November 2009 Archives

How Turbine Entertainment was Founded

Turbine Entertainment Software is an Internet computer games company. Turbine's games, called "massively multiplayer games", each involve a virtual world, which thousands of players can visit simultaneously through the Internet. The gameplay and artwork are extensive, and it's all based on cutting-edge 3D graphics and server software. The first game, Asheron's Call, and its sequel, are published by Microsoft, and shipped in 1999 and 2001. This is the story of how I founded and ran the company. &#151 Jon Monsarrat, jonmon@alum.mit.edu.

Copyright (c) 2002 Jon Monsarrat. Duplication prohibited. All rights reserved.

I don't speak officially for Turbine. Click to contact Turbine directly.

It Seemed Like a Good Idea

April 1994. I was a PhD student at Brown University, building mobile
Johnny Monsarrat: A screenshot from Asheron
A screenshot from Asheron
robots and programming them to roll around. It was great fun to stay up all night hacking away at the code. Managing projects and going to robot contests was to me more fun than the mathematically-oriented artificial intelligence research I was supposed to be doing.

Eventually, I realized my heart was really not in academia. Meanwhile, I was getting more and more excited about starting a company.

This idea really got me going. I've always been a "projects-based personality". At MIT we'd call that the "work hard, play hard" attitude. I get hooked on some undertaking, and just go go go with it. Like most entrepreneurs, I was long on enthusiasm and short on experience.

Johnny Monsarrat: The olthoi was the first monst
The olthoi was the first monster
written for Asheron
For some reason, every programmer seems to want to write a computer game. So a game seemed like a logical product to me. But it couldn't just be any game. This had to use the most cutting edge technology. If it wasn't a challenge, it wouldn't be fun. At MIT, I had done a lot of live roleplaying with a strangely-named group called The MIT Assassins' Guild. It sounds scary, but it's basically improvisational theater: Dungeons & Dragons, live and on stage. I was one of the actors and playwrights. Click for a description of live roleplaying.

So a company that put live roleplaying on the Internet would be very cool. I'd almost started a company to do so back in 1991. Imagine thousands of people in some kind of huge graphical chat, playing wizards and fighters and magicians. They call this a Multi-User Dungeon (MUD), but it would be more than a MUD. It would be a huge party. It would be the biggest, longest roleplaying game ever.

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Four Guys and a Garage... without the Garage!

I knew a lot about roleplaying, but always been too busy for MUDs. However, the Artificial Intelligence Lab at Brown was a hackers' paradise, and a bunch of us tossed around names for a company, eventually choosing "Cyberspace, Inc.". (Click any picture to enlarge.)

Johnny Monsarrat: Chris and I work on the graphi
Chris and I work on the graphics engine
Johnny Monsarrat: Connecting the artists
Connecting the artists

I became the company's CEO. We didn't have a garage, so we set up shop in my studio apartment. Talk about "living at work"! We only had one laptop computer, and could barely afford one desktop computer for UI development. Tim Miller, one of the computer graphics experts at Brown, gave me a stack of research papers and lots of advice, and I started writing the 3D graphics software.

Meanwhile, we began the game design. A great looking game that's no fun is a failure. I had a live roleplaying angle on everything, shedding some light on workable game balance and plot mechanics. We wanted to fix some of the game design problems in MUDs. For example, experienced players killing new players is always a problem. I suggested a "pyramid scheme", similar to Amway's, by which a new player could "pledge allegiance" to a more experienced player. The old player would get an automatic percentage of the new player's earnings. But this would create an incentive for older players to support, not attack, the newbies. This was a new idea for MUDs that later the press would latch onto.

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An Unusual Way to Raise Money

In September 1994, I was struck by an unusual way to raise money. I was walking in Providence, and suddenly an accident forced a car up onto the sidewalk. Bam! I went flying. Fortunately I survived, and thanks

Johnny Monsarrat: With artists Zach and Joe<br>t
With artists Zach and Joe
to integrate 3D art with the graphics engine

to the personal injury system I got some insurance money. It wasn't much, but it let me afford to become Turbine's first full-time employee in January 1995.

None of us had any experience in business, but I'd done lots of leadership at school and thought I could hack it. So I got some books, spoke with businesspeople, and tried to figure it out. In early 1995, the startup center at Brown University gave us a lot of advice on starting a company and helped me to compile our first business plan. We gave presentations to businesspeople and they asked us a lot of tough questions. At first I had practically none of the answers. However, by keeping an open mind and learning from my mistakes, things slowly came together.

