I'm a game developer, and head up several gaming studios, including Wicked Loot and FitGoFun. Been in the game industry for many years now. It's the only life I know.
I pretty much done it all. QA. Marketing. Game Design. Coding. Editor. The guy who had to wear the (stank) mascot costume at a gaming event. The guy who drove a truck to deliver games to a warehouse. For the love of the game.
Anyone else think Munch Face evokes dirty thoughts? That has come up a couple times in conversation, as if the game name infers, well, something else. I did learn what a Dragon Munch was for the first time, and the visual of that left me scarred... I'll let your imaginations run wild here (or you can Urban Dictionary it), but it's great conversation over a drunken night out on the town, because it inspires you to come up with your dirty words. Although I will say, the name Munch Face was always meant to be in jest:)
It's been a wild ride over the last many months, filled with such stories like the one above. I formed a new indie game dev studio, Wicked Loot then skipped town to go to Hawaii for 3 months to build our first game, learned how to surf, and now we're back in the bay area, conjuring up our next game. If you been following some of my blogs here on Dtoid, you'd been bearing witness to it all.
Now that we're back home, we decided to begin work on our next game. You might be asking, so what happened to Munch Face? Overall, the game is done. We build a game that plays great, mashing up arcade game concepts like Pac-Man, Space Invaders and Bomberman. We experimented with different concepts and mechanics and we realized as we marched forward that what we had was about as far as we could take it since the game likely had limited ability to showcase our passion for user generated content.
One of the core tenets of Wicked Loot was that we wanted to create games and a platform that fueled user generated content. Munch Face was an experiment we began to see if we could apply such vision to a simple arcade game. Turns out that while it works well, it really wasn't the best showcase game for us, due to the rather limited expectations of an arcade game. So it's time to prep our next game, which we think will resonate with more gamers.
So what of Munch Face now? It's core gameplay works, two gameplay modes are available, and over 100 levels have been created. The editing tools likely still aren't ready for consumer usage. The public alpha and beta wrapped up (much thanks to everyone who helped provide feedback) and now we're deciding what to do this Mr. Munch. Or Mr. Face if you prefer. We'll likely release it on a few select platforms, Ouya being one that I had an eye on for a while. New tech always catches my eye, so I'm curious to see what it's like launching a game on a micro-console. Are micro-consoles the wave of the future? ... ah, we'll see.
Whether we launch Munch Face on other platforms sort of depends on whether there's enough interest in it. The game plays better with a joystick, so we might explore consoles once they are more friendly for indie games.
Until then, it's been fun sharing with you all what we been working on. It's been fun blogging about the project, so I might keep it up over on our Wicked Loot where I share about various things that go on at an indie game dev studio.