Duba wurin da ke ƙasa sannan ka amsa tambayar daga baya a cikin harshe ɗaya kamar yadda wurin yake:  Passage: A ƙarshen 2005, Jenova Chen da Kellee Santiago sun fara tunanin ƙirƙirar kamfanin wasan bidiyo nasu. Su biyun suna cikin shekararsu ta ƙarshe a matsayin ɗaliban digiri na biyu a cikin Shirin Media Media a Jami'ar Kudancin California ta Makarantar Fasaha ta Fasaha, kuma sun fito da wasan bidiyo <unk> Cloud <unk> wanda suka haɓaka tare da wasu ɗalibai da yawa. Theungiyar ta yi niyyar aikin a matsayin gwaji, da nufin bayyana ko za su iya ƙirƙirar wasan da ke "bayyana wani abu daban da wasannin bidiyo da suka gabata", da kuma ƙayyade matakin sha'awar jama'a game da wasannin bidiyo irin wannan yanayi. Saboda karɓar wasan da aka karɓa sosai, Chen da Santiago sun fara yin la'akari da kafa kamfaninsu, don su ci gaba da yin wasanni kamar Cloud - wanda ƙirar ba ta dogara ne akan injunan wasa ba, amma kan motsa motsin rai a cikin 'yan wasa - bayan sun bar kwaleji. A lokacin, rarraba dijital yana samun farin jini. Su biyun sun ga dama ce don ƙirƙirar wasanni ba tare da babban haɗarin kuɗi na rarraba tallace-tallace ba, wanda suka yi imanin zai buƙaci su fara tara kuɗi ta hanyar aiki ga sauran kamfanonin wasan bidiyo. An kafa Thatgamecompany a ranar 15 ga Mayu, 2006, yayin da Chen da Santiago suka kammala karatun digiri. Ba da daɗewa ba kamfanin ya sanya hannu kan yarjejeniya tare da Sony Computer Entertainment, wanda wasan Flash na Chen ya burge shi Flow<unk> wani ɓangare na aikinsa na digiri a USC. An yi kwangilar kamfanin Thatgame don samar da wasanni uku don tsarin rarraba PlayStation Network mai zuwa, kuma an ba shi kuɗin farawa da wuri a ofisoshin Sony a Los Angeles.  Tambaya: Wane kamfani ne Chen da Santiago suka kafa?
Wannan kamfanin wasan