Oh, wow. It's sort of a long story, I guess. I was one of the very originals. Back in 2010, I think it was, Chris came into my office with Ortwin, and my office being the GDC CryEngine booth. And we started talking about how to do a space game on the CryEngine. And this was back in 2010. And a lot of people, and hell, a lot of people still even now are like, well, Crytek, you can't do that. I don't know how you'd ever do such large environments, how you'd ever carry around so many ships, because, yeah, it was mostly an FPS engine. But what a lot of people don't see is all the other games that are being made on it. And my job at Crytek, I was the U.S. business director. So I was actually doing all the licensing of the engine to all the companies using it. So guys like Turtle Rock for Evolve. I'm trying to think of the ones that have been all announced because I don't want to break some NDA from Crytek or anything. But there's been a bunch of CryEngine games since then. ArcheAge, that's a big MMO. So I already knew that there was lots of ways to actually get around this stuff.
So Chris being how he is, he wanted kind of some proof, basically. So we gave him the SDK. He started building up the Hornet. So that was the very first ship that he sort of built up. He implemented all these thrusters and things like this. And this was after our first little demo. Then we met up, I think it was about six months later, or it might even have been an entire year later. And he came in with an implementation of his own ship, flying around pretty much. He had asked us how to do a space environment, so I showed him how to get rid of all the terrain, how you can just be flying around, things like this. So he came in and we were super impressed with the fact that he did this himself, because I had dealt with so many different CEOs, even tech directors, that wouldn't write a single line of code themselves. So they would come in, they would just have to take our word for it and then go from there. So he actually did work within the vehicle system. He was super happy with what he was seeing there and just wanted to know how to go a little bit bigger with it.
Now, I got pretty excited about this. And one of the ways that I moved up pretty quick within Crytek is that I can put together a prototype very, very quickly, as you saw with the planet stuff. We'll get to that. So then what I did, I recruited a guy named Hannes Appell, who now works for us as well. He's the Cinematics Director, as well as Paul Reindell. And we were all still at Crytek at the time. And what I had said to them was, listen, we really want to close this license. This will be an amazing game to have on the CryEngine. So what we did was put together that very first crowdfunding video that you guys saw. So that video changed very little. What we did was we put that prototype together and we delivered it to Chris as is.
So what's kind of interesting to know is that when we do these sort of prototype videos, what we called it was a cover demo. Just like bands do cover songs, it's a song from another band. We make games from other studios is the idea. And we do this little prototype so that way the people that we're showing it to get it. They understand that, oh, yeah, actually we can go about this. These guys put this together in a week. What could we do with three years, what could we do with four years, whatever. So we gave it to him. What's kind of interesting about it was we had a soundtrack on it. And usually when we do these cover demos, they never go up publicly. So you can kind of put whatever audio on it you want. You don't have to worry about copyright or anything like this. So we put a track from The Thin Red Line, I think it was. We sent it to Chris as was. He was pretty happy with it, as you guys saw. Pretty much unedited, there wasn't too much extra work that went on top of that. But there was a lot of tech that had to come online to make that possible, because we'd never had to put in a ship that was as expensive as an entire Crysis level and fly it around and then have additional ships flying around and things like this.
So we did that original crowdfunding video, got that out, and I remember the conversations that we were having when we were talking about the business arrangements for it. So we were saying in the original stages that we'd be lucky if we hit 5 million. Things have changed since, so I'm not too worried about talking about this, but we had sort of peaked it at about five million in terms of the royalty arrangements, stuff like this, and then this happened. So that obviously changed things quite a bit. I stayed at Crytek, obviously. Paul came over here shortly after that, I believe, but I was still at Crytek for a number of years post Star Citizen starting up. But I think I'm citizen number five or something like that on the website. So yeah, I've been around, sort of. It was really way back in 2011, I think it was.
So how I got here anyways: I had still been out in Frankfurt when that happened, a couple years out in Frankfurt, then Crytek opened up a studio in Austin, so I came out here to open that, and then, well, it's pretty public, but Crytek had some financial issues. So this was kind of an easy move. And there was a lot of different licensees that were talking to a few of us about moving over to them. And honestly, I'd always wanted to work on Star Citizen. Since making that very first crowdfunding video, I had not had more fun since working on that. And I knew that if I had a choice, that's where I was going to go. And Chris made that choice pretty easy. There were financial troubles and stuff like this. I reached out and here I am. So that was kind of how I came to be with CIG, I guess.