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Essentially this way of letting someone create music by using a joystick.ĭoug Glen (director, Harmonix): It seemed really intriguing that you could take these new technologies and they could be applied to allowing people who loved music but had no real training in music to create, compose, modify music in ways which were pretty profound.
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And so the world is full of all of these very passionate music lovers and passionate air guitarists who have this innate yearning to make music, but just really don't have an outlet to express themselves musically, so we founded the company in 1995 to try to solve that problem.Įran Egozy (co-founder and CTO, Harmonix): The Axe was essentially Harmonix's first project, and it was also the thing that was most similar to what we had worked on at The Media Lab. Which is that just about everyone is born loving music and they're born with this innate desire to make music, and just about everyone tries at some point in their lives to learn to play an instrument or learn to make music.Īnd almost all those people quit after a little while because they just don't have the time or talent or patience or perseverance to muscle through the very protracted, laborious process of developing enough facility on a musical instrument to actually have a joyful music-making experience with it. The co-founder Eran and I started the company to solve what we believed to be a problem in the world that needed solving. Would you want to join that?" I didn't have to think very long before saying, "Of course, that sounds amazing."Īlex Rigopulos (co-founder and CEO, Harmonix): You know, when we started the company-and this was back in 1995-we weren't thinking of ourselves as a game studio at all. But Alex said, "Hey, let's start a company.
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I thought that I might just go and get a standard, boring job at some software company. And so Alex and I thought, "Hey, if we wanna keep doing this fun work of making cool music technology we should start a company doing that."Īnd in fact, it was Alex's idea to start the company. You have to realize, this is in the mid-90s, where, I think, the tech landscape was very different than it is today. When it came time to graduate, we really just wanted to keep doing that type of work, and of course no one would hire us to do that kind of work. We were working on all kinds of different music systems, but the one that we were most excited by was this idea of creating technology that lets anybody feel like a musician, or lets anybody create music like a musician, even though they might not have the skills of a musician. Tod Machover, who was our professor at the time. Įran Egozy (co-founder and CTO, Harmonix): Alex and I were graduate students together, sitting in the same office at the Media Lab at MIT. And that failure starts with the company's very first project: The Axe. In practice, though, it was a failure at first. It's a statement that sounds great on paper. It didn't hurt that the latter came in spades. It was guerilla, rag-tag, and made by people working for passion rather than financial gain.
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Getting there required going behind people's backs, ignoring the adults in the room, and learning how to focus a project and kill your darlings.
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Over the course of just nine months in 2005, with no notions that the game they were working on would do more than break even, the two companies developed a game that altered the course of not only the game industry, but the world. The story of Guitar Hero is one of a small developer and publisher, Harmonix and RedOctane, respectively, putting all their cards on the table, trying something new and unproven, with no track record or previous success to back them up. Guitar Hero left a sizable crater in the music industry and pop culture in general. It was also a watershed moment culturally, with some of the largest bands in the world seeking out their own deals with Activision, hoping to cash in on the Guitar Hero boom.
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Since its debut in 2005, the Guitar Hero series has sold more than 25 million units, making more than $2 billion, and cementing itself as one of the best-selling video game series of all time. Until you consider that for Guitar Hero this is just a notch on the belt.