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I Broke the Gaming World, Starting With Getting Over It

Chapter 21 / 94

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Chapter 21 of 94

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Chapter 21: The Résumé

I Broke the Gaming World, Starting With Getting Over It

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Leo’s PlayForge inbox had 2,400 unread messages.

His email had another 800.

Three major gaming studios had even taken out full-page public advertisements on gaming news sites addressed directly to “The Nameless Rogue,” offering signing bonuses that started comfortably in the seven figures.Full novel: I Broke the Gaming World, Starting With Getting Over It — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠

He ignored every single one.

The corporate recruitment frenzy had been building for weeks, but after four consecutive viral hits, it had crossed into total absurdity.

Major players weren’t just offering lucrative contracts anymore.

They were offering whole empires: dedicated studio branches, massive equity packages, total creative freedom, and corner offices with sweeping views.

PlayForge had even returned with an upgraded contract proposal so aggressive that Leo had actually paused to read it before hitting delete.

None of it mattered to him.

He had the System, he had a clear master plan, and he needed absolute independence far more than he needed a corporate salary.

Every offer, no matter how unbelievable, came with a hidden leash attached.

Leo had zero interest in wearing a leash.

What he was interested in was finding genuine talent to hire, which was turning out to be significantly harder than turning down billionaires.

Leo had already updated the old registration, swapped out the defunct employee details, and christened the company Legend Interactive.

A clean name, deliberately free of any connection to The Nameless Rogue.

As far as the public was concerned, Legend Interactive was just another indie studio looking to hire.

He had posted initial job openings across three major recruitment platforms.

The initial wave of responses had been…

enlightening.

Roughly 80% were recent college graduates boasting spotless academic transcripts and zero real-world development skills.

Another 15% were burned-out industry veterans looking for a cozy, quiet desk job where they could coast.

The final 5% were total wildcards: a quite young-looking guy who claimed to be twenty-two, a guy whose entire portfolio was fan art of cartoon characters, and a candidate who submitted her résumé formatted as an interactive text adventure game.

Leo had to admit that last one showed real initiative, even if her backend code was a total mess.

The core problem facing him was painfully simple.

The gaming industry’s sharpest talent was locked down by massive studios before they even walked across a graduation stage.

Anyone skilled enough to be worth hiring was already pulling six figures at an established studio complete with free catered lunches and generous stock options.

The remaining applicant pool consisted of whatever was left behind.

Leo was starting to think he’d have to build his team from raw potential instead of proven skill when a notification pinged on his recruitment dashboard.

One new application.

Seven years of industry experience.

Former executive at a top-20 game studio.

Specialized in game design direction, team management, and project pipeline architecture.

Leo read the résumé twice as it was way too good and exceeded every requirement he’d posted.

The guy had held a director-level position at a major company, walked away to found his own studio, and spent two years running an indie operation focused on challenge-driven game design.

His design philosophy section read like someone had transcribed Leo’s own internal monologue: player agency, meaningful difficulty, earned satisfaction over manufactured dopamine.

Leo immediately pulled up the applicant’s profile.

The name was Marcus Kane.

Six hundred miles away, Marcus Kane was sitting alone in an empty office suite that still smelled like the strong roast his team used to brew every single morning.

Just three days ago, he had owned a company.

It was small, underfunded, and constantly stretched thin, but it was alive.

He had led a tight-knit team of eight people who believed in the exact same vision he did: that games should challenge the player, that audiences deserved better than constant hand-holding, and that genuine difficulty was a design feature rather than a flaw.

Then one of those eight people had quietly sold them out.

The mole had been completely silent about it.

No dramatic argument, no loud confrontation.

He had simply copied Marcus’s entire master design document, handed it off to a rival publisher with deep pockets and established distribution channels, and watched from the inside as that larger firm pushed the stolen game to market two full weeks before Marcus could launch his own build.

Winner takes all.

Same core mechanics, same core philosophy, polished with funding Marcus could only dream of.

His version was completely dead on arrival.

Marcus had never formally registered the intellectual property.

It was a classic rookie mistake, born from the kind of implicit trust that only exists in small indie teams where everyone shares the same dinner table.

He had trusted his crew because trusting them was the whole point of building an independent studio.

He didn’t think he needed lawyers to protect him from his friends.

By the time he realized what had happened, there was nothing left to sue over and nothing left to save.

He had called one final team meeting.

He stood at the head of the long conference table, looking at the seven faces that had showed up every single morning for two years, working for below-market pay simply because they believed in what they were making.

He couldn’t bring himself to give a corporate speech.

He didn’t have one prepared, and anything off the cuff would have sounded completely hollow.

So he simply bowed.

Deep, slow, with his hands at his sides.

Then he stood up straight and said, “The company is officially shut down.

I am so sorry, everyone.

I wish you all the very best.” They filed out of the room one by one.

A few paused to shake his hand.

One lead artist stopped at the door, looked back, and whispered, “It wasn’t your fault, Marcus.” He appreciated the sentiment, but it didn’t change his empty bank balance.

Now, three days later, he was sitting in the exact same chair, staring at the exact same desk, submitting job applications to companies that would never understand why he had walked away from a lucrative career to chase a dream that lasted twenty-three short months.

The old coffee maker in the corner was still humming.

He kept forgetting to switch it off, as if some stubborn part of his brain still expected someone to walk through the front door and pour a fresh cup.

He had sent out roughly forty résumés that afternoon.

Most went to mid-tier studios where he could quietly slide into a middle-management role and stop pretending the gaming industry was a meritocracy.

One application, submitted to a small outfit he had never heard of called Legend Interactive, had been buried in the middle of the stack.

He had barely paid attention when clicking send.

His phone vibrated on the desk ten minutes later.

Hi Marcus.

I’m the founder of Legend Interactive.

Your résumé is easily the best application I’ve seen in two weeks of searching.

What exactly are you looking for in your next role?

Marcus stared at the text.

A startup founder responding personally, within ten minutes, on a Friday night.

Either the guy was completely desperate, or he had actually taken the time to read the application.

Most firms took three business days just to send an automated rejection template.

This one had a real human being typing out an immediate reply.

He tapped out a quick answer: Honestly?

I want to build games that actually mean something.

And I want to work alongside someone who understands why that’s much harder than it sounds.

A fresh notification popped up in less than thirty seconds.

I think you need to see what we’re building here.

How soon can you talk?

Marcus looked up, taking in the quiet room around him.

The dry-erase whiteboard still held his team’s last brainstorming session, sketched out in four different colors of marker.

Someone had drawn a tiny, cheery smiley face in the lower corner that he had never noticed until now.

He brought his eyes back to the phone screen, wiped a small dust smudge off the glass with his thumb, and typed back: Right now works.

Full novel: I Broke the Gaming World, Starting With Getting Over It — read the rest free on N​o⁠v​e⁠l​C⁠o​d⁠e​x⁠.​o⁠r​g⁠
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