MacBooks float.
As Christmastime surprises go, this one doesn't rank at the top of Sean Murray's list. But late last year, just as the Hello Games co-founder was riding a wave of tremendous success with the U.K. studio he helped build, that wave crested and crashed.
The storms came to Guildford late last December. The town of 74,000 is located about 25 miles southwest of London. It hugs the River Wey, a tributary to the River Thames, and Hello Games headquarters sits about 250 feet from its banks. When the storm clouds blanketed Guildford last Christmas, they wrung out more than the river could bear.
On Christmas Eve 2013, Murray stood in the studio's office, ankle deep in water. On the other side of the room was a MacBook he'd left on the floor when he departed for the Christmas break. Only now, it wasn't on the floor. It was floating across the room.
It had been a banner year for the Joe Danger developer. But on Christmas Eve, as Sean Murray watched a MacBook float, things had taken a natural disaster's turn for the worse.
JANUARY - EARLY DECEMBER 2013
Things had been going so well.
On Jan. 10, 2013, the small indie developer brought Joe Danger to iOS. At the time, Murray thought this was the end for the cartoonish stuntman, but the game's mobile success invigorated the franchise. Joe Danger Touch was not his last stunt.
By June, Hello Games brought the franchise's first two games to Steam. In August, Joe Danger was announced for PlayStation Vita. September brought the announcement of the franchise's first retail release. In the following months, Hello Games announced Linux and Mac ports of the Steam version and Joe Danger Infinity, an entirely new mobile entry in the series.
Business, as they say, was booming at Hello Games, and the developers weren't done. They had more to show. The only problem was that they been led to believe that it might sink like a led weight.
DEC. 6, 2013
Sean Murray was on a plane headed to San Francisco, and he was nervous.
He and three other developers from Hello Games were crossing the ocean with something new to talk about. It was something entirely different than what the studio was known for. Something they'd spent countless hours working on in secret. It was also something that, if eight of the 10 developer friends they'd shown it to could be believed, was difficult to explain or understand.
Just before the flight, they'd shown it to press in the U.K. Its debut was such an awkward experience that it shocked the developers into an 11-hour silence.
"Pretty much, the four of us sat in a row on the plane, and we didn't talk," Murray told Polygon. "We didn't in the taxi. We didn't talk in the airport. We didn't talk on the plane. We got to the hotel, said goodnight to each other. We were so nervous."
They were so worried that they considered pulling the debut. Hello Games' 2013 bubble felt like it was ready to burst.
DEC. 7, 2013
The Spike VGX event was in full swing. Geoff Keighley and Joel McHale were at the helm. The rebranded Video Game Awards had been refocused to spotlight new games as much as to honor 2013's best, and it was drawing more than 1.1 million viewers.
All of the big names were there. Bungie showed Destiny. Crystal Dynamics announced that Tomb Raider was headed to PlayStation 4 and Xbox One. Respawn Entertainment showed off Titanfall.
About two hours into the three-hour event, a surprise. A world premiere trailer for No Man's Sky, a procedurally generated space exploration simulator in which every rock, sea, fish, mountain, planet and solar system had been created by the game's engine. The trailer ended. On a couch next to Keighley and McHale sat Sean Murray, who'd crossed an ocean with the trailer he played and edited.
No Man's Sky was the talk of the show. Their friends were wrong. Things for Hello Games were going incredibly well again.
DEC. 24, 2013
Blame the underground parking lot next door.
When he got the text from his neighbor with the news that his building was flooding, Murray didn't think things were going to be too bad. But he still rushed down to see what was happening.
Panic set in when he arrived.
Most days, Hello Games HQ is occupied by employees, friends and families.
"Literally, there's always somebody in this office," Murray said of the space they built from scratch out of an abandoned warehouse. "That's not necessarily just working. It's a space that we kind of hang out in. We'll play board games here on a Friday night, things like that."
Not so that Tuesday in December. It was Christmas Eve, an exception to the rule. People were home celebrating. "The place was empty," he said.
And water was rising.
He knew the storms were to blame. He knew the River Wey couldn't contain itself. What Murray didn't know when he arrived and started moving things like waterlogged computer towers from the floor onto desks was that the parking lot next door was filling with water like a gigantic bucket near to overflowing. Things were about to get much worse.
"I guess you don't expect that suddenly, the desks are going to be underwater," he said.
