

There were rough edges, of course, but it was an inspiring and attractive opportunity. I was still an unapologetic fanboy and saw enormous potential in the product as a creative and communication medium. The stuff we got away with still makes me smile.ĭuring the first few months of my employment I would spend a lot of personal time in SL. I was the only marketing creative and my job consisted of everything from redesigning the Second Life homepage to capturing all the marketing images and plotting scrappy-startup-style guerilla marketing efforts with my boss. Within a month or so, I was working for Linden Lab.Īt first, there were only about 20 to 30 people at the company. I went home and immediately started messing around with it.

My friend and I decided to bail on the rest of the conference and check this "game" out.

My friend and I barraged him with questions: "Can you build stuff? Can you make stuff? Can you blow stuff up?” He said yes to just about every question we had. His initial description sounded like the Metaverse from Snow Crash. While taking a break in the lobby, a guy was handing out discs for this "game" called Second Life. He was graduating college and wanted to get into computer games, animation and graphics. I first heard about Second Life when I took a friend to a job fair in early 2004. We talked to this worker about what it was like during the “golden age” of Linden Lab, when going to work meant logging on to a virtual world and flying around an alternate universe. For a little while, it seemed that there was no limit to possibilities of the animated, avatar-filled world: Reuters opened a news bureau there ( shuttered in 2008) over a million people signed up a huge economy of virtual goods was established. From 2004 to 2010, this design lead worked on the marketing team for Linden Lab, the company behind Second Life, the virtual world that became popular in the mid-2000s.
