Independent game developer — design & code
Manchester, UK
I make small, mean, finishable games. Four shipped, one that ate two years and never came out, and a job before all that making other people's games run at 60fps. I do the design and most of the code; I hire out for art and music because I know what I am not good at.
A farming game where the crops fight back. Eighteen months, two people, 140,000 copies sold in the first year. Sat at 94% positive across roughly 6,000 reviews, which I still find slightly unnerving.
mbekigames.example/tallgrassNinety minutes, one bus route, eleven passengers who will not shut up. Made in four months on purpose after the last project nearly finished me. Nominated for Narrative at the Northern Games Awards.
mbekigames.example/lastbusFour people, one sofa, cars made of garbage. Built for an arcade cabinet at a Manchester bar and then ported because people kept asking. Still my best-selling thing per hour of work.
An open-world sailing game that got too big for one person and stayed too big for three. Killed it at the two-year mark. I write about the postmortem more often than I write about the games that shipped, because it is the one people learn from.
The collision, input-buffering and save layer I kept rewriting, extracted into something reusable. About 3,100 stars. Two commercial games I had nothing to do with now ship with it.
github.com/deembeki/gritThirty-one weekend games since 2015. Three of them turned into real projects and the rest taught me what not to spend a year on. All free, all playable, most of them bad.
mbekigames.example/jamsManchester
Leeds
Leeds
Final-year project was a physics toy nobody could play. Instructive.
Dee sent us a build with a note listing everything wrong with it before we asked. That is not normal and I wish it were.
She cut a whole feature I had already drawn art for, paid me for it anyway, and the game was better. Easiest client I have.
Best frame-budget instincts on the team, and she made the rest of us better at profiling by refusing to do it for us.
The NORTHWIND postmortem. Roughly 40,000 views on the recording, which says something about how common this is.
Numbers, mistakes and actual sales figures from a one-person studio. About 9,000 subscribers.
Mostly talking people out of their NORTHWIND.