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What happened to teagames

Coralie

Years old: 69
Hobby: Rainy Out Looking For Bi Female
Ethnic: Portuguese
What is my body features: I'm thin
Other hobbies: Yoga
Smoker: Yes

I remember this site. Just today I was wondering what was that site that I used to go to and play flash games. Nostalgia is hitting me hard. In 5th grade I spend many hours playing BMX backflip instead of working on a stupid powerpoint show about sharks at school lol.

About me

A year and a half ago, on the 16th floor of a back-alley highrise in Hong Kong, the company that is now known as Sandbox VR was born.

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With less than a million dollars invested, our team of 7 spent a year and:. This is our story. We built free to play mobile apps and casual hidden object games for the PC. I had been building games since I was 13, so I was naturally drawn to building narrative experiences. I found that the genre of hidden object adventure games was a good fit for that. In the late s, we released the Dark Parables series, a franchise that became a 1 best seller on Big Fish Games the largest publisher of casual games in the world.

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It was a high point for Blue Tea Games — and one we would never reach again. As mobile gaming exploded in the late s, the platform shifted away from the PC, and our crew found it more and more difficult to make our titles successful. In earlyI could see the writing on the wall. I knew that I would have to shut down Blue Tea Games. There was very little to shut down. By then, there were only six of us remaining.

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Soon, would be none. I was in the middle of winding down operations, and planned to move back to the States from Hong Kong to find a job. But this was late Virtual reality was just getting off the ground, and I became obsessed with the possibilities of this new medium and platform. What happened next still plays out in my mind like a classic movie scene. I can also get my friends to invest in you. Is this just fantasy?

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This may actually work, I thought. So I took my savings and raised a small amount of money from friends and acquaintances. From that, Glo, Inc. I took what was left of the Blue Tea Games team and the tiny bit of money we had raised, and we set out to help build the nascent VR industry. Early feels like a lifetime ago. The Rift and the Vive had just been released amidst impossible expectations not just for the nascent hardware, but the entire VR industry.

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I felt an intense pressure — both self-imposed and from our investors — to be an early mover in the game ecosystem. But I had a backup plan. One so crazy that it might just actually work more on that later. I had built games before.

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Lots of games. And I assumed this brand new market would be hungry for content. Past experience told me that releasing a game quickly was a good bet, a safe bet. The plan was to build a VR PC game and release it by the holiday shopping season in late It was a puzzle game in VR, taking a lot of what I learned from developing casual hidden object games over the past 10 years.

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It did not do well. It bombed. We were one of the lucky ones. Whatever the reason, VR has over-promised and under-delivered for far too many of us.

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The memory of closing down Blue Tea Games just a year ago came rushing back again. Except this time, we had one more out. While most of my team had been focused on the PC game, I had been working with our best engineer Kimkind on a backup project. Our goal? To build the Holodeck. We asked ourselves — is this really the VR experience that people actually want?

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Do people really want to sit tethered to a computer in virtual isolation with severed hands and a disembodied head? Is that the VR I dreamed about? Hell no. I wanted The Matrix. I wanted the Holodeck. I wanted an immersive experience with my friends, where they could reach out and touch each other and actually make a physical connection.

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I believed that the real magic of VR would begin when someone could totally lose themselves in the magic of the immersive experience. The game, the interface, the disbelief would all fall away and only Experience would be left. By February,we had a rough demo where you could reach out and touch a friend on the shoulder. I started pitching it to investors for a seed round.

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No one was interested. Who would want to invest in a pre-launch VR company with no content, building their own motion capture tech and having to construct a retail location? By someone.

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So why not us and why not now? I sat down with our team of six to present the harsh reality — we were going to run out of money. I took my entire nest-egg — all the money I had squirreled away from my time building Blue Tea Games over the last decade — and I invested its entirety into Sandbox VR.

I bought our team six more months. And raised the stakes even higher. Initially, I was hoping to raise enough money for nine months of runway in order to build out a compelling demo for our next fundraising. I told our team we had six months.

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Six months to build, not a demo experience, but a full tech-stack, a fully-developed AAA experience, and we needed to construct the first physical Sandbox and generate real revenue. I reiterated this was our only path — we cannot count on winning over the investors, so we must win over the consumers.

Our teams worked nonstop 7 days a week for six months. We had six months to figure out how to survive. We did it in four. We were located on the 16th floor of a back alley high rise.

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Bookings slowly trickled in the next few days. But what we also noticed is that everyone who visited were blown away by the experience. A video on Facebook featuring our experience was shared over 10, times that morning. Sometimes a little luck goes a long way. And then it started snowballing.

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Guests who left the Sandbox were sharing the experience with their friends Their friends came and shared it with their friends, and so on. We were going viral. Before we knew it our store was fully booked for 3 months straight, morning til night, 7 days week.

It was surreal to say the least. Nothing makes fundraising easier than insane traction, and we closed a much needed seed round from Alibaba soon after. A lot has happened since then. We demoed to Jack Ma and Kanye West. We get to build not just a virtual reality, but a better reality that transforms you and transports you.

To create a reality where you can be what you want to be and go wherever you want to go. We believe this new medium is not about better movies or a more immersive game.

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