As our first full-time employee, I was able to write a computer graphics engine. This engine got us some attention and combined with
Johnny Monsarrat: Jeremy and Toby discuss game d
Jeremy and Toby discuss game design.
our business plan gave the company enough stability to merit some investment. We nearly took investment from individual "angels", but we decided instead to get funding from friends and family. We also hired talented visionaries who believed in the company, and accepted lower salaries plus a ton of stock. This made our investment money last longer. Over seventy people have worked for Turbine at one time or another, but one that stands out is Chris Dyl, who joined in May 1995, and who has probably done the most programming at Turbine over its history.

In fact, over the next year we raised everything we needed from private individuals who saw something special in our company. This faith in our future was a real gift that kept our company alive and going. It allowed us to remain independent as the company grew more valuable. Bringing in some money enabled us to hire our first employees. We assembled a superb team. We also changed the name from "Cyberspace" to "Second Nature Interactive". (A year later it became "Turbine".)

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Demos, Demos, and More Demos

In summer 1995, the company moved its base out of my apartment into my

Johnny Monsarrat: Chris gives our first demo to
Chris gives our first demo to outsiders

mother's house near Providence. At first, we only used the living room. Then we spread into the family room and the basement. Soon we had six team members working so hard they'd started living in the place, and Mom moved out! It was a very hot summer and we had no air conditioning. But at last we built enough of a product to be able to give real demos. And our business plan and business savvy kept improving.

By this time we had the game roughly planned out. We had hired a game designer, Toby Ragaini, who built the backstory for the game. I had architected, at the highest level, the modules for the large software engine that supports the game. Plus several of the modules had been mapped out in detail. My own projects were designing and writing a graphics engine, a toolkit for our artists to use the
Johnny Monsarrat: The huge mural at Turbine
The huge mural at Turbine
system, the "physics system" that allowed objects to collide with one another and interact in our 3D virtual world. Ironically, although I'd left academia, doing this design took quite a bit of academic research. I loved it. The team spent hours and hours in design meetings and poring over research papers. But I became too busy for programming, instead focusing entirely on business. Other programmers took my modules and completed them. (All these systems would of course go through many improvements and revisions before the game shipped.)

Getting any product mass produced, advertised, and distributed around the country is too expensive for any new startup. Large companies,
Johnny Monsarrat: I
I
the publishers, specialize in finding talent and bringing that talent to the world. We needed a business to get our product to market. We were the developers hoping to get spotted by talent scouts at publishing companies.

The entire summer's work went towards this goal. Our business advisors thought we were ready to show our stuff to the outside world. For this grand opening, I took a trip to the "Online Game Developers Conference" in September 1995, run by a major market research company. With nothing but a one-page screen snapshot and our company story, I met and mingled with lots of companies in the online world. Until then, it was only an informed guess that we had a hot company with a solid vision. But we started to get feedback from people in the industry. At the conference, Turbine did better than we had hoped. Large companies like America Online and Compuserve were approachable. People loved the concept. I met many people from game companies that didn't seem to have the same vision and technology. We were ready to begin a serious search for a publisher.

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Hunting Publishers at Conferences

Finally, we moved into office space we could be proud of in Providence.

Johnny Monsarrat: Typical view at a computer gam
Typical view at a computer games conference

It was difficult to hire people in Providence, so in 1996 we ended up moving to Westwood, Massachusetts, just south of Boston. I had too many business responsibilities, and hired longtime gaming friend Rickland Powell to help out, as executive vice-president.

The first part of 1996 involved a ton of flying around the country, giving presentations to prospective publishers. I'd hired a businessman, Dan Scherlis, with a Harvard MBA to run the trip. Here's how conventions work. You fly out to a computer games conference, along with your business reps, your technical reps, and your game designers and artists. Using your contacts and generally networking around, you drag people off to see your demo. This typically involves a lot of
Johnny Monsarrat: Dan, juggling with four hands?
Dan, juggling with four hands?
prowling around the conference show floor.

If you've never been to a computer conference, I suggest going sometime just for the excitement. Computer game conferences are even wilder. Every company tries to impress you with glitz and glamour. They set up 20-foot stages with whirling lights, rock music, and projection TVs. Everywhere you see models, and free toys and t-shirts they're giving away. Some of the companies have booths covering such large floor spaces that you can get lost in them! Of course, everywhere there are blazing computer screens with
Johnny Monsarrat: Light saber battles: Dan and T
Light saber battles: Dan and Tim
computer game demos. "We're hot! Do a deal with us!" every banner seems to shout.

