Charting your own course in the video game industry.
Max-Martin didn’t wait for opportunities to present themselves: he chose to provoke them. Passionate about video games since he was a teenager, he joined ESMA’s video game course with two ambitions in mind: to join a major studio or to set up his own.
A few years later, he took up both challenges.
Today, he runs DontGiveUp Interactive and is developing his first independent game while structuring a young company.
Interview
Can you introduce yourself and explain what you do now?
I’m a programmer and president of DontGiveUp Interactive, a studio I co-founded recently.
At the moment I’m the only full-time employee. My role is to make progress on the prototype of our first title, while managing the creation of the company and the search for funding. Daily life is very varied, but each stage is stimulating.
How did you find out about ESMA?
At a job dating event in Agen. Students were presenting their projects and I had the opportunity to try them out.
The demonstration convinced me that I wanted to acquire this know-how. I’ve been designing game levels since I was a child and, at secondary school, I discovered programming.
ESMA seemed to me the best way to pursue this passion.

What have you learnt from the course?
The course enabled me to understand all the aspects of game development: from programming to art direction, technical aspects and tech art. It gave me an overview before I decided to specialise in development. I had the time to experiment, progress and gain autonomy until I became fully operational.

What stood out for you during your studies?
Above all, it was the people I met. I learnt a lot from some of the teachers, but it was mainly my fellow students who counted. Many of them have become true friends. The network built around this shared passion remains a precious asset.
Which discipline did you particularly enjoy?
Programming, without hesitation. It’s based on a clear logic: designing coherent systems, solving problems like riddles. Taking a simple idea and turning it into a complex, interactive mechanism is a particularly rewarding experience.
Was setting up a studio an obvious choice?
Yes. When I came to ESMA, I had set myself two goals: to work at Ubisoft or to set up my own business. I was able to realise both of these ambitions. The training gave me the necessary tools, but it was perseverance that enabled me to move forward.
A project that stood out for you?
Our final year project, Makina, is still one of our most vivid memories. We wanted to offer an original experience, and the school gave us that freedom. The game won a number of awards, including the prize for best independent game at the Montpellier Stream Show, and was presented at the Toulouse Game Show, the Toulouse Streamer Show and two editions of Paris Games Week, where it was very well received.
But it’s my current project that matters most to me: it matches my vision, I believe in its chances and I want to take it as far as possible.

Max-Martin’s career illustrates how a passion can be transformed into a concrete project. His time at ESMA laid the foundations for his career, and his entrepreneurial adventure is now opening up new prospects in the world of independent video games.