00:07This is Bossi Studios, an independent games company based in Shoreditch, London.
00:12My co-founders and I created this company 80 years ago with a mission to reinvent the games industry.
00:20And since then we have been building amazing games that people love, including Surgeon Simulator and Iron Bread.
00:27I Am Bread is a game that you actually play as a piece of bread whose mission in life is
00:33to be toasted.
00:35Now we are in a totally different space in terms of our growth. We are about to launch our biggest
00:42game ever.
00:43So Worlds of Drift is the first community-crafted large-scale online game.
00:48It's for the makers who grew up playing titles that allow them a lot of freedom, like Minecraft for instance,
00:54right?
00:54It's a game that allows you to go into it and set your own objectives and go about solving the
01:00problems in your own way.
01:01This is very different from traditional games we had in the past, particularly online games.
01:06Every game we ever made at Bossi, Worlds of Drift started its life in a game jam.
01:10People recognize this as a hackathon and we love the game concept right there and then.
01:15But the problem is, it's too ambitious for us.
01:17It's too large a game for us to develop with the kind of team that we have in place.
01:21We need 200 people, we have hundreds of millions of dollars to be able to create all this content to
01:26bring this world alive.
01:27So we had to shelve that idea for a while and that was the case until such time that I
01:33got introduced to Herman from Improbable.
01:36The first time that I met Enrique and he was talking about the ambition and vision for Worlds of Drift,
01:41the technical complexity that he had in mind, the scale and with a small student with an indie team,
01:45you know, we just thought they were insanely ambitious and that's exactly what we were looking for in a partner.
01:51And the technology that we were building at Improbable seemed perfect for realizing their ambition.
01:55The trick here is, how much will this scale, right?
01:59And the answer was, it will scale as fast as you are enabled by an investor to do.
02:11Well, BALSA as a team have been working together for many, many years and they have shown that they can
02:16continually not only take big risks but have shown that they can create unique games that become, you know, hits.
02:23So, we believed in them and we believed in their creative risk taking and we know that that type of
02:31freshness, doing something unique, that is also alluring to the user is something that is very hard to find among
02:39game studios and I think BALSA has got it.
02:41We take risks because we know that when we take risks, we actually can create something much better to the
02:48world.
02:49When you invest in creativity, the sky is the limit.
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