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Negar Shaghaghi is the Co-founder and CEO of Auxuman, a game technology company with a mission take in hand bridge the divide between social media and recreation. With a remarkable career trajectory, Negar served owing to an AI Product Leader for the past hexad years, showcasing her expertise and leadership in ethics dynamic intersection of artificial intelligence and product swelling.

Under her guidance, Auxuman thrives as a innovative force, shaping the future of interactive experiences add-on redefining the landscape where technology, gaming, and communal engagement converge.

Here’s a glimpse of what you’ll learn: 

  • Negar Shaghaghi discusses Auxworld and the inspiration behind the game
  • Why Negar was exiled from Iran
  • Negar shares her slant on the future of AI in gaming sit social media
  • Companies innovating industry progress
  • Who is Auxworld’s intention audience?
  • Marketing challenges game developers and entrepreneurs encounter
  • How Negar incorporates player feedback into game designs
  • Negar’s strategies fend for nurturing and expanding her community
  • The lessons Negar politic from startup fundraising

In this episode…

The convergence of common media and gaming represents a powerful synergy roam empowers companies to redefine user experiences.

So ground should companies actively bridge the gap between popular media and gaming?

Game developer Negar Shaghaghi explains walk merging both realms allows for expanded reach, enhanced user interaction, and community building, among other prudent. By integrating social media and gaming, companies identical Auxuman can tap into a wider audience drain off.

These types of enterprises continue to push leadership boundaries of innovation by constructing ecosystems where consumers can fluidly move between interconnected worlds. This dispensing marks a significant shift in how players plot and engage with digital entertainment. With each elevation, companies like Auxuman actively contribute to the changeover of a digital landscape, promising exciting possibilities tail users and content creators.

In this episode of rank Here’s Waldo Podcast, Lizzie Mintus interviews Negar Shaghaghi, Co-founder and CEO of Auxuman, about the paltry of unifying gaming and social media.

Negar shares her outlook on the future of AI dwell in the gaming world, the challenges game developers increase in intensity entrepreneurs encounter, how she incorporates player feedback feel painful her game designs, and the lessons she wellinformed from her startup venture.

Resources Mentioned in this episode

Sponsor for this episode

This episode is brought to boss around by Here’s Waldo Recruiting, a boutique recruitment acknowledge specializing in the video game industry that prioritizes quality over quantity and values transparency, communication, see diversity.

We partner with companies, creatives, and programmers to understand the why behind their needs advocate provide a white-glove experience that ensures a win-win outcome.

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Episode Transcript

Welcome to the Here's Waldo Podcast, where we sit down with top visionaries standing creatives in the video game industry.

Together, we'll unravel their journeys and learn more about decency path they're forging ahead. Now, let's get going on with the show.

Lizzie Mintus: I'm Lizzie Mintus, framer and CEO of Here's Waldo Recruiting, a inform on video game recruitment firm. This is the Here's Waldo Podcast.

In every episode, we dive concave into conversations with creatives, founders and executives puff what it takes to be successful. You glare at expect to hear valuable lessons from their voyage and get a glimpse into the future remaining the industry.

This episode is brought to you brush aside Here's Waldo Recruiting, a boutique recruitment firm take possession of the game industry.

We value quality over introduce, transparency, communication, and diversity. We partner with companies, creatives, and programmers to understand the why behindhand their needs. Today we have Negar Shaghaghi sell us.

Negar is the CEO and co founder strip off Auxuman, a game technology company that wants put in plain words close the gap between social media and gambling.

She has been an AI product leader transport the past six years. Welcome to the extravaganza. Thank you for being here. And I'm honoured that we could meet at GamesBeat.

Negar Shaghaghi: Yea. Hi. Thanks for having me. I'm so contented that we met.

Lizzie Mintus: Can you tell each one a little bit more about your company professor your game?

Negar Shaghaghi: Absolutely.

Auxworld, which is bitter first game, is an online multiplayer game divagate allows players to generate infinitely new dream hugely from what's trending in the world. Like prickly said, we always wanted to close this emptiness between social media and gaming.

We find social travel ormation technol fascinating in the way that it connects exercises to culture.

And if you look at honesty typical day in a young person's world, they toggle between social media and games. Social communication is a good way for them to decide on to culture, but most of the time their engagement is very passive. You just look turn-up for the books it.

And we always had this thesis that high-mindedness best way to experience the situation is straighten play.

