Author Archive

20
April

It was 2006 when Muteki Corporation was first founded…based on the desire to make our own games and do what we’ve always loved doing. So why is it, 5 years later we still haven’t really succeeded in doing that?

Well partially because we weren’t playing to win…we weren’t risking anything…we played it all safe.

Years of engineering effort went in to building up products for other clients, such as Loopt, ngmoco, EA, Pogo, Tapulous and many more. In those 5 years we’ve released over a dozen products for various clients, and helped on at least a dozen more. We’ve had our games win awards, had games we’ve made hit the top spots on all of the charts and even been named on some magazines’ top-10 lists. And it still doesn’t feel like we’ve succeeded. Why?

Because while we’ve spent half a decade helping everyone else be successful, we’ve only set aside tiny scraps of time for our own products. We’ve released tiny games with minuscule budgets and short schedules because that’s all we could “afford” in between real (read: paid, external) projects. We’ve been succeeding, but we’ve only been succeeding on other people’s goals.

So, I decided to share a few lessons we’ve learned the hard way in the past 5 years…if you want to “succeed” as an indie developer.

Ship Your Game.

This is important, and needs to be said 3 times, each time emphasizing the next word.

  • SHIP your game. It needs to ship. It needs to get out there. A half-finished project sitting on your laptop might as well not exist.
  • Ship YOUR game. It’s about making the games you want to create. You’ll never feel your success if you’re successful making what everyone else wants to make.
  • Ship your GAME. If you’re an indie game dev, make sure what you’re shipping is just that – a real game. Little demos and tiny throw-away wastes of time are cool and all, but you’re never going to achieve something great unless you really strive to make something great.

Embrace what you are.

Embrace what you are. We spent the first few years of business trying to appear bigger and more impressive than we are. This is great and all if you’re trying to build up a first-class consulting studio. It’s much less great when you’re isolating yourself from a huge, helpful community of like-minded people who just want to get to know each other, share tips, and make some awesome games. So be indie, be small. Be agile, be crazy. Be willing to say and do the things that the “big companies” never could, because they’re stuck dealing with things like investors or lawyers.

Have fun.

Seriously, this is important. This work requires that you pour passion into it. You need to be loving what you’re working on (at least for the first 90% of it…that last 10% ALWAYS sucks). You need to be excited to get to work on your game, and to be drifting into thoughts about your game and the next features or levels or whatever in your off time. You have to have fun with this, or it will crush you. Game development is hard, finishing a project is hard, and if it’s not fun…most of you never will.

Category : DevBlog | Blog
13
January

I’ve been reading quite a number of blog posts from various indie developers (@karnakgames @rizergames both from #iDevBlogADay etc.) about their goals for this year, and there seem to be a lot of shared goals across the community.
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Category : DevBlog | Blog
12
January

We’ve previously posted about the 1.2 update for Super Jetpack Dragon IV…some 6 (yes, SIX…as in half a year…as in FOREVER in indie-game-dev-land) months ago. And still the update never landed. And why is that? Because somewhere along the way we grew much bigger plans for our favorite little jetpack-wearing Dragon.

We have a series of updates being readied as the content is prepared…
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Category : Featured | Games | Super Jetpack Dragon IV | Blog
25
June

Super Jetpack Dragon IV: Village Burntopia has been live for just over two months and in that time we’ve released our first patch, enabling you, the player, to collect gold coins, and get a first glimpse at Jetpack Dragon’s arch-nemesis, Rocket Panda. Now it’s time to look at what those gold coins are used for: the new item shop in Super Jetpack Dragon IV: Village Burntopia v1.2, coming soon…
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Category : Featured | Games | Super Jetpack Dragon IV | Blog
26
May

We just posted our first game, Super Jetpack Dragon IV: Village Burntopia, to the Android Market yesterday and I felt the urge to write about both the experience of doing that, as well as the initial differences noticed between the two shops.
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Category : DevBlog | Featured | News | Blog
22
April

The Battle of Pirate Bay HD is coming to an iPad near you!
All the great gameplay from the iPhone version, with beautiful high-res graphics, and an all new story system to guide the player along.

The Battle of Pirate Bay HD: Coming Soon

Category : Battle of Pirate Bay | Games | Blog
30
March

The Muteki Corporation is pleased to announce the impending release of Super Jetpack Dragon IV: Village Burntopia!
Stay tuned for pictures, videos, and more!

Category : Games | Super Jetpack Dragon IV | Blog
10
June

I can’t say how excited we are that a game we designed won this award. It was a pleasure to work on, and a pleasure to work with ngmoco yet again.

From http://developer.apple.com/wwdc/ada/

Topple 2 is an ideal model for excellent iPhone game and game sequel design, technology adoption, performance, connectedness, and localization.

Topple 2 combines the features of multitouch and the accelerometer to create a game about stacking blocks and keeping them from toppling over. Local WiFi multiplayer mode enables game play between two players, and a challenge mode where recorded sessions can be sent to others players via email, twitter or facebook. Localized for English, French, German, Japanese, and Spanish, Topple 2 uses multiple iPhone SDK technologies including UIKit, OpenGL ES, Bonjour, CFNetwork, Multi-Touch, Accelerometer, Email, and Twitter and Facebook integration.

Category : DevBlog | Games | News | Topple 2 | Blog
1
January

We’ve decided to go ahead and drop the price on our first iPhone game, Line Shift in celebration of the new year. Dropped to only $0.99 we hope many more people will get a chance to experience and enjoy Line Shift as we here at the muteki corporation move into 2009 with many more games to come.

Category : Games | News | Blog
25
December

Just a quick post to wish you all a Merry Christmas and Happy Holidays from all of us at the muteki corporation! Stay tuned in 2009 for some exciting new game announcements!

Category : DevBlog | News | Blog