[Music] all right hey all right apologies for the delay it is my great pleasure to introduce two of my favorite people in the world one in the flesh one via the tubes the tubes mr. Tommy repin is and I've been Macmillan creators of Super Meat Boy [Applause] yes that was clapping here hold on say hi admin so right now we're just kind of working out we're gonna have Edmund on skype he's flying in an airplane around the world right now so so yeah we're trying to get the satellite link-up hooked up and everything so once we do we'll start this little post-mortem thing use it
ready all right hold on just yeah okay oh okay all right now I'm trying to remember my password for Skype excuse me we aren't the most prepared people so there we go
this is all gtcys fault this is in no way my fault I was very very prepared for this as I am everything in my life can you can you hear me all right I'm gonna hang up there okay can you hear me Edmund okay this is all fake like the moon landing there's nobody in this room
all right yes there we go so which mic okay can you hear me Edmund okay all right so I had no doubts either so yeah this is the or what we're calling the super meatboy post-mortem which is more like the story of meat boy peppered with various good and bad things is he doing yeah yeah so yeah we're going kind of
non-traditional because I don't know just because because we can and this is what we do so yeah yeah this is this is the talk I just wrote it over here but but we've gone through we've gone through this development and we were so like you know this meatboy development was so like personal and you know we were so attached to it that really seems kind of silly to write down words that describe it we'll just sort of talk about it so I know if you want to start with the the origin story Edmund
correct but yeah like I'd mentioned we both had websites a long time ago was that Guffey typical but yeah you know
yeah so ed and I we knew each other like from a long time ago he mentioned we both had websites around the time when Newgrounds and everything was starting out and we were both affiliates we were both linked to each other and yeah edie went into the indie world and I went into soulless corporate world and yeah we both kind of met up and decided you know well first we did we did grey matter together to see if we'd actually work out and that was a little flash game that we did and that was uh I thought it was I thought it was good game we got a lot of plays pretty good but yeah and we decided that yeah let's let's let's make a console game and I had played meatboy and I really enjoyed it and I I actually beat it the flash version with the
control issues and everything that it had but yeah it was my kind of game and you know we just sort of yeah it was it just seemed like a natural fit for something something to make and I was coming off of a project that I didn't really like and yeah I wanted to do something that was more related to to me so just sort of worked out and that's when well you were talking to Nintendo around that time weren't you [Music] [Music]
yeah yeah when we started meatboy we were already talking to microsoft and when gish - didn't eventually didn't happen we the whole time we're trying to push meet Boyd to them and eventually they picked up on it but it was something like he always wanted to do meet boys for all the consoles it's possible yeah but we had kits for basically every system every console at that point yeah
we were just kind of going down the line and see yeah we had I when we when we first started me boy I actually had it running on xbox before I had it running on him anything else because I started it on PC and I had already you know I had Xbox experience so when I was writing the engine I was just I was writing it you know all DirectX and everything so porting it over to Xbox wasn't difficult at all so I actually had it running on that before I had it running on Wii and then had it running on PlayStation and yeah we were we were just sort of kind of shopping it around we yeah like Edmund said we definitely wanted to do it on everything and thinking about that now like if we would have put it on everything I'd I'd be dead for sure I would be dead like that's not a joke don't don't no I yeah I almost died doing this version yeah that's only on two things
so yeah on like three or four yeah yeah so we had it running on PlayStation and everything and yeah we were yeah well let's see around that time so the first six months of development were actually me getting the engine working and getting an editor for admin so he could start building levels I've been really didn't touch the game until well see we started in about February well years it it's 11:00 11:00 right and we came out in 10 okay now I'm actually having trouble now did we start and we started in 2009 like February 2009 yeah cuz then the year later we were in I Jeff yeah okay so yeah we started in February 2009 that's when I was taking the engine for the first game I was working on called goo and I was just refactoring everything I trashed everything and I was I was redoing it
and that was about six months or so of you know development getting it up and running and getting an editor for Edmund you actually didn't like I made like one of the first little levels to test out controls and everything but you actually didn't make the first level I think until about June June June or July I think that's what you do though you don't really you don't really work you just just kind of you know whatever yeah flow around on webcam and yell at me but yeah so that was around the time you know so yeah I had it running on WiiWare and every year the we death kit and we got invited to a summit in London where they were showing a whole bunch of games in our game we only had I believe twelve
