Lets start with the end of 2014, because that's when everything skyrocketed. it was December 31, and I was passing th holidays with my family. I had my wife's laptop with me because of still pending work to be finished and to attend to mails, in case it was necessary when suddenly an awesome mail arrived: "Congratulations, you've been accepted in Games Starter." I know, you don't have the slightest idea o what GS is, so let me share it with you.
By half of 2014, a new company started, called Games Starter, with a goal in mind, to be an Incubator for video game studios and create an ecosystem/industry in the country so that we are more recognized in the world for the games we develop (in Mexico in general). Nevertheless, anyone that knows a little about incubators will immediately say, but how's that going to help you make games? An Incubator itself won't really help you. What you need is an Accelerator, and guess what, the guys at GS actually know this, and because of that, although GS is marketed as a Video Games Incubator, it is actually an Incubator/Accelerator/Publisher. With all this in mind, entering GS meant that not only would we be incubated (which we actually didn't need, we've been incubated as a Tech Startup before and were legally stablished already), it meant that GS would take care of marketing and development costs, which for an Indie developer is close to heaven.
For the studio, those news were awesome, we were already struggling with money, and had actually stopped working on REalM for 2 months to make a game for a private company to secure funds to keep development of REalM (what, you thought we would just quit, NEVAAAA). Alongside with us, two other studios were accepted and an actual awesome ecosystem of developers was created at the GS offices.
So, at this point, we had three major things already happening for REalM:
- We were already accepted by PlayStation to make the game for PS4 and Vita.
- We've already been greenlit.
- We had a Publisher (maybe a new one, but one that thus far, has kept their word comepletely.)
So yeah, it was a dream close to coming true. All that is left is the 4th point, which is to sell REalM. We don't need to be the next candy crush in revenue, we just want this game to be enjoyed (or should I say experienced, I don't know) and to let us make more games. In the end, the dream is not to sell the next billion dollar game, is to be able to share all the stories, dreams and experiences we want to share with you, and REalM, we hope, is just the first of many.