um so we're we're multiverse we did yc w20 so that was from like january to march of this year just before corona hit um so you know multiverse it we're we're making next generation tabletop rpgs you can think of us like a mix between you know dnd and roblox we uh we want to take games like dungeons and dragons that you play in your head and on paper and we want to turn that into a visual experience you play online you can stream uh you play with your friends right it's like a video game and uh we're building a marketplace because d and d and like tabletop rpgs are ultimately about telling your own story and so any we want anyone to be able to make content on multiverse but we're also the first creators on it so in a way we're making a platform but we're also making a game and content on top of it and uh you know we're a bit of an unusual founding team we've got two mit engineers me and hisham and sarah who's a world-class artist like i'll let her get into uh stuff she's done but uh really it was kind of an unusual team and we wanted to share our experiences about how it was having like someone like sarah collaborate with us be a founder and whether maybe that's something that more people should do right and uh you know emma touched on this it in tech it's hard to understand how to make a game sometimes right because coming from a tech background we're used to uh solving problems we're used to talking to customers and uh like worst case you you're building like a social product and the advice is always like you can maybe you can't talk to the customers but you launch right away and you test the testing's out um and you know games i think sometimes make people a little bit uncomfortable in tech because they're different right like they're entertainment products and they take some time to launch and they're not necessarily solving a problem right uh in entertainment you really need to have a point of view that you're sharing and you need it to be compelling you have to trust that like millions of other people want to know about your point of view right and you need to make these like really important foundational decisions uh without necessarily knowing you know how people will react you're not able to test it right away right and uh you really want someone on your team when you're making a game who is truly good at that right and um no it's worth saying that like uh not every gaming startup is an entertainment company right like twitch is a platform right they're not necessarily making their own content right um even mobile games to some extent you could say uh you don't necessarily need the high entertainment value but like you know if you're trying to make a company like you know let's say like riot uh when uh fundamentally you're also making a media company uh entertainment is really important and you need someone who is good at that you need someone with great intuition instincts um and you know when we were making multiverse we knew we needed to make content and we wanted to be compelling and just immediately the person who popped it to our mind was our we'd been friends for a long time it felt very natural and you know luckily she had a lot of the entrepreneurial skills that uh that we already needed and so uh yeah sorry do you want to talk a little bit more about that and like your journey going through why see as a as an artist yeah sure uh you can hear me right yep okay cool uh so hi i'm sarah i'm the creative director and co-founder at multiverse and primarily the illustrator and sorry for the cat interruptions before uh she seems to want to give part of this talk as well before i was with multiverse i was doing work for marvel for star wars and on comic books uh and it was just a really natural transition actually to transfer some of those skills uh into games and if you think about how players interact with your games art is at every single step you know the first um the first way they interact with your game is through illustration and you know the promotional images you create uh then you know their art is dominating the screen and ultimately defining what the player experience is going to be and the art of the game is what people are going to ultimately recognize you know when they're on twitch they're on youtube they're on instagram you know seeing your game around so we genuinely believe that artists actually have the same skill sets that you expect of good tech founders and first and foremost illustrators right now especially the ones utilizing social media they're entrepreneurs they're good at business they're very interdisciplinary you know they're raking in 10 to 40k at comic cons you know kickstarters are getting genuinely like millions of dollars with teams of just like two or three artists you know when companies talk about like reoccurring revenue for the same thing that these uh the same thing that artists are considering and it's like a patreon in twitch subs you know they're running their own businesses uh and often they already have audiences they have access to other artists in an established community of talent uh and when you open the door to like one illustrator you very quickly have access to many many more so it often gives momentum when you start introducing just one illustrator to your team you begin to find that you have access to many more and one kind of hot take and kind of a controversial opinion is that um you shouldn't get fixated and dazzled by people who are coming from aaa studios you know the artists who are coming from riot and from blizzard they're coming from like a very much a studio background and what really makes illustrators excel as entrepreneurs is when they're coming from the scrappier side of things when you know they're on twitch or youtube or instagram or twitter and if you're looking to recruit from a small to mid-sized team i highly recommend looking at those folks who are building their own audiences and doing it from scratch the same way a startup does with my own experience coming into tech and coming into startups as an illustrators i should say that there is growing pains uh it comes from both the illustrator themselves and from the team that's accommodating them and bringing them in i didn't have the same vocabulary as a lot of the people in startup spaces you know when i was going around do i combinator every two minutes i'd have to lean over to that and be like wait what does this mean what is b2b sass what is like i just smile and sit there i was the only person at yc who didn't know who paul graham was and i still a little bit don't so you know i didn't have some of these established truths or general knowledge and that took some you know some growing both with my team um and i should also say that for me as an illustrator transitioning into like working with a company after so long doing freelance and you know successfully working independently uh i had to understand timelines were fast decision making is really important you're accommodating a larger team and a product that's being developed very quickly those early stages at a startup are very crucial you don't want to end up developing the wrong thing but what's interesting is at the same time that's where illustrators really come in handy because you're able to produce you know illustrations and trailers and those first instances that really grab audiences quickly and relatively cheaply compared to developing other products so you can kind of test what's clicking with your audiences and what isn't thanks to having that talent like ready to go in the team um and i would also say especially for the artists that are in the chat and you know watching these talks the budgets are a lot higher and the pay is just simply better in tech like that's a big appeal uh to go from working independently to like working at a startup um i'm not similarly likely there and similarly as a tech company you can uh get a lot of really talented people like you know uh affordably you know like you can like really like spend a lot of money and uh like make some really talented people amazing art like really high production value um and uh that's been a huge advantage for us in like all of our content it's really kind of like why you know why have we gone to yc and why we raised our seed round even like most of the investors were like all right shut up we don't care about your pitch your trailer looks awesome you know what i mean like let's just invest on that so yeah it's a it's a really huge advantage yeah yeah and a lot of things that we hear from other people who they're not necessarily opposed to working with artists but primarily they don't even know where to start uh and i can say that they're not on linkedin and they probably don't know how to use linkedin uh you have to go to where they're already building their audiences so that is going to be twitter it's going to be art station it's going to be on twitch or on youtube um and they're surprisingly like accommodating and easy to reach out to and very often again when you find one you very often have access to others i also really encourage people to comb through some of like the popular twitter hashtags that are on there to look at hashtag portfolio day women artists and most recently there's been a really popular push in game dev spaces for poc in play so that is highlighting like people of color within the video game industries and it's been a real like treasure of talent and access to people who can really do something special with your video game company so yeah our whole concept is that you know illustrators have the same skills as a tech founder and they're already doing a lot of the same work um they know what they're good at knowing what people want and doing it and we really hope that more folks uh bring artists to the table and also the cap table that was something nice i i begged her not to make that pun you know the the cat table fun um yeah i mean no it's been really great having someone like sarah on board and uh yeah a huge part of our company um