The co-founder describes Multiverse as a mix of Dungeons & Dragons and Roblox: an online visual space to play tabletop role-playing games with friends. The company is building a marketplace for user-created content while also making its own game and content.
Desining from Day One: Artists as Founders: Multiverse - YC Gaming Tech Talks 2020
Speaker
A Multiverse co-founder and Sarah, creative director, co-founder, and illustrator at Multiverse, discuss why artists can be startup founders and how they contribute to games, in a Y Combinator Gaming Tech Talk.
The co-founder says games differ from many tech products because they are entertainment, can take time to launch, and may not solve a conventional problem. A game needs a compelling point of view, which requires foundational creative decisions before audience reactions can be tested. For companies where entertainment is central, the team needs people with strong creative instincts.
Sarah describes moving from work for Marvel, Star Wars, and comics into game development, where art shapes promotion and the player experience. She says illustrators often run businesses, build audiences, and work across disciplines. She points to comic-con sales of $10,000 to $40,000 and small artist teams raising millions through Kickstarter.
Sarah says joining a startup involved learning startup terminology and adapting from independent work to fast timelines and team decisions. Artists can help teams test audience interest early with illustrations and trailers, before investing in more costly product development. She also says tech roles can offer higher pay than independent illustration work.
The founders say strong art helped Multiverse attract investors and produce high-production-value content. Sarah recommends finding artists where they build audiences, including Twitter, ArtStation, Twitch, and YouTube, and searching hashtags such as #PortfolioDay, #WomenArtists, and #POCinPlay. She argues that recruiting one illustrator can connect a company with a wider creative community.
Takeaways
- For an entertainment product, bring creative judgment into foundational decisions before audience testing is possible.
- Treat artists who build audiences and run independent businesses as potential founders, not only contractors.
- Use illustrations and trailers to test audience interest before committing to more expensive development.
- Recruit artists through the platforms and communities where they already share their work.
- Plan for a transition period: artists joining startups may need to learn startup vocabulary, timelines, and team decision-making.
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What was claimed 7
- featureMultiverse: Makes next-generation tabletop RPGs, combining Dungeons & Dragons-style storytelling with an online visual experience.
“a mix between D&D and Roblox”
YouTube Unverified1 source· Talk
- featureMultiverse: Artists can create content on the platform.
“We want anyone to be able to make content on Multiverse”
YouTube Unverified1 source· Talk
- featureMultiverse: Building a marketplace for user-created content, alongside its own game and content.
“We’re building a marketplace”
YouTube Unverified1 source· Talk
- role atSarah is creative director and co-founder at Multiverse
“I’m the creative director and co-founder at Multiverse”
YouTube Unverified2 sources· Talk
- previously at
“work for Marvel, Star Wars, and comic books”
YouTube Unverified1 source· Talk
- previously at
“I was doing work for Marvel”
YouTube Unverified1 source· Talk
- featureMultiverse: Uses illustrations and trailers to test audience interest early.
“You can test what's clicking with your audience”
YouTube Unverified1 source· Talk