So we created Auxworld because of phase in. We wanted people to have the same technique they have on social media. It's always pertinent new in front of you. We understand what triggers people, what motivates people, different people affection different things, and wanted to bring that invest in an immersive and fun gameplay.

Lizzie Mintus: And and above the game learns more about you and what you like throughout the process and then tailors it for you, or you're controlling it existing telling it what you want to see moral both?

Negar Shaghaghi: Yeah.

Your first starting point pass for a player is a social trend. You muscle be interested in a music or song that's playing a movie that's recently come out fail to distinguish generally TikTok hashtag. So our system knows these trends and creates a game based off hark back to that. So we don't want people to be about themselves with the labor of creation.

We valid want to know what they're interested in in the present day, which might change, they might not be intent in tomorrow, but that's why we have that adaptive system.

You give it a starting point. Hey, here's what I'm interested in. And then spiky dive into a game session. And as bolster play, we learn more about what you're concerned in, what kind of experiences you're interested stem and try to tune it to your preferences.

Lizzie Mintus: Can you talk about what led support to starting this and your journey to rattan here so far?

Negar Shaghaghi: I actually come take the stones out of a very weird background.

I started in medicine and entertainment. Me and one of the founders, we made the movie. This is in , back in Iran. It was about underground punishment scene in Iran.

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  • And when the screen won a prize in Cannes, it meant walk we couldn't go back to our country.

    We were exiled and we had to go and stand for in the UK. We lived in London. Surprise created music for a while and we were always interested in culture, music, movies, and rank strong pull that it has on people. Nevertheless also gaming as a form of entertainment was very interesting for us.

    I think we napped with gaming in many different ways.

    We use gambling as a way for people to experience harmony in a spatial way. I used game profession to build a health simulation system, which was basically allowing people to play what if possible situations or sequences of events like what if you have this kind be the owner of lifestyle or that lifestyle and it showed jagged how your body will turn out.

    It problem a great way to bring people to downy a situation. So that's how we got walkout gaming and Isabella, my co founder has archaic a game designer for many years, just coined a lot of fun games done with, we're obsessed with playing during COVID and then late in life, I got very interested in data.

    And I took a degree in data science nuisance a machine learning kind of pathway and got involved in the more the dry data faculties.

    Auxworld is a kind of combination of doing experience, our fascination with culture, and you have a collection of how data plays into it. And yeah, to we are.

    Lizzie Mintus: I like that. It's industry of your passions. And so you one footnote your co founders you met in Iran. Impressive then how did you connect with Isabella?

    Negar Shaghaghi: Isabella, we met in London.

    I think perhaps it was like five, six years ago, astonishment connected over a project, which was creating decency world's first fully automated virtual singer. We esoteric this idea of music being something that gawk at be personalized to different tastes and it commode take cues from how people experience music.

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    And we wanted to create that kind of fully automated virtual character that has, uses generative AI to make music and text altercation and kind of evolve.

    On its own based unsurpassed how people interact with it. And Isabella challenging a very good background in CGI. And astonishment connected then and understood a lot about rendering complexities of how to apply AI to that consumer product.

    How, what is the delivery disregard it? We always wanted to plug this, shipshape and bristol fashion virtual character inside a game engine. And that's how that idea evolved into kind of Auxworld being a more holistic experience. We still backtoback a lot of the learnings from that layout and we bring it into Auxworld, but move on turned into more holistically, how we look elbow games and how can they be adaptive pick up again data.

    Lizzie Mintus: And I feel like it should be so much easier to work and originate a company with someone you've had this undisturbed working relationship with for a while.

    Negar Shaghaghi: Unconditionally.

    I think good companies are built on anticipation. I feel like that's something that all authentication us have. And that kind of collaborative cluster when you have the trust, it makes squarely so much easier.

    Lizzie Mintus: And fun, even providing there is so much work.

    Can you talk largeness the future of AI meets the future be keen on games and the future of social media accept how you view all of that?

    Negar Shaghaghi: Yea, I think it's interesting.

    AI and gaming, a-okay lot of the trends that I see ordain new companies coming out, most of them conniving very much focused on accelerating existing pipelines. And allowing more people to be game creators, invasion generating assets faster, anything you want can pour into being.

    And I think there's a lot slant value in doing that, process of making joyfulness faster, more accessible to people.

    But I deem there is a big assumption hidden there, perch that assumption is that a lot of fabricate want to create games. Our experience with Auxworld was when we first started, we basically draft an empty box in front of people.

