t always starts with dissatisfaction. After having graduated university with a design degree and winning a concept artist job at IO Interactive Arnt Jensen began to feel somehow undernourished by his work. "I got a good salary," Jensen told me. "I was really loved at the beginning, everyone loved what I was doing. Then, I don't know, it just became more and more corporate. It became harder to get ideas through."
From this point, Jensen embarked on a six-year journey that would result in the formation of his own company and the release of Limbo, one of the most esteemed games of 2010. "Limbo started with a mood setting," Jensen said. "I started drawing concept art without the boy, it was just this secret place. I really tried my whole life to get ideas, but when I drew this first drawing--it was just like this is the place."
Gordon Freeman keeps a watchful eye over Arnt Jensen, Limbo's Game Director.
Jensen continued to work on his own for several years, sketching art and making basic tries at programming a prototype. "I thought I could do it myself," he said. "I started some Visual Basic programming. I got a sprite up and running and I could do some small visual stuff. It was okay, but it was just a long way away."
By 2006 Jensen realized he would need help and decided to put aside the prototype and work on a cinematic trailer to entice a programmer to join him. The trailer was meant as a hiring notice more than an official announcement but the video quickly went viral, sparking curiosity and excitement.
"I had a friend see the video and say to me, 'Hey I know you just quit this other game job, this guy is seeking a programmer, maybe you should talk to him,'" Dino Patti, CEO and Co-founder of Playdead, told me. "I think his vision was bigger than he really thought it was, he needed somebody to take action and try to bring in some money and people to help him."
Patti had reached his own point of disillusion by 2006. He began his career as a programmer for an advertising company and then moved to the videogame world. While the change had been an exciting one, the realities of the games industry had slowly leeched Patti's enthusiasm. "I was sick and tired of working hard, crunching a lot," Patti said "I really didn't want to be in that business because I didn't think you would be able to do what you really wanted because of the constraints of the economy, finding talent, bad management..."
Seeing the Limbo concept video invigorated Patti and he got in touch with Jensen to join the cause. Jensen's plan was to make the game as a free PC title made by a designer and programmer. He and Patti worked together for several months before realizing that their ambitions were just too big for two people. "I coded a little bit in the beginning," Patti said. "But really quickly I found out it would be better to hire better coders than me, hire better middle management, hire better everything and just be at the center of it."