By mid-1996, Turbine was a company of 30 people: administrators, game testers, game designers, artists, and of course lots of programmers. Putting together an entire online world is similar to setting up an amusement park. It's a huge undertaking, involving tons of artwork, music, gamewriting, and the entire programming infrastructure to make it work.

I'd had a great time meeting people, working like crazy, managing the projects and putting together presentations for outsiders. Together we'd attracted many publishers who were "checking us out". But I wondered whether someone with a business background should be our CEO. In the end, I gave up the position to Dan in late 1996, remaining chairman of the board, and becoming the Chief Technology Officer (CTO), which gave me member-at-large responsibilities to foster cool technology. This included the artificial intelligence system to drive monsters to and fro in the game's virtual world. Meanwhile, I became the #2 businessperson for guiding the company and negotiating with the outside world. We ended up signing Microsoft as our first publisher.

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And the Rest is History

AC shipped in 1999 to many awards and much praise. Dozens of people contributed to the original Asheron's Call. I'm really glad to have contributed and to have worked with such skilled people.

Being CEO was all-consuming, and I think ultimately led me to neglect my health and social life. As the #2, I got some time to think about my career. Eventually I decided to get );
Johnny Monsarrat: Doing business by phone.<br>Ga
Doing business by phone.
Gaining weight was one of the wake up
calls that made me re-evaluate my career.
an MBA and switch to a more serious industry. I left Turbine to go to MIT's Sloan School of Management, staying active on Turbine's board.

Next are a bunch of photos!

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Rehoboth Office

Turbine's first office was at my Mom's house in Rehoboth, Massachusetts.

Johnny Monsarrat: Chris Dyl working on the physi
Chris Dyl working on the physics model.
Johnny Monsarrat: Jeremy, Chris, and Larry debug
Jeremy, Chris, and Larry debugging the code.
Johnny Monsarrat: Doing an interview
Doing an interview
Johnny Monsarrat: Jeremy writing the networking
Jeremy writing the networking code
Johnny Monsarrat: Chris and me working on the co
Chris and me working on the computer graphics.
Johnny Monsarrat: Larry Skow, assembly programme
Larry Skow, assembly programmer for graphics.

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Rehoboth Office

The living room was turned into a communal work area.

Johnny Monsarrat: Jeremy on the phone
Jeremy on the phone
Johnny Monsarrat: Me, designing the huge module<
Me, designing the huge module
scheme that defines the overall
software plan for the game.
Johnny Monsarrat: Geeks in their natural habitat
Geeks in their natural habitat.
We considered naming the company
Sleepless Geeks Incorporated,
but
Johnny Monsarrat: Chris figures out the file for
Chris figures out the file format for
Lightwave so we can read in the artists
Johnny Monsarrat: The living room work area. The
The living room work area. The saw horse thing
in the back is a high table my brother
built for me, so I could pedal my
exercise bicycle while using the computer.
Johnny Monsarrat: Guess whose code works and who
Guess whose code works and whose doesn

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Demo Day

Before we spoke with any publishers, we gave "internal" demos to businesspeople friendly to the company.

Johnny Monsarrat: The demo of a man walking thro
The demo of a man walking through a simple
house, with the user interface laid out.
Johnny Monsarrat: Tim describes one of the techn
Tim describes one of the technologies that
gives our company an edge over the competition.
Johnny Monsarrat: We learned a lot about running
We learned a lot about running a business through
preparing for these demos. Here we get salmon
as a reward.
Johnny Monsarrat: Celebrating after the demo. Za
Celebrating after the demo. Zach, Larry,
Scott, Toby, Chris, Jeremy.
Johnny Monsarrat: We stuck to a
We stuck to a
Johnny Monsarrat: We
We

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Expansion at Rehoboth

Camp Turbine. We started expanding until about 10 people worked in Mom's house in Rehoboth, most of them parking in the driveway and basically living there. Me, well, of course I lived there to begin with. We worked very hard... staying up until 4am and reviving around noon.

Johnny Monsarrat: Larry wearing sunglasses at ni
Larry wearing sunglasses at night
Johnny Monsarrat: Coding, coding, coding...
Coding, coding, coding...
Johnny Monsarrat: Here
Here
Johnny Monsarrat: The artists took over the fami
The artists took over the family room.
Johnny Monsarrat: A beautiful sunset, as seen in
A beautiful sunset, as seen indoors from
the artists room.
Johnny Monsarrat: Ian Wilmoth and Zach Shukan, w
Ian Wilmoth and Zach Shukan, working with me
to attach their models to our graphics software.

