Hello my friends! In this blog post I would like to write about our game development journey experience during the last 10 years in the gaming field started with small games projects developed by just 2 person to a company with over 15 developers involved! For more infos you can visit our website with all our games at: www.chubbypixel.com
Our first game Woodle Tree Adventures released in 2013 for PC was quite a successful release, especially after the console release few years later.
In the meantime we continued to develop B2B games (Business to Business) for many companies and brands. Only after a few years we’ve been able to start to develop onlyB2C (Business to Consumer) and to expand the team only through this business.
In 2016 we decided to expand the team thanks to successful games like Suicide Guy, Suicide Guy: Sleepin’ Deeply and Woodle Tree 2: Deluxe released for all consoles and PC
After the incredible and unexpected success of our new games, we decided to continuously expand the team and move the first steps into the Virtual Reality field, releasing our first VR game Suicide Guy VR for PlayStation VR, Steam and Oculus in 2020. Despite the niche market, the game was a great success and helped us to continue our Journey
In 2020 and 2021 we started to develop and convert our games for the Mobile market(iOS and Android). Since the games were already very famous, this helped a lot the mobile releases, with thousands of copies sold in the first weeks.
The team is now complete and we’re focusing on our next adventure game releasing it soon and a new PlayStation VR2 game, stay tuned! Thank you for the attention, I hope this post can help other developers to find their way too!
Hello my friends! In this blog post I would like to talk about our team, now composed of 6 members.
In the past months we’ve been busy scaling up the team and our projects finding new key figures that will help us to make even better games!
After years of hard work now the team is composed of:
(1) game designer
(2) gameplay programmers
(1) sound effect and soundtrack designer
(1) 3d artist
(1) 2d artist
I think the key aspect to be able to build up a team like this, starting as solo developer, has been to continuously scale up the game projects, gathering more funds from one project to the next.
Since we’re still searching for figures to join our team, if you would like to work (or collaborate with us), please send your CV and portfolio at: email@example.com
How the constant support to the game, hugely improved the interest in the franchise through the years
Hello my friends! In this post I would like to share with you the development experience that we have undertaken to raise awareness and maintain constant interest in our games and brands, with hundreds of thousands of players all around the world.
We started with a single game, than due to the success of the first release, continued to expand the brand, releasing new chapters, a physical edition, a Virtual Reality version of the game, a Mobile edition and much more.
Below you can find all the steps that followed the initial release in 2017!
Suicide Guy (PC game) (2017)
Released back in 2017 for PC (Steam, Humble store) the game gained a huge boost thanks to streamers that helped to expand the brand awareness of the characters, gameplay style, and game mechanics. Thanks to this, we understood the game potential and decided to continue to expand this world.
The first chapter was then released on all major consoles (PS4, Nintendo Switch and Xbox One) gaining even more visibility, players and a fanbase. The most popular release is probably on Switch where the game had the most sales ever.
The Virtual Reality edition of the game was then released in 2020 for PC, and later for PlayStation VR/Oculus Store. Although Virtual Reality is not yet a mass hardward product, the game has sold very well on those platforms.
The Suicide Guy Collection that includes all the chapters of the game, was then published the same year as a physical release for Nintendo Switch, thanks to Red Art games that helped us with the physical distribution.
Suicide Guy (mobile edition iOS, Google Play) (2021)
Due to the success of the latest releases, we then decided to publish a lighter version of the game for iOS and Google Play, and found out that many users didn’t have yet played the game. The mobile market is huge if well exploited and if you release a game already well known globally.
Many new releases are in the works, with a bigger sequel, new incredible chapters, peluches and much more. This was all possible thanks to the huge support that gamers and fans gave us through the years.
We think that the franchise of the game is still widely expandable and so we will continue to develop this kind of game expanding even more its game mechanics!
Hello my friends! In this blog post I would like to celebrate 8 years of Chubby Pixel games: first of all I would like to thank you all for making this incredible journey possible, without you this wouldn’t have been possible, so thank you !
Since many of our fans are very interested in how we make and market our game, I would like to show you how we were able to constantly make bigger games and expand our team year after year.
With dozens of games released to date, the company started as a simple experiment for making original and compelling games to be published mainly for PC. After several years (in 2017) we started to publish our games even for Consoles and Mobile with incredible results.