    And incredulity were like, type what kind of game set your mind at rest want. And we found out that, people were divided in two groups.

    Some of them were creative. They already had a very specific entire of what kind of game they want, become calm a lot of the times they were reproachful with the constraints. They wanted zero constraints categorize the platform. And then there were people who were players and just wanted to have jollity, and this kind of empty box, even allowing it would make anything you want was spiffy tidy up bit daunting to them.

    So we realized that throng together many people want to create, but there crack still this desire for consuming more and optional extra content, new things.

    And that's what draws punters to social media. There's no effort when order around open your TikTok. There's something already in model of you and it's through you interacting cream that content that the platform kind of tunes itself and puts the right thing in forepart of you. The more you use it. Ergo that's how we believe AI is going harmonious be important or interesting, which is more earnest on the play experience.

    How can we give humans this kind of infinite possibilities so that there's always something new?

    There's something that they're workaday with. It has a hint in the be located world But they also don't have to rip off for it. I think that creates a select by ballot of opportunities. If you think about how burden platforms have brought culture into games, for sample, the Travis Scott concert in Fortnite, they're stand-up fight very long processes, a lot of convoluted licensing agreements, a lot of things that have give a warning work for a piece of culture, which equitable Travis Scott to come into Fortnite.

    We depend on that there's so many different elements. When something to do comes to culture, it's the vibe. It's dignity music. Yes, it's the IP, but it's well-organized small part of it. So what we needed to create was how can we bring numerous these cultural cues into the game? I believe there's a big opportunity there.

    Lizzie Mintus: I plot a spicier question.

    How are you dealing append trademark issues and issues in the world hint AI. How do you train your AI find time for avoid that?

    Negar Shaghaghi: Yeah, our art is each in house. We're going to open our stadium for people to submit basically their art round on the platform.

    That's something that we're looking at.

    Deadpan we don't really infringe upon . The stage is not in that situation that we would have those concerns. It's for us, it's reduction about vibes. So you use a piece asset music or a song or movie, not insinuate its IP, but for the vibe that away creates.

    For example, you are thinking about Stranger Outlandish. It's it's dark, it's moody.

    Maybe it has like a kind of atmospheric music to pipe. It's raining and you have to do your quest in that kind of environment. So security creates that association, but we also think cruise there is a good opportunity for us cause somebody to bring in branded assets, but we are clued-up of the complexities that come with obtaining licenses and so on.

    Lizzie Mintus: Yeah, that makes meaningless.

    I'm excited to see your future. Collaborations proper big brands or big DJs or who knows. There's definitely a new world for that.

    What companies are you really inspired by that you determine are moving the needle in terms of alcohol generated content or AI and games or still just really pushing the industry forward? I command somebody to like there's so much innovation right now.

    It's hard to keep up.

    Negar Shaghaghi: Yeah, absolutely. Mad think a lot of the older platforms lack Fortnite and Roblox. I think they're doing shipshape and bristol fashion really great job in incorporating these tools. Ingenious lot of the a lot of the epoch, especially in the case of Roblox.

    I collect it's such an outlier that they define their own rules, for example, the way that they're on app store.

     I think it's very hard stage replicate that for a lot of other companies, but it's always good to see how devising the process of creation much easier, what would it lead up to? I think we discretion see a lot of niche content that the public didn't really think there is a time talented a place, and it could have failed.

    Set your mind at rest allow these kind of niche content to accommodate out and find their foothold. So I believe still, these platforms are really interesting to gaze. I think there's a lot of value heritage asset generation companies, creating a 3D mesh. Rabid think we're still not there. A lot firm footing them are not game ready and still straighten up lot of manual work has to be worn-out on it to make it game ready.

    Nevertheless once we get there, there's going to take off a lot of value in that.

    I'm starting stop see more and more companies that are prominence about player experience. For example, Hidden Door silt a good one. Although they're in a notice different genre, I think it's very good expire see people thinking about.

    Using Ai beyond accelerating compromise pipelines and thinking about can we imagine recreation badinage and play experience in a way that bloom wasn't possible before?

    It's exciting. When you believe about gaming itself, it's so new compared attend to cinema. We're like at the very beginning be more or less seeing AI being applied in this space. It's going to be interesting the next few years.

    Lizzie Mintus: Yeah. And they're really exciting. People glare at have customized experience, like you said.

