30 www. ceotodaymagazine . com thing was to find the identity of our company. For many years we were struggling as one of many small companies in the industry, being torn apart between our ideas and marketable content. We hit our all-time low in 2014 with the premiere of Basement Crawl – the worst game in the history of the PlayStation 4 (at least at the time of the console’s launch). Bloober Team became synonymous with bad games in general. The team’s morale was abysmal and we had to reinvent ourselves, find a new path. This led us back to Nibris’s vision of psychological horror. We rebounded, creating Layers of Fear and Observer. We turned failure into success and people still cannot believe how we managed to achieve it. In other interviews, you have described The Medium as Bloober Team’s most ambitious project yet. How has its reception affected your team’s priorities for future projects? The initial idea for the title can be traced back to the early 2010s. We were waiting for the day when the game would not be limited by the technical solutions of consoles. It was the biggest game budget and development-wise and it shows not only in the scale of our game but also in a new look; it was the first game maintained in third-person perspective, typical of action-packed games like Uncharted. The critical acclaim The Medium received strengthened our belief in the path we have chosen and confirmed our vision of scaling up the business. We have our DNA, we specialise in horror games and our upcoming games are expected to have much more action – the success of our last game did not change that, only sped up some processes. How did your recently announced partnership with Rogue Games come about? We have known Rogue’s team for some time now. CEO Today Gl oba l Awa rds 202 2 Image Credit: Tomasz Gotfryd
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