AAcquired
← All episodes
Nick Fajt06 February 2018

Raising a Seed Round with Against Gravity CEO Nick Fajt

3Frameworks
13Insights

Listen

Frameworks in this episode

Insights & moments

The myth-busts, hot takes, explainers, and tools worth keeping.

Hot Take· 2

Hot Take25:00

The Product-Development Advantage Hidden in an Emerging Market

Fajt argues that an immature market can be unusually favorable for product learning. Free user acquisition, limited competition, low expectations, and less marketing noise can make customer behavior a cleaner signal of actual product quality.

  • Early users tolerate rougher products when category expectations are unsettled
  • Low competition makes discovery easier
  • Cheap acquisition reduces distortion from marketing spend
  • A quiet market can expose whether the product itself is compelling
  • Mature categories impose table-stakes features before experimentation begins

“it it really is a gift for product development because user acquisition is free, competition is functionally, you know, quite low, um, quality expectations are…”

Nick Fajt · 26:00

“If no one's playing your VR app right now, it it's it's probably not very good.”

Nick Fajt · 26:30
#emerging markets#product signal#competition#vr
Hot Take59:30

VR Needs Simplicity More Than Haptic Suits

Fajt estimated that only four to five million high-end VR headsets existed and argued that the market was still in a pre-iPhone phase. PlayStation VR's relative success suggested that lower price and easier setup mattered more for mass adoption than maximizing pixels, field of view, or immersion.

  • High-end VR remained a small market
  • Exponential adoption looks slow before the inflection point
  • PlayStation VR benefited from being cheaper and easier
  • Guaranteed console compatibility reduced setup friction
  • Standalone six-degree-of-freedom hardware represented the likely breakthrough
  • Additional immersion was not necessarily the barrier to tens of millions of users

“We're in the we're in the PDA phase of mobile phones.”

Nick Fajt · 1:00:30

“consumers are reacting to the ease of use, they're reacting to the lower price point.”

Nick Fajt · 1:01:30
#vr market#hardware#adoption#playstation vr

Explainer· 4

Explainer16:00

Why Wii Sports Was the Right Wedge for Social VR

Against Gravity saw many possible social-VR applications but narrowed its initial product to a familiar casual-games format. Games supplied common ground between strangers, worked despite low social density, and gave the team a modular base from which to expand.

  • Too much opportunity can kill a startup through indigestion
  • Casual games are easy to understand and play
  • Shared activities break the ice between strangers
  • A modular room structure supports adding, removing, and changing experiences
  • The concept combined familiarity with VR-specific differentiation

“it's far more common for startups to die of indigestion from too much opportunity than starvation of too little.”

Nick Fajt · 16:30

“casual games are a really easy thing to pick up and play, they're a great way to break the ice between strangers”

Nick Fajt · 17:00
#product wedge#social vr#games#focus
Explainer29:00

What a Seed Fundraising Funnel Actually Looks Like

Against Gravity's institutional process typically moved from an associate or principal screen to one partner and then to the full partnership. Most rejection happened before the final meeting, and vague promises to stay in touch usually meant the firm was not actively interested.

  • The first screen was commonly run by a principal or associate
  • The next stage involved one partner
  • The final stage was a full partnership meeting
  • Against Gravity passed roughly one-third to one-half of initial screens
  • Only about 20% of partner conversations advanced
  • Real interest appeared as rapid movement to the next meeting

“Anything other than yes, is probably no.”

Nick Fajt · 29:30

“it was clear to us like who was interested because they they would really hustle to get us to the next stage and the next…”

Nick Fajt · 30:00
#fundraising#venture capital#seed round#pipeline
Explainer49:00

Why Rec Room Had to Be Free Before Free VR Was Obvious

Most contemporary VR experiences were paid, short, and single-player, but Against Gravity made Rec Room free to accelerate participation. The team believed that community interaction was both the content and the source of the learning needed to develop a complex social product in public.

  • Free access differentiated Rec Room from paid VR experiences
  • Other people made the experience effectively renewable
  • A paywall would have slowed community formation
  • More participants produced more feedback and peer teaching
  • The model was inspired by Minecraft's public evolution

“we thought most VR content was single player, pretty expensive, and relatively short in terms of how much time you could spend in there.”

Nick Fajt · 49:30

“And and putting it behind a paywall was just going to make that flywheel spin slower.”

Nick Fajt · 52:30
#free to play#community#network effects#rec room
Explainer56:30

Why Social VR Can Feel More Human Than a Feed

Fajt distinguishes real-time embodied VR interaction from asynchronous, text- and photo-based social media. Head movement, hand gestures, shared activities, and presence can make remote people feel co-located while giving some users a lower-pressure environment in which to practice social interaction.

  • Web social interaction is often asynchronous
  • VR carries head and hand cues in real time
  • Embodied presence can make distance feel less relevant
  • Some users report practicing through real-world social anxiety
  • The product goal is well-being and memorable time with friends

“it really feels like you're in the same room with somebody who maybe is on the other side of the world.”

Nick Fajt · 57:00

“We're trying to build that feeling where it's where it's like this is real social interaction.”

Nick Fajt · 58:30
#social vr#presence#well-being#social anxiety

Story· 3

Story10:00

How the HoloLens Team Became Against Gravity

Nick Fajt met most of his co-founders while building early HoloLens prototypes and launch applications at Microsoft. When HoloLens shifted toward enterprise use cases, the game-focused group left to explore social experiences in AR and VR.

