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Crammed into a computer shop in Rotterdam, Benjamin van Hemert waits anxiously.
But this small success could change all that.

“This might actually be a step into the games industry,” he remembers thinking.
Or anywhere
Few people have better insight into the studio’s evolution than Van den Ouden.
“Multiplayer: check.

Online multiplayer: check.
Virtual reality: sure, check, let’s do that too!”
The cause of their late night?

Van den Ouden had reservations over the scope of the project, but couldn’t help but be impressed.
“This was the first team that really believed in their own project.”
If you’re going to wait six months, your moment is gone.'"

This feature originally appeared in Edge Magazine.
“We lived like rats in the building.”
“It was scary.”

We Were Here Too was released almost exactly one year after the original game.
“It started generating the funds we needed to keep going,” Van Hemert says.
“That was an insane morale boost.”

ffice in Rotterdam, adding a handful of employees to their ranks.
“You’re not bound by these rules that are taught in school,” he says.
“We had no idea, so why not just do what we think is cool?

That’s basically how we always venture to do it.”
It paid off, Together’s launch paving the way for yet another growth spurt.
“Both our games and our studio grew exponentially we kept doubling ourselves,” Van Hemert says.

“We wanted [Forever] to be even better, even greater.”
“There are new rules, a new challenge everything is new.”
Van Hemert sums up the aim simply: “We want people to be dazzled.”

By the time it was working on Forever, things were rather more complicated.
“At some point, this structure doesn’t work any more,” he says.
“you gotta start creating a hierarchy, otherwise it breaks down.

Nobody had any experience running this whole thing.”
“We paused production for six months to redefine our processes,” he says.
“We really want to take care of each other.”

“This is what we do,” Renting says.
This feature originally appeared inEdge magazine.












