What started as a university project is now the very first version of something we hope keeps growing for a long time.
Imposter began as a single prototype built for coursework and the question of how we can help graphic designers experiencing imposter syndrome.
The more we developed it, the more we realised it was really about shared experiences and at the centre of it all is togetherness.
The best games aren’t really about winning. They’re about the people around you, the stories that come out of nowhere, and the feeling that for a little while, everyone’s completely part of the same thing.
This is just the beginning of ours.
After the game, I felt like it really helped me ease my imposter syndrome within the industry as loads of people relate to the same things I thought I was struggling alone with.
It's inspiring seeing other going through it (imposter syndrome) but knowing that they produce really good work, so I can do the exact same.
After playing the game, I realised I can be a bit too critical of my work and maybe my work doesn't get enough praise from myself.
I would definitely use the game again because any other time if I'm feeling self-doubt, or unsure of myself, it would be a good tool to use.