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Road to IGF: 22 MB of RAM, Oh My!

Let me start that the moral of this story is one of the most oh-duh moments I have had as a designer yet. I am eager to jump to the punchline, deftly given away by my title, but let me start from the beginning. I originally designed Duc...

 
 
 

Road to IGF: Take the Power Back!

After a bit, my team created a semi-working prototype of an early version of the game. It had most of the major features of Duck Pond implemented: there was a duck, on a pond, and the player can slide their finger through a zone of the s...

 
 
 

Road to IGF: Branding Like an Animal

If Mad Men has taught me anything, it is that Don Draper can get any woman in the world in less than five sentences.  Also, branding is important.  Your brand is how you want to present yourself to the world.  While it is e...

 
 
 

Road to IGF: It Takes a Village

With the holy triumvirate of artist, designer, and programmer in place, I felt my company was off on the right foot.  The three of us got together and discussed where to start.  With the design doc finished, in many ways my job ...

 
 
 

Road to IGF: Finding An Artist (or two, or three)

Once I had a programmer in place, it was time to find an artist.  One part of my company philosophy is that I want each major decision, including hiring key team members, to be by consensus, or at least, have each person weigh in.&nb...

 
 
 

Road to IGF: IGF...2011

Hello Destructoid.  We interrupt your regularly scheduled article series to bring a special announcement.  It is with a heavy heart that I inform you that we have officially missed the deadline to submit for IGF 2010.  I re...

 
 
 
 

Road to IGF: What's My Game Again?

Ok, I decided to form a game company. Ok, ok. Yeah. Ok, wait, now what? Before I stormed Craigslist or Elance or whatever looking for workers, I needed a concrete idea. For the first few steps of the process, my vision was just about...

 
 
 

Road to IGF: World 1-1

The idea for my video game came on the banks of the American River in Sacramento, 2007. I had recently received my iPhone as a gift for passing the bar and was discussing with my brother how it seems like just about every experience in t...

 
 

About Mijo Gamesone of us since 8:09 PM on 09.25.2010

Mijo Games is a studio founded in May 2010 dedicated to promoting chillness across the land. Started in Venice, CA, we are a fledgling studio built on the passion and devotion of our team. We are currently hard at work on our first title, Duck Pond.

Check us out on Facebook or at www.mijogames.com