Many professionals chase the dream job, but only a few dare to jump from steady work into pure passion, and even fewer manage to make the leap stick. One notable example is the trio Jordi Ministry, Alexis Corominas, and Oriol Pujadó. Each comes from a distinct background, yet they share a rare talent for turning advertising expertise into the dynamic realm of interaction and digital experiences. After two decades spent selling other people’s products, they chose to sell their own product: a video game.
Their debut was surprising in a field where success often feels improbable. Get Up, A Simple Story is a game that appears simple on the surface but carries the team’s deep well of experience in advertising, translated into a medium of emotion and storytelling. The players move through a world that feels new to video games, yet the effort behind it is unmistakably seasoned. The project found quick success as an indie title from a brand-new studio in Spain, proving the team’s ability to connect with players. The momentum allowed them to pursue broader ambition, leading to a worldwide distribution deal for their second project, After Us, distributed by Private Division, the indie-focused label under Take-Two Interactive.
A different experience that aims to spark interest
In the industry’s own language, After Us is described as a platformer, yet its creators worked to elevate it beyond a traditional action game. The core idea centers on a world on the brink, where the protagonist Gaia must confront the enormity of her mission while carrying a glimmer of hope for humanity. The game invites players into inhospitable, breathtaking environments where the spirits of extinct animals must be revived, and where the threats take on a fluid, almost formless shape. The challenge is not merely combat; it’s a test of wit, exploration, and problem solving as players guide Gaia through environments that feel vast and alive. The human race, seen as the root of the catastrophe, becomes the antagonist in a narrative that asks players to reflect on responsibility, resilience, and renewal. The journey is crafted to feel personal even as it widens into something universally meaningful, inviting players to rethink what a platformer can convey.
Protecting the Earth through design
The game’s visual world stands out as a star feature, with environments that blend distinctive aesthetics and inventive mechanics to evoke constant exploration and wonder. Each area supports a unique pace and rhythm, reinforcing the overarching story about destruction and the misuses of the planet. There are no preset pathways; the landscapes feel expansive enough to dwarf Gaia, yet the character’s speed and navigation are tuned to encourage discovery rather than exertion. Clues appear naturally, guiding players without handing them a map, so the sense of choice remains genuine and immersive. Throughout After Us, every decorative element, every character, and every encounter is orchestrated to support a cohesive emotional arc—there are no random moments, only carefully placed moments that reinforce mood, tone, and intention.
Unintentionally, the creators begin to tell the game’s core concepts and emotions as much as its mechanics. The result is a title that remains approachable and entertaining while also leaving a lasting impression on players. After Us is described as a fun, exciting experience that can become memorable for those who spend time with Gaia, the world she inhabits, and the layers of meaning that unfold as the adventure progresses.