THE GAME KITCHEN
Edge|July 2021
How a small group of friends brought beautiful nightmares to life with their blood, sweat and tears
NIALL O'DONOGHUE
THE GAME KITCHEN

Back in March, an unusual unboxing video was uploaded to YouTube. It showed developers from The Game Kitchen rooting through mysterious packages that had arrived at their various homes. Inside, they discovered framed plaques congratulating them on Blasphemous, the Seville-based studio’s second game, selling its millionth copy. With some emotional reactions, the video is a touching celebration of an impressive milestone – but the journey to that million was anything but easy.

CEO and producer Mauricio García started programming aged six. He remembers using a microcomputer his parents bought him. After school, García joined a consultancy company as a developer, where he met Enrique Cabeza. They both hated it. “I did a lot of website development, application development… basically a lot of boring shit,” García laughs. The pair really wanted to make videogames, but it was hard to picture game development as a realistic job in southern Spain at the time. However, García started making games under the banner Nivel21 Entertainment in 2005 alongside Cabeza and a small, fluctuating group of developers. “It was very, very hardcore programming back then, so we advanced very slowly, little by little,” García says. “Even though we had a lot of cancelled projects and failures, we just kept doing it.”

この記事は Edge の July 2021 版に掲載されています。

7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、9,000 以上の雑誌や新聞にアクセスしてください。

この記事は Edge の July 2021 版に掲載されています。

7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、9,000 以上の雑誌や新聞にアクセスしてください。

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