Career history
Insights & ideas
The through-line
Across these sources, Wim Reygaert keeps returning to the idea that a creative tool succeeds when it produces things its makers didn't plan for, and that the surest sign of momentum is watching numbers move in real time. Early on, in the CNBC interview, his focus is on scale and access: getting "many people" onto Apple's Vision Pro to prove out XR technology, with Oisoi Studio at eight people [10]. By the time of the Painting PC launch, that same instinct toward broad reach shows up as public wishlist-counting and open invitations for testers [6][7][4], while the emotional payoff shifts from market-building to individual stories, like a player who says the game helped them reconnect with something they'd lost [2]. The throughline is a preoccupation with unpredictable, user-driven meaning: what people do with the tool matters more to him than what was designed into it [1][2].
On unexpected creativity
Reygaert repeatedly highlights moments where users surprise him with what they make. Describing a player-made painting of "a realistic pigeon wearing a tiny fluorescent security vest, standing guard over an abandoned, half-eaten bagel on a subway platform," he says the anonymous creator "made the whole project make sense in a way we couldn't have planned for" [1]. He frames this as central to the appeal of Painting PC, an "artist life sim" [3], and treats it as validation independent of sales figures.
The same theme appears in his sharing of a user testimonial about rediscovering "love for art" after depression, spending "an hour on a dog" to score "100/100" [2]. He's quick to defend the authenticity of that response ("no, you cynics, we didn't pay this person" [2]), suggesting he sees these organic reactions as the real measure of the product's worth.
On momentum and milestones
A large share of his posts function as a running tally of wishlists and launch milestones, treated almost like weather reports on the project's health. He notes crossing "15000" wishlists at "8 days from #launch" [7], then "20000 wishlists" the following Friday [6], then "Thirty thousand people" two days before launch with "more than 4000 people wishlisting" in a single day [4], and finally launching with "more than 37.000 wishlists and a spot in Steam's 'Popular Upcoming' list, together with big titles like Assassin's Creed and Echoes of Aincrad" [3]. He calls the release "the crossing of a new border, because we're no longer VR-only now" [3], marking it as a deliberate strategic shift for the studio, not just a numbers game.
On growing the XR market
In the CNBC interview, before Painting PC existed, his ambitions were framed around headset adoption rather than his own app's success. He wanted to get "many people" using Vision Pro to demonstrate "the benefits of XR technology" [10], describing his studio's growth to "eight people since launching a year ago with a small but popular app" [10]. He also expressed optimism that "larger players like Microsoft and Samsung" entering the space would help the market grow overall, rather than treating them purely as competitive threats [10].
On the people behind it
Reygaert gives credit to collaborators by name rather than treating the studio as anonymous. He thanks four departing interns, calling them "some of the smartest, nicest and most talented people I've met in the last year" and hoping they left "a bit more knowledgeable about and resilient to the professional world" [8]. He also credits specific artwork, noting a painting was made "by Zuzanna Grzyb" [3], reinforcing that individual contributors, staff and players alike, are part of how he frames the studio's story.
From the stage
On CNBC, Reygaert discussed business mechanics not present in his written posts: he confirmed Apple takes "a standard 30% fee like other app stores" [10]. He also gave a concrete studio headcount tied to timeline, "grown to eight people since launching a year ago" [10], and articulated a market-level thesis, welcoming Microsoft and Samsung into XR as a way to expand the overall space [10], rather than discussing his own titles or wishlist numbers as he does in his later posts.
Takeaways
- He treats unplanned user creations, like a pigeon guarding a bagel, as proof a creative tool is working as intended [1].
- He publicly tracks and shares wishlist growth as a narrative of momentum, from 15,000 to over 37,000 across roughly a week [7][6][4][3].
- He positions Painting PC's launch as a strategic pivot, ending Oisoi Studio's VR-only identity [3].
- He credits named interns and artists individually rather than treating team contributions as anonymous [8][3].
- In his Vision Pro-era thinking, he saw competitors like Microsoft and Samsung as helpful for growing the XR market rather than as threats [10].
- He values firsthand emotional testimonials, such as a user reconnecting with art after depression, as validation independent of sales metrics [2].
Media & appearances
- CNBC TelevisionYouTubeApp developer discusses his ambitions for Apple's Vision Pro headsetWim Reygaert discusses his app that virtualizes painting for Apple Vision Pro, targeting a broad audience, and emphasizes wanting to get many people using the headset to showcase the benefits of XR technology. He explains that Apple takes a standard 30% fee like other app stores, notes his studio has grown to eight people since launching a year ago with a small but popular app, and expresses optimism about larger players like Microsoft and Samsung entering the XR space to help grow the market.
In the news
- Paint a realistic pigeon wearing a tiny fluorescent security vest, standing guard over an abandoned, half-eaten bagel on a subway platform." Someone made this in Painting PC. I have no idea who they are or what their background is. They just opened the game and did this, and made the whole project make sense in a way we couldn't have planned for. Want to try it for yourself? https://lnkd.in/e45Jbdfg Never a dull moment at Oisoi Studio
- Almost midnight. Painting PC is out there since noon, copies are being bought, and reviews are given. You've been staring at stats for hours, and then you read this: "Holy Painting.I love it!!! I lost my love for art last year to depression.And i think i just found it a bit again,I just spent a hour on a dog and got 100/100!.This game is amazing and feel so realistic.I really recommend it if you love art,even if you cant paint its so cool just to have fun again and forget about everything.Just pick up the brush and paint.I love
- I slept lightly last night, and it wasn't just the heat. Today is 26/06/26, the day we chose as the release day of our first PC game #PaintingPC, a tongue-in-cheek artist life sim. It's the continuation of a story, but also the crossing of a new border, because we're no longer VR-only now. This is an important milestone for our young studio. The good news is that we're releasing with more than 37.000 wishlists and a spot in Steam's "Popular Upcoming" list, together with big titles like Assassin's Creed and Echoes of Aincrad.
- Thirty thousand people have wishlisted Painting PC - at two days before launch. Yesterday was our biggest day up til now, with more than 4000 people wishlisting the game. https://lnkd.in/ehZjYJ23
- But, why do you have two left hands and two spraycans?" "That's not just me, this is multiplayer..." "Oh.. wow..." https://lnkd.in/eXPKxSjz Never a dull moment at Oisoi Studio
- Well, that escalated quickly. Painting PC has passed 20000 wishlists now. Release is this Friday, 26/06/26 https://lnkd.in/ehZjYJ23 Oh, and if you're hiding from the sun and are looking for relaxing stuff to do: send me a message and I'll get you a free key of the game, in exchange for your opinion on its current state (yes, we're actively looking for testers) Never a dull moment at Oisoi Studio
- Have you wishlisted Painting PC yet? 15000 people have, at 8 days from #launch. https://lnkd.in/e4-FqghJ This is very exciting. Never a dull moment at Oisoi Studio
- These are some of the smartest, nicest and most talented people I've met in the last year, and they also happen to be the four interns that are leaving Oisoi Studio. I hope you had a great experience, and we made you a bit more knowledgeable about and resilient to the professional world out there. Thanks a million Oskar Lundmark Koblanck, Zuzanna Grzyb, Jelle Adyns and Gonçalo Guilherme for everything you've done for us. Never a dull moment at Oisoi Studio.
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