levels at that time like twelve levels we had a really early replay system and there was no world map there was no cutscenes there was only meat boy I mean it was it was really really early build but it was still playable oh yeah and that's that's the a actually before that we spent before we actually did any real like testing of levels or anything we spent I spent probably like two months like just refining controls and trying to get controls exactly right and feeling as good as as good as we could possibly get them and yeah it was just a lot of duct-taped physics kind of stuff there's there's no formula to describe the way boy moves in the air there's no formula to describe how anything would move like meat boy in the air so it was just kind of duct-taped and and I made a little thing for Edmund that he could adjust values to like further tweak everything but yeah yeah
that's good it's it's a really it's very accurate if you were if you are gonna climb up a wall or slide down a wall you would definitely use your hands and legs yeah those parkour kids they do stuff like that but yeah so yeah we got the controls and everything was feeling really really good actually we did have one cutscene we had the black and white the first black and white meat boy kutsuna yeah I thought it looked pretty but I don't know [ __ ] about art yeah
that was the comic I decided oh well Tommy's gonna make you know all this [ __ ] like you were doing the replay feature and if you were gonna yeah no then I was gonna make a comic into me so we could at least give something out like at the summit yeah just improvise a comic book for the game that you we printed out in the took and you're able to hand out and stuff and but yeah this summit I remember when you called from the sub and you're like holy [ __ ] like people really like this mm-hmm it was like you know you know maybe that was the point I think we both realized maybe we should really make this into you know something really epic because originally it was something that was just gonna be a hundred bubbles on on the week on the PC maybe on AV on Xbox it was going to be something kind of small and simple we weren't gonna really we'd add anything to it were we yeah
yeah no boss Alesia kind of like the flash game yeah I think after we saw that the head potential and it was so fun we just decided to go all out which is one of the reasons one of the tenant lost sight of the file size yeah welcome we'll come back to that yeah yeah yeah basically head down power through you know Michael Bluth style in a way but but yeah like coming back from that summit it was just like this crazy energy we had I've never seen somebody like we had this one guy from Konami and he was he was playing through one of it's a level 119 now I don't remember the name of it but it's one we've had forever and hooli he kept
dying over and over on it and he stood there in front of this little kiosk on I think was like the 20th floor some building or whatever and just played for like 45 minutes and died over and over and over then the game crashed and then I reset it and then he just went right back to it and kept playing over and over and over and when he finally beat it he saw the replay feature and he's like oh wow you guys this this is awesome we're gonna steal this from me and I kind of look at him like oh well you're gonna have to hurry because I guarantee we'll have it done before you did and that's when we were still kind of took like a hundred levels but you know yeah we just we came back from all of that and it seemed like a shame not to just not to just go all out with it not to just turn it into you know exactly what we wanted we wanted to like play and wanted it to be and so yeah when I came back came back from London we yeah I think what wasn't that was
like right before it's right before tick jam and then we started doing the alt levels right the heavy negotiations like that was what we're doing the switcheroonie yeah oh yeah but we'll switcheroo we're trying we're trying our best to convince Microsoft that meatboy is something that people are gonna like we could Vince at least one person and that person really fought for us yeah hardcore and that was a fight though it was like and a lot of people asked you know why the hell is in an enclave station and of course one of the reasons is that you know telling me we don't want to tell me to die yeah we don't we doesn't want Tommy to die yet
yeah yeah to release a month after and possibly was what we got in the contract and everything else was kind of out the door and that was as good as we could get that was like months and months of back and forth i I actually think it was about because we signed we signed with Microsoft it was like January 2010 and we were talking to them in August of 2009 back and forth trying to trying to actually get them to sort of believe in the game and I mean it one of the things I think really really helped us in that situation was I already did have it running so it wasn't like I sent them a PC build or anything I said hey throw this on your dev kit and give it a go and then you know our guy over at Microsoft did and really liked it and
everything but Y and that time you know speaking of like Playstation and me not wanting to die I took I took about well yes so I got I got my hands on like a little Sony dev kits like halfway in between the big one looks like a rack mount in the test kit and I took about there's like four days or something and I took and I ported the engine over the ps3 and I had it running and I sent it to Sony and for some reason they couldn't get it to run I sent it to that game company and they were able to get it to run and I was able to run it but for some reason they couldn't so I sent them a PC build and then we never ever heard back from them so when it came when it came time during like Xbox negotiations and stuff you know we we kind of played it off sort of cocky in a way and we really didn't mean to but I have this thing where I I constantly have arguments with people in my head it's probably not very healthy