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Expansion at Rehoboth

Here are some shots of the chaos that the artists' room became. After a while, my Mom couldn't take it anymore... she moved out and went to live with her boyfriend.

Johnny Monsarrat: Zach Shukan, Ian Wilmoth, Joe
Zach Shukan, Ian Wilmoth, Joe Angell
Students at RISD and our first three artists.
Johnny Monsarrat: You can see from the mess why<
You can see from the mess why
my mother may have wanted to leave.
Johnny Monsarrat: Joe working with the video cam
Joe working with the video camera.
We shot videos of hobbyists swordfighting
to make more convincing animations.
Johnny Monsarrat: Joe is demoing the animated Ol
Joe is demoing the animated Olthoi monster.
Johnny Monsarrat: Crashing
Crashing
Johnny Monsarrat: Joe Angell using Lightwave to<
Joe Angell using Lightwave to
animate monsters in 3D.

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New Office in Providence, Rhode Island

In late 1995 we moved into a new office in Providence, Rhode Island. As well as our working space improving, we had gained some investment and some organizational efficiency. We grew to 15 employees here.

Johnny Monsarrat: Jeff Langevin, office manager,
Jeff Langevin, office manager, and
Rickland Powell, Executive VP
Johnny Monsarrat: The company became too large f
The company became too large for me to
spend time programming. I was too busy
managing, hiring, fund-raising, dealing with
our lawyer, and trying to get a publisher.
Johnny Monsarrat: The main corridor. This space
The main corridor. This space later became
the local Republican Party office.
Johnny Monsarrat: The game and the vision are ex
The game and the vision are exciting
enough to have us all working to exhaustion.
Johnny Monsarrat: Larry and Chris
Larry and Chris
Johnny Monsarrat: Jeremy
Jeremy

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Doing some Demos that Get Noticed

Finally we got some recognition by going to an industry conference. Several companies, including America Online and Compuserve, wanted demos. Meanwhile, we had some new hires.

Johnny Monsarrat: Rickland and Jeremy during one
Rickland and Jeremy during one of our
many corporate pizza events.
Johnny Monsarrat: New employees: Jon Charette an
New employees: Jon Charette and Dan O\
Johnny Monsarrat: We bought an old arcade machin
We bought an old arcade machine, Spy Hunter.
Johnny Monsarrat: Nick Atlas, a new game writer
Nick Atlas, a new game writer
Johnny Monsarrat: Up all night again
Up all night again
Johnny Monsarrat: Jeff and Rickland find the bes
Jeff and Rickland find the best deals
on a new phone system and furniture
Johnny Monsarrat: We didnt quite have enough cha
We didnt quite have enough chairs in the office, but our employees came and went at odds hours, so we just kept swapping chairs around and it was OK!

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New Investment Means We Can Grow

A continuing cycle of demos and investment allowed us to hire more programmers, artists, and game writers. So far, we've managed to get by just on money from friends and family. This was thanks to our staff, who believed in the vision of the company and were willing to live like students.

Johnny Monsarrat: Mike Ferrier, a programmer who
Mike Ferrier, a programmer who worked on the user interface and the
character builder.
Johnny Monsarrat: Tim Brennan, working on the se
Tim Brennan, working on the server code for
Johnny Monsarrat: Rickland and Tim
Rickland and Tim
Johnny Monsarrat: Larry, Jeff, and Chris
Larry, Jeff, and Chris
Johnny Monsarrat: Jon Charette, system support,
Jon Charette, system support, and Toby Ragaini, head game writer
Johnny Monsarrat: Jeremy, working on the network
Jeremy, working on the networking and user interface, while managing half the company.

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Ready to Move to Boston

It seemed inevitable. We were having difficulty hiring enough programmers in Providence, so we decided to move up closer to Boston. Meanwhile, we grew to 20 employees.