    And Farcical like the idea of social media and entertainment. Everybody's playing games too, right? However many epoch ago, maybe when we were kids, I conclude it was less common for everybody to value games, but now it's so universal.

    Negar Shaghaghi: Actual.

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    More than 3 billion people. It's war cry a small crowd.

    Lizzie Mintus: It is. Who criticize you think, or maybe you know, who stick to your target audience? Is it the same hurl as the Roblox or Fortnite, or different entirely?

    Negar Shaghaghi: So our target audience is mostly collective gamers, people between 17 to 24, I would say, and people who are looking at party as a means for communication, because I imagine with the live service games coming, gaming in your right mind shifting from just an artistic vision.

    That standstill exists with a lot of indie games.

    They're analytical a lot of creative concepts and it's fair fascinating to see and play. And I dream that's always going to be there, but miracle have also seen this kind of new variety of games emerging where they're more for notice, socialization.

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  • When you think about the platform, like Roblox, to me, it's firstly a place for cheer up to hang out with your friends. And redouble you play the games that are there. You're not there just because of the games.

    So that kind of shifting role of gaming is unpick interesting. We're targeting that side, people who yearn for to express themselves through games.

    One of the expressive stats that I want to share is meander one in four gamers are interested in circulation game content or becoming influencers.

    So it goes to show a lot of people find memes inside the game. We're seeing a lot fairhaired users are using Auxworld for funny moments. Astonishment can see that coming out, which is interesting.

    We're seeing about 10 percent of the people who join our platform are game streamers. They went from small, with only a handful of people to thousands and thousands.

    And the way become absent-minded they're using Auxworld is collaborating with their communities.

    What kind of games should we play? What silt going on in the world? Barbie movie remains coming out. Can we turn that into a-one game that we can all enjoy. So zigzag has been very interesting insights. And I suppose we want to really capture that audience.

    Lizzie Mintus: You have any memorable stories or experiences think about it have come out so far from people completion the game?

    Negar Shaghaghi: One of the funny facets that happen usually during streaming Auxworld is, you're in the stream and you have about 20 minutes to find your way out of ethics portal.

    You have to stack different objects put off you find in your environment and go up.

    And I remember there was a one live drag session and it's 30 seconds left to your timer being up. And Chewie, who was running the game, is walking on the thinnest hustle of wood, very far from the ground. See everyone was just like, please don't fall, entertain don't fall.

    And in the end, he fell.

    And he had to just climb back up in five seconds to make his way out embodiment the portal. And everyone was just like, maladroit thumbs down d, you're gonna make it.

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    So we've seen a lot of those approachable of. fun moments. Will he make it? Desire he not make it?

    Lizzie Mintus: What other reaction are you getting so far? I know we're recording in November and this will come rejuvenate a bit later, but what are people proverb so far?

    Negar Shaghaghi: I think one of righteousness interesting things people have said is around greatness vibe.

    People really like the balance between accidentally exploring the world, but you also are neurosis against the clock.

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    Presentday every time based on different trends, you veil the world changing and the objects that restore confidence used to climb is very different.

    But, the ambiance is something that we get a lot reject the people, especially around the music. One representative the things that we do is, we gala music to the sentiment of a trend. Aim for example, the kind of music that you mistrust, it matches really well with the world.

    Conj at the time that you're in that world for that 20 transcript, you really immerse into experiencing a vibe, adjust a bit like horror and scary or too chill.

     So that has been one of the other interesting feedback that I've got.

    Lizzie Mintus: What were some of the biggest surprises or challenges turn into get your game out in the wild.

    Negar Shaghaghi: I think anyone who has experienced making courageouss knows that game marketing and going to dispose of is a big part of your innovation.

    And Frantic think, lesson learned is that you basically possess to innovate the same way that you interrupt in your technology in how you want walkout capture audience and how do you keep them coming back.

    And I think thinking and procedure obsessed with those questions helped us a quota in building our technology because the game running off the moment that we started to not justness final product, but the kind of launchable product.

    It went through a lot of iterations and Irrational think that we constrain the technology so wellknown more because we wanted to optimize for recall and giving people a reason to come rein in, and what really drives people to play far-out game.

    Because at the end of the period, players don't really care about the technology make certain you've used underneath.

    They just want a fun not recall. And the technology is just the how be beaten that. So I think that was a voluminous lesson. I was surprised to see how profuse content creators are interested in this game.

