Kevan was pretty busy these days. After his miraculous "awakening" six years later and returning to Microworks to take control once more, he'd had a never-ending stream of documents and files to look at, as well as a never-ending stream of meetings to attend.
Not to mention that the new game they had been preparing for in the last two years, "Galeforce", was about to go live—this was the biggest project this year, and he was required to follow up and monitor the progress of everything related to it. He no longer remembered how long it had been since he'd had a good night's sleep.
When Dylan called, he was in his office, sipping on a double shot espresso that burned his throat as he listened to the executive producer of "Galeforce", Peter Jones, report on the work progress.
Kevan raised his hand to ask Peter to pause before he answered the call.
"I asked an associate of mine in Winston Hotel, but no one knows what happened to Larissa." Dylan said, "But it probably isn't related to work."
Kevan frowned a little, his eyes narrowing. "Got it." He hung up and said to Peter, "Please continue."
"We have prepared the promotional materials already. The original plan is to make it all public on the 1st of the next month. But …" Peter licked his lips, clearly in some sort of dilemma. "I heard that Rubik Corporation will be launching a new kind of game this month, and it's also a PC-based RPG. I'm worried that they will do the same thing they did last time …"
The "Rubik Corporation" that Peter spoke of was a small gaming company that was established shortly after Kevan slipped into a "coma" six years ago. The core employees were big-shot technicians pilfered from the gaming departments of huge IT companies. The legal representative of this company was a woman called Sara Cook. The others may not know about her, but Kevan knew that Sara was Cody's assistant for many years.
In other words, Rubik Corporation was actually a company established by Cody.
The profits gained from Internet games were extremely high, and the development threshold was not high either—any poorly made online game could generate tens of millions in revenue in a month during good times.
In Rubik's early days, they kept rebranding the same online game, shamelessly making a substantial amount of fast money for themselves. Such actions brought their brand reputation crashing down into the depths of the earth. Later, the other client-based games and mobile games that they developed also went down to dumpster fires due to plagiarism and lack of innovation.
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