Inside Hello Games' office, within 15 minutes of his arrival, the water had risen from his ankles to his waist. But it didn't happen like you might imagine. Murray kept expecting the water to rush in through the doors, but it had other plans. It seeped in quite literally through the walls. You can't scoop it out, and you can't close it off with a door. You don't see it happening, and you can't stop it.
Forget moving things higher. The rules were changing faster than he could learn them. Drains were backing up. Water rushed in through the windows. Desk drawers opened, spilling their precious cargo. Business papers and books were floating by.
"It was sudden," he said. "It was a horrible thing for people who were away to know that their stuff — not just their work and their machines and things like that — but their personal stuff [was there]. Grant [Duncan], our artist, he would just have things that you can't really back up, you can't necessarily store it safely, maybe. Just years of concept art. Things like that. You walk in, and it's all just floating on this horrible river water."
Then, in the midst of chaos and action, surreality.
"There is that moment of realization," he said. "This is what it's like. I've seen pictures before of flooding on TV, of people stuck in storms and stuff like that. And you're like, 'Oh, right. This is what it's like, and it's horrible.'"
Others had gotten the word and made their way to the office to help in whatever way they could. At that point, they had enough manpower to move things into cars, except that the cars were being flooded, too.
There's panic, and then there's a plan, and then there's resignation to reality.
"You're just trying to find a way out of it," he said. "But actually there isn't that much that you can do. Really, you are pretty helpless."
They stuck around at ground zero until sometime between 1 a.m. and 2 a.m. before they decided that their presence was "detracting from people who really needed help." After all, it wasn't just a single office flooding. There were other offices. There were homes. There were firemen and rescue services trying to help.
Among those gathered was Grant Duncan, Hello Game's sole artist whose irreplaceable work was floating away. At some point during the night of the flood, Murray remembers him saying something that, when you hear him tell the story of the flood and its aftermath, typifies Hello Games' spirit.
"Well, I guess we don't have to water the plants," Duncan said.
DEC. 25, 2013
The office had "a pretty horrible smell" on Christmas morning, but the quick-moving river water was gone, and Hello Games assembled to start cleaning up.
They gathered what they could and tried to salvage some things. They picked out damp cigarette butts, leafs and sticks that flood left them around and on and in everything like calling cards.
Some things survived, as if by a miracle. A MacBook (but not the floating one) still lives. TVs are a loss. A computer powered up but died a day later. Most things, in general, were a write-off.
"You end up having loads of personal stuff there as well," he said. "It's just how it is. It sounds really stupid, and you beat yourself up about it afterwards, like, 'Why did I bring that to work? Why did I leave that there for Christmas?' But that's just how it is."
You can back up a computer file, but it's the things that filled the office that's almost always occupied, except on Christmas Eve, that kept tugging at Sean Murray in the wake of the flood, even though he knew it sounded "small and petty." He discovered on Christmas morning that many of those things — some of which also entered his life on Christmas mornings past — were a loss, too.
"We had a little games room," he said. "It's just a small alcove. We had a TV in there. Basically, I brought in my console collection. I had, like, every console I've ever owned. I kind of collect them, and I had all the games and the all the weird controllers and peripherals and stuff like that. I brought them all in and set them up on the TV. They're all gone.
"Which is fine. I hardly ever played them, right? You think, 'Why am I upset by it?' but it's just one of those things. You form this attachment. You're like, 'That was the first SNES I ever owned!' Because you remember getting it for Christmas when you were a kid.
"And it doesn't matter. You can buy a SNES off of eBay. It's stupid to get sentimental about stuff like that, but it's a natural thing, isn't it?"
JANUARY AND FEBRUARY 2014
Hello Games saved what it could and then got back to work.
There were backups, and those allowed Hello Games to get back to work on Joe Danger Infinity and No Man's Sky.
"You wouldn't be talking to me right now, and I certainly wouldn't be talking about coming out of it stronger if we didn't have backups," Murray told Polygon in January.
Murray was heartened at the outpouring of support from fans, from neighbors who offered space and PCs. Everyone was "really supportive as a group," he said.
He's quick to point out that they were among the lucky ones, too. "Loads of England got flooded," he said. The team from Hello Games had homes to return to. Many did not.
At times, part of him wanted to be depressed. Part of him wanted to wallow in the sorrow. At times, felt like blaming himself, "even though it doesn't make any sense." But if they were the lucky ones, then they had something of a responsibility. So Sean Murray and Hello Games made a choice to do something different: to appreciate what they have and get back to work.