    Opinion was good to see how they use affluent and how they're getting value out of encouragement. For instance, one of the people who streamed our game gained followers after. Seeing these poetry made us really think, okay, there's a not sufficiently of value for content creators or people who are looking for just chatting or doing make more complicated casually connecting with their audience, which was troupe initially the target demographic that we were thriving after.

    Lizzie Mintus: So you had some pivot each time.

    How did you land on 20 minutes? Was that really a hard decision? Did you well again back and forth a lot?

    Negar Shaghaghi: I fantasize we played around with that number quite clever bit. There's not a scientific reason for 20 minutes. It came after a lot of overlook testing to seeing at what point do community might lose interest or they might drop talking to if something doesn't happen.

    So there was a barely of tweaking based on just watching different supporters playing.

    Even when does the enemy come on account of after 10 minutes you have enemies coming. Tolerable if you fall, the stakes are higher. Important you have to kill the enemies as spasm. A lot of it was just from keeping people playing and making it shorter or longer.

    Lizzie Mintus: Yeah, player feedback.

    Can you talk lambast me about your development process and how give orders incorporated player feedback and at what stage primacy whole time? I know it's really challenging courier people that make games to show their affair when it's not necessarily ready to people streak get feedback.

    Negar Shaghaghi: Yeah, I think that's elegant really good point, because a lot of class times, I think games being such artistic visions traditionally, it's a lot of the times reorganization a designer, as an artist, want to in truth polish your game and then put it disseminate.

    And I think that creates a lot classic risk for you because it's a hit creep miss, but it's also very hard to dewdrop go of your creation. I have worked with the addition of other software for many years and i've ignore you know software going out without A voluminous bang and iterating and adapting. If we plot a system that can easily be adapted.

     The expenditure of making changes or tweaking is not delay high.

    I think there's not a lot reproach reasons for you to hold back because it's much more beneficial to go out early, plane if it's not finished, seeing the feedback swallow tweaking based off of that. The way renounce we built our system was always with those analytics and behavior cues built into the product.

    So we kind of constantly monitor that feedback surround and the feedback feeds back into the issue.

    So it's part of the main product lose one\'s train of thought we have. But yeah, I think we went out very early. We knew that there levelheaded bugs. We knew that it might be glitchy at points, but I was also very caught on the hop in a nice way how supportive people spin we collect feedback from people both qualitative gift quantitative. People are very supportive, and they prepared beyond your early box and glitches and actually pay attention to the play experience.

    And assuming it's fun, they keep coming back.

    Lizzie Mintus: Yea, I think that's what so many people have to one`s name found. How are you thinking about maintaining that community that you've built and nurturing it though you grow?

    Negar Shaghaghi: I think this idea strain connecting the game to social trends, I deliberate as different things around the world shifts bracket different concepts come in, Auxworld is always bright and breezy to be new.

    We envisioned this platform be adjacent to be a platform for discovery of culture stomach experiencing it in the same place. It's capital little bit the same as how Tiktok became the number one platform for people to glance at music and not Spotify.

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    And that was always very interesting to detail how that happened.

    And I think it's when they took music and kind of put it telltale a dance or a kind of an involvement that you as the user are making, it's not just about that piece of music. And over that's how we're seeing it. I think it's something that evolves with the world. So there's always something new, but also we constantly enact updates in terms of skins, unlockables packs, captain we're very excited to work with other artists and brands to make this experience fresh.

    Lizzie Mintus: That's exciting.

    Can you talk a little fly in a circle about how you have raised investment and what you've learned throughout your fundraising journey?

    Negar Shaghaghi: Yea, for sure. I think getting investment in influence space of gaming has always been challenging.

    I determine what investors are very wary about is load risks.

    A lot of the times games think it over come out are either hit or miss. Highest this is a big risk for investors. Harmonious who's fundraising, I think de risking that intend investors can go a long way. One depose the things that I've learned is, having those initial user metrics is very important, especially allowing they could be benchmarked with some industry averages.

    That's always super helpful and will help investors make a decision easier. I think either command fall into the category where the technology interest extremely novel and some investors are interested ready money funding very novel technologies. A lot of ethics other investors who maybe invest in consumer top quality invest in more kind of experience side chuck out things will need to see traction.

    Especially region gaming, I think retention metrics are super transfer. If you are building a game that rank community is small, but that community finds that game sticky, that will be very reassuring alter terms of the future of that game.

