Interview with Techculture Magazine

Published on 1 August 2024 at 13:58

I was interviewed yesterday about SCG, Coxistence and the struggles of starting out.

Below is a very small snippet of the interview but you can find the whole interview by clicking the CoXistence Image.

Ger, it’s fantastic to have you here today, and we can’t wait to learn more about Sinister Corporation Games! Can you tell us more about the company and the exciting game you’re developing?

My pleasure, I’m very glad you reached out! Sinister Corporation Games is my startup company looking to release our first title, “CoXistence,” into early access soon. We’re currently still in the development stage, but things are taking off quite quickly. Right now, we’re focusing on the prototype being a great early access starting point for the players. However, once we release into early access, we want to be the sort of company that takes players with us, as we develop the game and incorporate the ideas of the community who want to build something with us. It sounds corny, but it’s true.

That’s an inspiring vision! What motivated you to embark on this entrepreneurial journey and start your own game company?

Honestly, I’d been toying with various engines, and some of the things I was able to create and stitch together made me want to go further. Don’t get me wrong, I quit projects all the time but eventually always went back to them, like some sort of an addiction. Until I decided to storyboard a couple of games and bounce the ideas off of my friends. Let’s just say some of the ideas weren’t winners, but the overall feedback made me feel like this was very doable.

Starting a company is never easy. What were some of the biggest challenges you faced when starting out?

Funding, time, coordination, time zones – you name it, and it was probably a barrier at some point. Looking back on it, I would almost feel like it’s even more pressurized now, though, but for very different reasons. Social media is the rock that some games have thrived and died on. Bad reviews, poor presence, or slow uptake can kill a game before it’s published.

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