"It's hard to describe, but the only thing that you can do — you feel really helpless," he said. "And the only thing you can do is just try to waste as little time as possible and pour everything you've got into getting back up and running.
"You have to — this sounds ridiculous, this sounds really cheesy — but otherwise, it's won in some way. You're like, 'This situation has gotten the better of me somehow.' And you just want to fight it."
Hello Games is, in Sean Murray's words, "a pretty stoic group." The plan was always to buy new machines rebuild the office — to do it together, just like they did before.
Hello Games started again, not long after the flood, in a small office nearby, where one of the two rooms they had they occupied was filled floor to ceiling with potentially salvageable parts. But that temporary housing had no noticeable effect on the studio's output.
Joe Danger Infinity launched in January. That freed up two artists to join the No Man's Sky Team. When Joe Danger and Joe Danger 2 also launched on Linux and Mac the month after the flood, that brought Ryan Doyle to the team. The quartet that created No Man's Sky in 2013 and traversed the ocean to unveil the game in December has nearly doubled.
THE FUTURE
In the last week of February 2014, Hello Games returned to its old stomping grounds.
"We've got all new furniture, machines, everything — and we've taken the opportunity to make it much nicer than it was before," he said. "It feels like we've created a little nest, now we have to just deliver this game. No distractions. We've advertised some roles, we want to make sure we have like the perfect team, then that's it, heads down until it's ready."
Work continues on No Man's Sky.
"People think we spent a year making a trailer," he said, "but actually we spent a year making a set of tools and an engine that is procedural right at its very core. It's such a different way of working, and I don't think it's been done before. We're at a point where Grant makes a creature prototype, or Aaron makes a spaceship blueprint, then clicks a button and it creates hundreds of thousands of variants. Just this massive grid of every possible permutation of shape, size, texture, color. Every Friday we have this big review, and it's sort of overwhelming. The game frequently scares me."
At the end of each week, Hello Games kicks back with a cartoonish stuntman because work continues on him, too.
"Joe Danger Infinity is still in development for instance," he said, "with a new update due really soon that includes a brand new mode, Daily Challenges, which comes with a set of new levels."
Hello Games also continues its work with Four Door Lemon on the upcoming PS Vita releases of Joe Danger and Joe Danger 2.
Now in March, months after the flood, Sean Murray has the benefit of hindsight that allows him to look back at the disaster and forward to the future differently than he otherwise might have.
"For the last year there have been four of us working in a locked room, creating No Man's Sky," he said. "Actually the flood brought us all together, forced us back into a cramped little room — the whole team. It's been really positive, and it's felt like the right time for us to have more people help make this insanely ambitious game."
In fact, you could hear the seeds of that optimism in January, too, less than a month after the flood. In a strange way, the temporary office also bore a striking resemblance to the abandoned warehouse they bought on the cheap and remodeled for themselves years ago. Hello Games knows a wreck. And it knows what to do with one, too.
"It's really heartening," Sean Murray said. "You just feel like this group of people is unstoppable. You can't stop us. There's a great camaraderie in that."
One of the best indie studios around. They should write an article on how such a small group can turn out such amazing, well polished games.
This one bit shows you something about this group "they decided that their presence was “detracting from people who really needed help.”" maybe explains the quality of there work as well.
Very cool and informative. Thanks, Polygon.
Hey, thank you for reading! :)
Thanks for writing it.
Thank you for thanking me for writing it after thanking DaveLong for reading it.
Thank you for thanking me for thanking you…for uh, well I have nothing now.
Extremely glad to hear these guys were able to get back on their feet. Really looking forward to No Man’s Sky. I’m rooting for you, Hello Games!
A very heart-warming story. I wish them the best of luck. A little worried that they are in the same flood-zone.
I have a friend who lives there, and he was utterly unaffected by the flooding. The UK’s a weird place. Up north where I am, the flooding was some larger than usual puddles, for example. Down south… whole towns went a few feet under.
Sorry to be that guy, but the town is named “Guildford”, not “Guilford”. :-)
So weird, because I knew that, but I apparently omitted the d — or autocorrect did. Either way, I missed it. Sorry. Fixed.
Thanks Dave, much appreciated! (from another Guildford-born dev). Great article by the way!
I’m not far from Guildford, but luckily avoided all the flooding. As a collector of old consoles myself it must of been hard to lose them, but ultimately it’s the people that matter and the hello games team sound like they have come through things with a newfound determination to keep on doing what they obviously all love.