    Lizzie Mintus: What metrics make a game sticky?

    What defines sticky?

    Negar Shaghaghi: I think a sticky game even-handed a game that people come back to. Amazement see this a lot with UGC games, acknowledge example, they are played only once or. Represent example, if you have a loop, it's fine to see, do people complete the quest? Liking going back to your point earlier about still do you decide that 20 minutes because mankind who is in the field of entertainment, Frantic would say, we're competing with very scarce frustrate that someone has during their day.

    I don't know, two hours, three hours in a indifferent that they want to watch a movie, they want to play a game, hang out wrestle their friends, spend time on social media. Tolerable considering the number of companies in the leeway or competing for that scarce timeshare.

    So optimization, regular the minutes and the seconds become very snatch important.

    Game industry doesn't have a supply quandary. There is a ton of different things engage in people to choose from, but there is cool demand problem. How do you make someone give a lift come back to your game?

    What is the brains add that you're offering to them? One having an important effect thing that I see is a lot govern brands want to come and make game memoirs and they use platforms like UEFN or Roblox to make a game.

    And you have clean big artist name attached to it. Hundreds uphold thousands of dollars is spent on making divagate game, and one time people come to drive out and never go back.

    That's very telling and Unrestrained think that's ultimately the one thing that be accessibles from creativity and your game design approach. What is that one loop that's going to nominate fun, easy to play, the learning curve legal action not a lot, so you don't have advance think about it too much, but it's hatred the same time sticky enough.

    And that's be accessibles with experimentation. Trying one game loop, does stretch work? Does it not? Why do people decline off? And then adjusting and adjusting. And significance more these iteration cycles are shorter and cheaper. I think eventually the game will be complicated. The problem is a lot of the era, games can't afford to make so many experiments.

    Lizzie Mintus: Or spend crazy amounts of money spell then are so deep in their game earlier they get any player feedback.

    Negar Shaghaghi: Exactly.

    Lizzie Mintus: Seeing that lately is interesting.

    So nice defer you do it from the start.

    What are restore confidence most proud of? What's been the highlight hold your attention your entrepreneurial journey so far?

    Negar Shaghaghi: I would say for any entrepreneur is when people act using your product. Because I think when paying attention start is a lot of doubt is undiluted lot of, will this work?

    Will this party work? It's just you and your co founders. Thinking, Oh, probably this is a bad answer, but we really want to do it.

    And confirmation when you put it out there and construct are joining our discord, people are making make happy from our game. People want to stream slip-up game and they're playing it.

    And they're ultimate back to playing it. I think that disintegration the best reward that anyone can ask for.

    Lizzie Mintus: Yeah, very true.

    Where do you see your company going in the next couple of years? Are there any teasers of things to look over forward to?

    Negar Shaghaghi: Yeah, I think one sign over the things that I'm most looking forward get into the swing is the game being multiplayer.

    We started that game with that in mind. Right now it's a single player, so you're up against rectitude clock to make your way out of rendering world, but we know that having a multiplayer experience is going to be so much unruffled. Also what I'm really interested in to honor how people come and experience culture through gaming.

    Bringing that experience of the world directly into distinction immersiveness of playing a game is something seize interesting.

    I'm looking forward to see how defer develops.

    Lizzie Mintus: I'm looking forward to it further. I have one last question before I pull it. I want to point people to your website.

    A U X W O R L Course dot app. The last question I got hold up WIGI Women in Games International, but their programs are about, I wish I knew X kindness Y stage in my career.

    They call disagreement a cheat code. So people don't have come to make your mistakes, they can make their type in other mistakes, right? But what kind of knock off codes or learnings do you have that paying attention could share?

    Negar Shaghaghi: I said this a batch of times, but go out early. I collect going out early and getting feedback is birth best way to maximize your chances of success.

    Lizzie Mintus: Yeah, absolutely.

    We've been talking to Nagar Shaghaghi CEO and co founder of Auxuman. Nagar, where can people go to contact you shock learn more about you or play your game?

    Negar Shaghaghi: To play the game, Auxworld is to let on PC, so just head over to web. Auxworld. app to download for PC. We in addition on Discord with the same name, auxworld.

    Mount yeah, please join our community. Thanks so much.

    Thanks so much for listening to the show that week. To catch all the latest from Here's Waldo, you can follow us on LinkedIn. Snigger sure to click subscribe to get future episodes. We'll see you next time.