but but like all the time I'm sitting there and I'm going well what if they say this well then I'm gonna come back with this I'm gonna buck so and and this was the one time where it actually came up so we were we were talking and they were kind of concerned that like one programmer doing it on two consoles by himself was gonna be difficult and I said and I knew they were gonna say that so I said well you tell whoever has a problem with that that I ported it to PlayStation in three like four days and there are backup if you say no okay kind of cocky but true I mean it was four days and yeah if they would have said no we would put it on PlayStation so true and then yeah like shortly after that we actually signed with them and they allowed us our month of exclusivity and everything everything was going good then that was right around the time of
the IGF which was how stressful is the right board what's worse than stressful it's for like three months prior I'm already stressing out about it and I know when we're in the IGF and I feel for everybody in the ideas because the stress at the IGF many times in every [ __ ] year it's like it's like sleepless nights for months you know you're worried about your making it and then you're worried about your game if it made a bit getting a prize or worried about you know talking to people there and the crowds yeah and you know GDC is already stressed was is but yeah the whole IGF experience last year was even extra stressful for us because it wasn't that it wasn't that we lost it had nothing really to do with us losing
losing it was kind of the after-effects where people kept coming up to us and saying hey yeah that one's hurt quite a bit because I remember well I I mean some of you know I'm a diabetic like I'm type 1 diabetic insulin dependent so like any sort of stress really destroys me and it's unfortunate but so kind of a awful story the night before they announce the finalists I thought I was having a heart attack because I was so stressed out and I was I was like it was it was so many like aspects of different kinds of stress it's like oh if it doesn't get in does that mean the games not good and we're being delusional we're spent all this time oh but if it if it does get in that's great but what if it only gets in for this what if it doesn't get him for that you know just all these things are going through my head then it was like well if it doesn't get in that I really can't face anybody I'm not gonna go to GDC and see all my friends you know just all these things are going
around in my head and I yeah so like I'm sitting there and I was talking on the phone with my parents and I was in tears and my heart was racing and this was like minutes before they like the midnight thing where they announce all the igf finalists and stuff and yeah that that was a lot of stress and then the stress of getting in the judges build which we wanted to show more because you know we kind of felt it didn't get in for design and a couple judges comments that it didn't get him for design because it was only the first chapter so we wanted to show what the game actually was so we crunched and got the second chapter in and got the first boss in and I think we got in a couple cutscenes we we just polished what we had and and yeah we were able to submit that and yeah so it was just like a ton of stress then coming here to to GDC last year was I didn't I didn't think I was gonna make I actually had to have my sister come with me because I was I was
here and I was I felt like I wanted to throw up all the time my sugar was bouncing all over the place and then you know when we get here and we have people saying that they didn't vote for us because of little reasons like that you know we didn't need it we actually kind of did you know yeah we had a consult deal we didn't have any money my bank account has been in the red several times during meatboy development but you know yeah so and yeah and then when we got all done with GDC my a1c which is like a three month total of your blood Sugar's it's supposed to be like between four and five it was eight point five which means it was just writing super high and then going low you know just kind of bouncing up and down and but yeah I mean we we have just got through that as best we could that we also have the pressures of I mean there's just so much pressure yeah it's just the time this was just the beginning of yeah both of us are going from you know II especially I'm going from okay I do flash games and I do any
games and this is my first console meeting so this is me proving my work and it's hard to avoid that when it's quite literally that like this is going to show everybody who I am and and my value essentially so you know no no stress there and then of course the IGF like Tommy said you go into it thinking if you if you don't make it it you're a loser and it's hard not to think that way especially when there's so much riding on it and it's such a weird thing like for a game like me point that did so well both the and Tommy were extremely worried that we would not make it into the idea at all like it's just you know this is my baby it might is it totally ugly and I can't see it like is this my ugly freak baby yeah you know it's it's just like it's