Although I assumed this from the moment I first saw articles about the flood, I have been dying over the fact that I haven’t seen anything confirming it until now.
I feel your pain! For a week or two after the flood I was dying to know if they had backups until one of them confirmed it on twitter I believe. I was sure they had backups too but even the tiniest bit of doubt was too much to bear the thought of losing what we saw in the trailer. The trailer itself was a work of art! Even if, in the darkest timeline, the trailer was all we were ever going to have, it represents the game I have wanted to play my whole life! Like many others I am sure. Of course, there is Star Citizen, but NMS just has such a beautiful, stylized look that lures you in (and makes me regularly watch the trailer several times a week!)
Oh no! Their B-9 Kingdom books! Which ones were they?
Great article, Dave!
I love that Hello Games just keeps doing what they’ve been doing. Seems like the embody the very essence of the British spirit.
Oh, you. Thanks!
Dave Tach, this is a very inspiring and great article. Hello Games has always been one of my favorite indie developers, and I couldn’t be more excited for No Man’s Sky. Thanks for bringing this story to us.
Great timeline and interviews. I give it 4 out of 4 Sheetz sandwiches, Dave.
Glad to see the news and features cup at Polygon continually runneth over with quality.
Great. Now I’m hungry.
Man, I don’t know who those devs were that felt skeptical about No Man’s Sky. I feel like, even if you know nothing about it and only watch the trailer, anyone would think it looks cool.
I really love the Joe Danger games and I’m glad they manged to pull through this. Great article!
Very good article. This is a great inside look at this situation for everyone who can’t wait for Hello Games future projects. Thank you very much Dave!
A greatly written article. Thank you!
I wish I could email hugs for all of the people at Hello Games. It’s just heartbreaking to read about the flood. But at least the story has a happy “to be continued”!
The place I used to live in had a poorly built drain off the property (the builders thought washing excess concrete from laying the drive was a suitable solution) and until it was fixed the garage would flood when we had heavy rains. So I have some appreciation for their situation.
The scariest thing in a flood though is electricity. One time when it was flooding I went down to try and rescue stuff off the ground and forgot about a stray power board. Soon as the water hit it, the breaker tripped. Thank goodness too, as I was in there splashing about. If it had been an older house with crappy wiring or dodgy fuses, things may have been different.
I guess the point of the story is that flooding sucks, and always be careful around electric things if you ever find yourself in a similar situation.
Love the attitude of Hello Games, must have been a horrible situation to be in. Yet they’ve come out the other side with a stronger sense of camaraderie.
I was intrigued by this game after the first trailer, but now knowing the effort that will have gone into finishing the end product, I feel almost obligated to buy it!
Nice behind the scenes look at this Polygon, thankyou
I have the highest of hopes for No Man’s Sky. Really glad these guys are back on their feet… I actually wanted to help somehow, like the guys at Amplitude Studios are asking their fans to take some decisions, but I guess it’s way too early in development for that yet.
My prediction: Hello Games will surprise us again this year.
I miss seeing and hearing Dave Tach. Whatever happened to Speed Run by the way?

Yea, it’s weird. I feel like a lot of the video features from last year were completely thrown out the window (or replaced by other, easier to produce videos).
I assumed they would be back after a break but that doesn’t seem to be the case. I wonder if they weren’t getting enough hits.
I guess all that fancy filming and editing was too expansive for the return they got. No more cooperatives, no more Speed Run, no more Today I played either I think? It’s too bad, those were really top notch.
The friends list and overview videos we have now are longer and quite rough (which is understandable since there’s no editing). But it’s much easier for me to watch a really nice 5 minutes video than a rougher 20 minutes one.
“Now in March, months after the flood, Sean Murray has the benefit of hindsight that allows him to look back at the disaster and forward to the future differently than he otherwise might have.”
Too many times in this article, I looked at sentences like this and asked, “Fine, but couldn’t he have chosen a more interesting way of saying it?” Great subject, great quotes, but between an erratic structure that interrupts itself frequently by changing the line of address (from telling Hello’s third person story to commentary so that “you” the reader understands), hackneyed transitional sentences, and a small amount of imprecise word choice, I was left feeling that the information Dan reported was either a non-primary source or just wasn’t a story he had clear certain direction for. This may have been a tough piece, I don’t know, I’m not a journalist. Just giving my thoughts.
Dan is the worst!
Great article guys. I am SOOOO looking forward to No Mans Sky and hope Hello knocks it out of the park. A resilient studio full of people there.