As example, Here following the Year 2021 revenues recap in in percentage!
As can be seen from the graph, the higher revenues arise from the Nintendo Switch games (we have published a total of 4 games games on Switch for now), but this doesn’t mean we’ll not continue to support the other platforms as well.
The team constantly expanded and now includes a total of 5 developers (including sound designers and artists) + external resources that will help us to continue to port our games for all consoles.
With hundreds of thousands of copies sold worldwide, we’re sure to be able to continue to develop new great games, so stay tuned!
Recently this year we published our first game for Mobile and VR Oculus store, as can be seen in the graph this was mainly an experiment and represents only a small part of our core business.
Our Mobile games are soon coming to the Chinese markettoo thanks to a great publisher (soon to be announced) that supported us and is helping to enter in this incredibly big market.
As this experiment worked rather well, expect more VR games soon from us!
We have a lot of new projects in mind too and would like to show something soon.
One of the projects we’re working on right now is a new kind of adventure game that will take place in a future where humanity has now disappeared from the planet. Only the innocence of childhood could save it from itself.
Here one of the first screenshots! Coming soon for PlayStation 4, Playstation 5, Xbox, Nintendo Switch and PC!
I hope this was an interesting read, we’ll soon share more details in the next months, so stay tuned!
What do they give to players? Are they just meant to make money?
Hello my friends! In this blog post I would like to take the time to make a consideration on the today’s game market and design: how are they designed and what is purpose of most of them?
The immediate answer to this is probably: “To make money”. But is it really just this? Or is there more? This is question I ask myself many times as a game developer and designer since as an answer it always seemed very flat and meaningless in the end. Surely this kind of discourse can take a deep social/philosofical turn, but I think there could be simpler answers.
Game companies’ goal in general is surely just to sell more copies of their game in order to sustain themselves and make profit.
Their goal is to get bigger and bigger, making “bigger games” in order to make more money to make even more bigger games. But does it make sense in the end? Or is it just a dog chasing its own tail? Companies that have passed their size limit (of profit) tend to expand into other fields since they have so much surplus budget that they don’t even know what to do with it (an example is Google expanding in the gaming market with Stadia).
But taking the example of Google, in the case they squash all the competition in the gaming field with their product and ideas what’s left? Just more money?
I think it doesn’t make much sense in the long run. Competition is something that I personally think can also be positive and lead companies to give their best (but also additional stress) as long as they don’t annihilate the opposing companies. This surely can push the technology, leading the market to produce visually stunning products that would never have seen the light otherwise.
Visually (and audibly) surely progress has been made, but is this the right path? Do games nowadays are so much different from the games of the past? Personally I think today’s games don’t convey or teach something really meaningful and do not yet fully exploit the potential of the medium.
Most of triple A games tend to be linear stories with cutscenes getting closer and closer to the world of cinema without really being able to find its own language, nor even approaching remotely to the great cinematographic masterpieces such as Sergio Leone or Fellini’s movies to name a few.
Probably indie games having less costs and being able to risk more, tend to explore this medium much more deeply.
With this sentence I don’t mean to despise triple A games (I still like to play them), but I really would like to see more experimentation and not just games that tend to copy each other.
With real moral choices that finally make the player think, these are probably the games that can lead to the path of pure game design.
I think that in order to create truly exceptional games, developers need to look at other fields: not only Cinematography, but even Art, Music, Photography, Philosophy and all aspects of life that can be studied.
This is because gamers tend to take inspiration from other games they played rather than from their other life experiences, and this is something that we try to achieve too as a small game development company.
Even recent Nintendo bestsellers such as “Super Mario Odyssey” and “The Legend of Zelda: Breath of the Wild” have been lauded for being examples of the company’s willingness to take risks with even its most important franchises.
Of course there are many other examples to study, for example cash grabs games like Fortnite or Candy Crush are designed by armies of psychologists in order to study the better way to keep the players glued to the game.
This brings the question I made at the beginning of the post: even if these games made 10x more money then Breath of the Wild, does it really make these games more successful? or do we have to consider other factors to measure the success of a game?
here some links that I took the inspiration by to write this blog post! I hope you liked it :)
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