We tried getting Vagante funded on Kickstarter by 2014 but sadly we got barely a half of the 50.000 USD funding goal we had set in the campaign. In late 2013, Kyle and Keo joined me part-time then, but within a couple of months we saw we had something special with our game prototype and we founded Nuke Nine. I decided I was young enough to try to chase my dream of doing game development as a career, so I quit my job so that I could focus on development full-time. I’d been working for about a year in an office when I decided that this wasn’t what I wanted to do for the rest of my life. We always talked about working on something bigger at some point, but after graduation and all of us getting jobs that didn’t seem to be happening anytime soon. Notably, we frequently participated in game jams, which proved to be a valuable way to not only practice our development skills, but also figure out how we worked as a team. The story of the development of Vagante started back in college, we’d all worked together on a number of smaller projects and experimental prototypes.
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