smart guy Wow.
1:04:18
Look, Rich, it's really a pleasure talking to you. And yeah, I appreciate your time.
1:04:24
And yeah, it was really interesting to learn about your journey and your stories.
1:04:29
And yeah, thanks for coming over.
1:04:31
Music.
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