Baszucki: Creating breakthrough products requires intuition over pure logic
“So at about a year in, I had a bit of a, it's almost like a vision where I was saying, well, you can't be logical on this. You have to be intuitive and go back to some of the roots of knowledge revolution, which was all about fun and about play and about Build…”
Baszucki: Knowledge Revolution got very far without outside funding
“Knowledge Revolution got very far without raising any money.”
Baszucki: Video games historically prioritized aesthetics over functional simulation
“I would say video games have historically been more about how they look. I was pulled to not just how they look, but how they function as well. And what's like, how much fidelity can we get out of it?”
Baszucki: Immersive 3D simulations have a 20-to-50-year trajectory
“When we sold Knowledge Revolution and we started Roblox, I was thinking that immersive, three-D, physically simulated stuff should have a 20, 30, 4050 year trajectory.”
Baszucki: Interactive Physics reached a $1M annual market
“What's interesting is maybe five or six years later, the market for interactive physics was about a million dollars a year.”
Baszucki: Interactive Physics was linked to all physics textbooks
“That interactive physics product, even though a small market really swept through the physics education market and got to the point where all the physics textbooks were linked to it.”
Baszucki: Knowledge Revolution reached 40 employees and $6M revenue before acquisition
“At our peak, we probably had 40 employees, and we were, I think we were doing six million a year when we were acquired.”
Baszucki: Knowledge Revolution was profitable throughout its entire existence
“We were profitable the whole time, because we were bootstrapping the company as we went.”