Johnny Monsarrat: Tim with Jason Booth, who beca
Tim with Jason Booth, who became
the head of the art department
Johnny Monsarrat: Zach and Ian with yet another
Zach and Ian with yet another RISD
artist, Mike Sheidow, an illustrator
who made the Turbine logo
Johnny Monsarrat: Toby and Jason
Toby and Jason
Johnny Monsarrat: Tim Miller, computer graphics<
Tim Miller, computer graphics
programmer from Brown University
Johnny Monsarrat: Tim Brennan looking relaxed.<b
Tim Brennan looking relaxed.
Must have just fixed a bug!
Johnny Monsarrat: Jay DeMarrais, a mathematics w
Jay DeMarrais, a mathematics whiz
and new graphics programmer. Jay
created the software that draws landscapes.

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New Office in Boston

We chose a new office in Westwood, Massachusetts, part of the greater Boston area, but not too distant from Providence. We promptly decorated the back room with a huge mural. Turbine still inhabits this office, but has expanded next door too.

Johnny Monsarrat: The mural
The mural
Johnny Monsarrat: Part of the new digs.
Part of the new digs.
Johnny Monsarrat: Enjoying my new office with Ri
Enjoying my new office with Rickland
Johnny Monsarrat: More of the mural. We had a co
More of the mural. We had a contractor
spray black foam on the ceiling
to reduce how sound bounces around
Johnny Monsarrat: Rickland, who got us a great d
Rickland, who got us a great deal
on this office space
Johnny Monsarrat: Our new CEO, Dan Scherlis, wit
Our new CEO, Dan Scherlis, with John
Hood, our new system support guru

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Office Recreation

Here are some shots of the gang blowing off steam.

Johnny Monsarrat: Artists: Ian and Cyril Van Der
Artists: Ian and Cyril Van Der Haegen
Johnny Monsarrat: Sean, Jeremy, Tim, and Dan
Sean, Jeremy, Tim, and Dan
Johnny Monsarrat: Artists: Joe Angell, and Sean
Artists: Joe Angell, and Sean Huxter who became Art Lead
Johnny Monsarrat: Artist Mike Sheidow
Artist Mike Sheidow
Johnny Monsarrat: The Mountain Dew Storage Facil
The Mountain Dew Storage Facilty
and Containment Center: this stack
was two-deep and eight feet high.
Johnny Monsarrat: Extra bottles that didn
Extra bottles that didn

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More employees

Turbine levelled off at about 30 employees in 1996. However, recently we've grown to 70.

Johnny Monsarrat: Chris Pierson, game designer
Chris Pierson, game designer
Johnny Monsarrat: Me, designing artificial intel
Me, designing artificial intelligence
Johnny Monsarrat: Juggling
Juggling
Johnny Monsarrat: Dan with Bill Armintrout
Dan with Bill Armintrout
Johnny Monsarrat: Mike Rubin, student on leave f
Mike Rubin, student on leave from Brown University
Johnny Monsarrat: Mike Ferrier
Mike Ferrier
Johnny Monsarrat: Deb Matteson, head of the<br>q
Deb Matteson, head of the
quality assurance group
Johnny Monsarrat: Jered Floyd, summer intern fro
Jered Floyd, summer intern from MIT

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Yet more employees

Yet more employee photos, and odd office decorations

Johnny Monsarrat: Chris Pierson, game designer
Chris Pierson, game designer
Johnny Monsarrat: Me, designing artificial intel
Me, designing artificial intelligence
Johnny Monsarrat: Rickland contemplating in the
Rickland contemplating in the parking lot
Johnny Monsarrat: Cyril
Cyril
Johnny Monsarrat: Displaying Star Wars cutouts b
Displaying Star Wars cutouts became
fashionable. I had a Jawa.
Tim had Yoda.
Johnny Monsarrat: Someone got this military camo
Someone got this military camoflage
stuff and covered three cubicles!

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Chris Dyl's Birthday Party

Just for fun, and to blow some money (my own), I decided to throw a birthday party for Chris Dyl. Chris was a team leader in computer graphics and physics software, and was the hardest working employee I had. This is saying something in a company where most people enjoy their work and work pretty hard! The whole company got a free lunch in his honor. While he was out a few of us snuck back and decorated the office (and his desk) with Halloween items. You can read about this and other pranks on the Pranks Hall of Fame page.

Johnny Monsarrat: Deb and others, after lunch
Deb and others, after lunch
Johnny Monsarrat: Chris
Chris
Johnny Monsarrat: Cyril and I decorated the offi
Cyril and I decorated the office.
Now were waiting for the reaction.
Johnny Monsarrat: Mike Newhall, graphics program
Mike Newhall, graphics programmer
Johnny Monsarrat: The finished product: Chris
The finished product: Chris

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