Can you tell us a bit about yourself?
I started developing games under my father’s wing at 12, in both MS-DOS and Windows 3.1. Later on, I joined hackerspaces in Barcelona. I eventually dropped out of engineering studies at University to develop a music and events manager career. I created two successful companies and became involved in crypto spaces in early 2014. I also played around a lot with federated identity systems. I jumped into the metaverse in 2019 with Linking Realities.
What is the metaverse, according to you?
For me, it’s made up of both immersive and non-immersive platforms. It’s video games, economic systems that work on the blockchain, off-chain economic systems, identity systems, avatars, and 3D object creation. This conjunction of elements is what ends up creating the metaverse. I don’t think the metaverse is something palpable. For me, the metaverse is open. It’s not just made up of closed and centralized platforms.
The metaverse really should recover a bit of the original idea of the early internet. This means using technologies that are totally open and totally free. We could never have achieved the developments we have now if the early internet hadn’t been free and open.
When and how did you realize the metaverse was going to be real?
We’ve believed that the metaverse will be a reality for the past three years. We began to think about the possibility of creating an immersive platform where users could create and manage their virtual environment back in 2019. There weren’t many people openly talking about the metaverse at the time. And the vast majority of investors just saw us as geeks. At least until the moment that Facebook announced its name change to Meta. The next day, we started receiving messages and calls from all those companies and investors who hadn’t taken us seriously.
According to you, what does it take for the metaverse to become mainstream?
I think there’s a long way to go before the metaverse becomes mainstream. From my point of view, it will be very difficult for the metaverse to become mainstream until its platforms focus resources on improving the user experience. This includes minimizing barriers to entry, organically viralizing their content, and creating an adequate culture with different use cases.
The construction of bridges between the different platforms that are part of the metaverse is another key element. This will facilitate interoperability and portability between users and NFTs.