  • Fajt joined Microsoft after college and worked on Forza Motorsport
  • He moved to the incubation team that became HoloLens in 2012
  • The future Rec Room founders spent years building holographic demos and apps
  • HoloLens's enterprise focus created an opening for the team to leave

“And that that was where I met most of my co-founders.”

Nick Fajt · 10:30

“there's a tsunami out on the horizon, we should probably learn to surf.”

Nick Fajt · 12:30
#hololens#microsoft#founding story#vr
Story33:00

The Investor Insight That Reframed Rec Room Around Creators

Early Rec Room users were already producing unexpected forms of creativity, but the team initially viewed that behavior as incidental. Sequoia pushed the company to consider creation, discovery, ranking, and sharing as a reinforcing system worthy of becoming central to the product.

  • Strong investors offered perspectives the operating team had missed
  • Community creativity was initially treated as an emergent property
  • Sequoia asked how creators could make and distribute more work
  • The discussion elevated user-generated content into a core strategic direction

“they could they could just see these fast lanes.”

Nick Fajt · 33:30

“maybe this is really like the retweet, the thing that we should be, we should be building around.”

Nick Fajt · 34:00
#sequoia#creator economy#ugc#rec room
Story54:30

The Rec Room Wedding Nobody at the Company Planned

Two people who met in Rec Room later decided to marry in real life and held a virtual reception for about 40 VR friends. The community created a bouquet, cake, formal avatar outfits, and a ceremony, demonstrating how users can transform general-purpose social tools into meaningful rituals.

  • The couple originally met inside Rec Room
  • They married in the physical world
  • Their virtual reception included roughly 40 VR friends
  • Users created wedding-specific virtual objects
  • The ceremony included exchanged vows
  • Unexpected social rituals motivated the team to expand the platform

“they they actually had their their wedding reception in rec room”

Nick Fajt · 55:00

“those sort of emergent activities are the things that like really inspire us to keep adding new stuff.”

Nick Fajt · 55:30
#virtual worlds#wedding#community story#social vr

Tool· 1

Tool35:00

How Rec Room's Maker Pen Turned Players into World Builders

Rec Room evolved from company-authored rooms to a creation system where users could spawn objects, save rooms, add logic, control permissions, and draw new objects. The Maker Pen lowered the technical barrier to creating personalized 3D spaces and games.

  • The sandbox machine let users place existing objects in any room
  • Persistence turned temporary experiments into saved spaces
  • Room controls added logic, respawning, limits, and editing permissions
  • The Maker Pen let users draw objects not already supplied
  • Combined tools unlocked large amounts of community creativity

“And that's basically a a creation tool that lets you draw any object that we don't already have.”

Nick Fajt · 36:00

“the combination of those tools really unlocked a lot of creativity.”

Nick Fajt · 36:00
#maker pen#ugc#creation tools#rec room

Takeaway· 3

Takeaway13:00

Why Against Gravity Kept Its Company and Product Names Separate

Against Gravity deliberately gave Rec Room an identity separate from the parent company. The separation created creative freedom to experiment and meant that an individual product could change or fail without defining the fate of the whole company.

  • Separate names are common in the game industry
  • A product gains more creative license when it has its own identity
  • Product failure does not automatically imply company failure
  • Against Gravity represented the operating philosophy while Rec Room represented the experiment

“that product can fail, and you don't fail.”

Nick Fajt · 13:30

“we wanted to develop a unique identity that was um that that we could experiment with a little bit more, and that was Rec Room.”

Nick Fajt · 14:00
#branding#product strategy#experimentation
Takeaway42:30

What a Startup Board Should Do Beyond Reviewing Metrics

Against Gravity kept its rapid product cadence after adding Sequoia to the board. The board's distinctive role was to pull the team out of short-term detail, test progress against the multi-year vision, and identify long-term investments that daily iteration might neglect.

  • Rec Room continued targeting meaningful updates every two weeks
  • Fast product loops can trap teams in immediate details
  • The board reconnects execution to the long-term vision
  • Fundraising permits work on higher-value, longer-term problems
  • Board meetings create accountability for strategic investments

“the board is there to remind you like, are we making progress towards this long-term multi-year vision that we've laid out?”

Nick Fajt · 43:30

“when you raise money, largely what you're doing is you're you're you're getting permission to work on a higher value longer-term problem.”

Nick Fajt · 43:30
#boards#governance#long-term strategy#startups
Takeaway1:06:00

Why Early Domain Knowledge Compounds into Startup Advantage

The hosts connect Against Gravity's fast launch to the founders' years of immersive-computing experience. Fajt broadens the point: startups compete on learning speed, and a small initial knowledge advantage can become meaningful when each new lesson compounds into the next.

  • The founding team had years of HoloLens experience
  • Domain depth accelerated development in an unfamiliar paradigm
  • Startups should optimize for learning speed
  • Teams must identify untested assumptions continuously
  • Compounded knowledge can turn a small head start into a durable advantage

“I think you're really trying to optimize for who can learn the fastest and who can compound what they're learning fastest.”

Nick Fajt · 1:07:00

“if your knowledge is growing in a compounding rate, then like a small advantage at the beginning can can make a meaningful difference.”

Nick Fajt · 1:07:00
#founder advantage#domain expertise#learning#startups