Back in the early 80s 2 babies were born that would grow up surrounded by huge clunky computers and awesome 80s cartoons… cut to the year 2000. Sarah and Woody meet at art college and start a relationship that would change the course of their lives. Over the next 10 years they went through a lot together and they always had a dream of making games to enhance people’s lives. One day they met someone who helped them to realise their dream of making games and the Utopian World of Sandwiches was born.
The name came about after several heart to heart chats about how we believe that the best way to make a game is in the same way that you make a sandwich for a loved one.
We once watched a film about a sandwich shop. The people who worked there were like a family, they were free to be themselves, make mistakes and learn from them. They went out of their way to make their customers happy, doing nice things for them and making sandwiches specific to their needs. They were happy, no matter what trials and tribulations life threw at them. We want our company to be like that sandwich shop.
It then became the code word that we used to talk to each other about it and a metaphor of our vision of the future; where we could hang out together and make cool games all day long.
The “Utopian World of Sandwiches” is a name that embodies our philosophy, principles and ideas of what we want to become. Where experimentation and failure are encouraged and people can work in a fun and exciting, friendly environment making small innovative, quirky, interesting games with a purpose.
We believe games can make life better. We want to make games with a purpose that have a meaningful impact on the people who give their time to play. We want to give people happy memories that stay with them for the rest of their lives.
Empathy, humility and love are at the heart of our design process. We aim to make games where our player’s experiences and emotions are the important drivers of design.
When we start to create a game we have no set rules of what it could or should be. We try and if we fail, we try something else. We believe that we need to have as much fun making the games as we do playing them. We find the fun. Above all we aim to make games that we love, for the people we love, so that you can love them too.