Getting Bound from concept to launch would not be possible without the knowledge input and involvement of a great team of advisors. We assembled a multi-disciplinary team of experts to help us navigate a number of new challenges for our team.
Building a company around the idea of rethinking prose fiction for mobile requires input from great storytellers, designers, technologists, strategists, and operators. We are very lucky to have an advisory team that has really been as much ‘collaborators’ as ‘advisors’. We would not be looking at launch without them.
Chris D’Amico is currently SVP, Group Creative Director — Art at Boston-based Hill Holliday. Chris’ extensive resume also includes Creative Director roles at both Deutsch and DraftFCB where he worked on award-winning campaigns for clients from Mitsubishi and Taco Bell to Coors Light, Expedia, and ESPN’s X-Games.
Robert Drobish is an experienced founder, investor, and advisor. He served in executive roles at several high growth companies including True Games Interactive, K2 Network, and Paciolan.
Tim Harris is currently the President of game developer Industrial Toys based in Pasadena, CA. Tim spent time in executive roles at Denuo, SMG Play, Seven Lights, Starcom IP, and Launch/Yahoo! Music. He also owns a pretty awesome comic book shop, AlleyCat Comics.
Tobin Lent draws from 15 years experience in executive management growing start-up companies in mobile, web and social games. Previously the CEO and co-founder of Punch Entertainment, an award-winning mobile games developer and publisher which was bought by DeNA in September 2011. He currently serves as Head of Technology Partnerships at MaxPlay.
Eliot Peper is a writer and strategist based in Oakland, CA. He is the author of The Uncommon Series and when he’s not hacking away at his next novel, he works with entrepreneurs and investors to build new technology businesses as a drop-in operator and adviser.
We are thrilled these experts join us in our mission to rethink prose fiction for mobile. Welcome!
Sign up to request access to our Beta at www.getbound.io.
Originally posted on Medium
We are knee deep in development of the core platform for Bound, my new company focused on reimagining the user experience for prose fiction. I thought I would share how we went from concept to the first line of code. Bound has not raised any capital so over the last year I needed to get the most out of limited resources and tools before I could justify investing real money into development.
During my time in gaming, I too often saw costs grow as the team expanded to try to get an increasingly higher fidelity prototype without maximizing what could be done with simple tools. A very expensive prototyping process naturally leads to a desire to cut the prototyping process short before some basic design questions have really been answered.
It can be difficult for someone that is not a designer or developer to keep the cost of design and prototyping as low over multiple iterations.
So how did I do this for Bound?