Charting a New Course
On a Friday in June of 2006, we finished work on the vertical slice of Daybreakers, our next-gen IP. On Monday I turned the development team in an entirely new direction: Virtual Worlds.
The ability to be flexible, adapt and let go of our original plan had saved us. We went to work for MTV on production of a 3D social gaming space based on Pimp my Ride. This change was not met with enthusiasm by everyone in our employ. Everyone had signed on to do next-gen and we were taking them into the unknown world of real-time social interaction and casual gaming. It wasn’t long before the expected happened. Some people walked. Their personal desire to work in the area of gaming that they desired overshadowed their belief in Michael and I as leaders. Disappointing, yes, but completely understandable.
Out of this crisis, came clarity. We were in a new space. There was excitement with this new area of online entertainment. It felt eerily similar to the pre-launch days of the original PlayStation where anything seemed possible. We quickly became experts in this new, growing field. We aligned ourselves with one of the smartest people in the business, Michael Wilson, CEO of There.com. We turned a corner.
In hindsight, it was the right decision. Traditional gaming revenues have remained relatively flat, while the casual online space has exploded. We were now well positioned for growth as demand for our services was high, just the opposite of where we had been a year earlier. Perhaps there was a bit of luck involved, but I’d prefer to chalk it up to the tenacity and flexibility that Michael and I exhibited. We simply refused to fail.
Since that time, we have further expanded our capabilities to include the production of in-browser MMOs utilizing Flash. We have created a proprietary engine called Firefly, which takes full advantage of the capabilities of the Flash 10 player. Our goal is to infuse our online casual MMOs with all of the ingenuity and innovation that our backgrounds as traditional next-gen game developers strive for. So things did not exactly turn out as planned. It turned out even better than expected. When I started Trilogy Studios, I had no idea that I’d feel like it was 1999 all over again.
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2 Comments
July 2, 2009
Terrific coverage of a Byline story written by my business partner and co-founder Rick Giolito.
July 3, 2009
This is a very familiar story in our industry. Top creative talent bristles at bureaucracy and decision by committee -- so departs institutional setting for greater creative freedom. Innovative independent studios are built by visionary creative and technical talent. They are eventually acquired -- but talent tires again of working in a corporate environment. So they leave. Congrats to Trilogy -- a SoCal neighbor! Successful independent studios drive creativity and make this industry endlessly fascinating.