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A year of adventure

A year of adventure

By Panos Dimopoulos, Valerios Stais

SeaBreeze Games

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We were sitting on a rooftop, drinking cold beer. One of us had GMed a one-shot the day before, and we were discussing how much better the experience was compared to when we first started. I remember we laughed a lot that night—even though it was a bit cold. We loved these games.

Then it hit us. We could do this for a living.

That was months ago. We started work soon after. We researched the market; examined the work of other people; made a plan; brainstormed and plotted one-shots; wrote them down fully; dealt with all the annoying peripheral tasks; organized playtesting groups. Finally, we created a full product as a test.