hard not to be not to fall in love with what you're doing in the lose sight of if it's good or if it's bad yeah and I think we just kind of just hoped that it I mean like like Tommy mentioned the summit's and stuff like that and showing the game really helped us become more confident in the game and really believe again but the igf situation in general was very stressful it was weird for me too because I was going in kind of feeling a bit like I've overstayed my welcome that was one of the things that kind of stuck to because if people even friends of mine said that they punished in the venture because I've already won in the past and totally forgetting that I haven't won [ __ ] yeah I don't have any trophies or anything yeah but yeah it was weird and I and I guess I have I guess I have overstayed my welcome a bit that's kind of a sad thing about the idea it's like kind of looks like definitely now I feel
like I think I entered seven times invaded in six I guess yeah no more entering the idea yeah yeah yeah I really slowed us down were worth conventions like we did we did GDC and when we got back from that that was know Tommy did his branch as well which was a high yeah I got back from GDC and we were like just kind of sitting next to each other not working yeah like what the [ __ ] you know being sad yeah it was it was super sad the
iPhone rent situation and we decided you know we're gonna pick ourselves back up by basically making a joke game for the app store which was a Meat Boy handheld yeah which we put up we did that like over a weekend and it kind of eased us back in the development but then right after that we ended up doing three yeah and every time we do these events we have to like we have to focus all of our work on the build so we could show it so it looks pretty mm-hmm and then it will take away from development overall because one I'm working on stuff that we don't we shouldn't be eating to work on just so we can show it and so it looks good so like both of the IGF and GDC kind of [ __ ] with our deadline pushed us back a couple months because we were working on things that were just kind of for show yeah we should have been doing stuff like we should like I think at the point of did we have hell and for III I don't
remember okay yeah so we what we should have been doing is making all of the obstacles for the next chapters and working on the bosses and then going back and polishing everything but we kind of you know we just weren't able aren't able to do that when when Microsoft's like hey you have a booth at e3 you don't say no thanks you know not right now you know you you just don't do that and I mean I've all I wanted to go III for ever and then having my game there you know it's just like that's just kind of sweetens the deal so yeah that was yeah that a three build was like I was trying to fix this one audiobook which I actually didn't fix in time and yeah it's just super stressful being up you know getting up at like 8 o'clock in the morning and working until 11 o'clock in the morning the next day kind of thing like trying to make sure
the build is uploaded and then my internet would [ __ ] up and that would screw up the upload because I have shitty DSL and would upload it like 50k in the builds like a hundred and sixty Meg's going up so yeah it was just it was just a lot of like really really awful stress but I mean we got through that we went to e3 e3 was great I mean people it's just further when we whenever we go to those things and I mean Ed's mentioned it but whenever we go and we see people play the game and not put it down that took any like sadness that we had and just sort of it just could have put it off to the side and it said well you need to focus on this because this game is badass and people think it's badass you know so forget all the drama [ __ ] and just focus on the game and that's kind of what we did throughout the summer after e3 be around around July of 2010 that's is that when game free stuff came up I think that's what I was it was that
August but oh yeah but what we were doing is we were trying to we were trying to get the game out right after summer of Arcade and we were in because we were starting to go into bug testing in July and yeah then the promotion came up and and and that's where the most awful part of development was was that part when when we had a launch we had a tentative launch date it was like fall and then Microsoft wanted to do the game fees thing with us and they basically told us you know we wanted summer of Arcade we got pushed back for various reasons and yeah we were kind of bummed about summer of Arcade but you know whatever and they they basically told us that if we didn't if we didn't get into a promotion with them that it would we wouldn't the game wouldn't do as well you know because it wouldn't be heavily promoted by
Microsoft like summer of arcade games are and you know when we heard that they were doing another promotion we we said I remember I remember saying we will make this no matter what because it was it was still a tight deadline it was two months to get through everything I mean all of the bugs all of the certification all that stuff it took and I remember looking at the calendar and and I remember feeling the panic and I remember feeling just all of the stress of that and just going well and honestly this is not a joke it's gonna sound like a joke I said I said to myself I said I will die after this was done and because I honestly felt like with the stress and everything that I was I was going to fall over I was gonna have some sort of diabetic coma or something and I was going to die and I just kept thinking I will push through this and and if I can make it through then I probably won't die but it's okay if I died afterward so
like going in it was quite literally like okay here's this promotion if you don't get into this promotion then the next promotion is going to be you know you know six months away yeah we didn't have any money at all at that time when we had to release the game I was negative 800 at that point yeah negative eight hundred and fifty three dollars is what I had and we were in a situation where we simply had to do it and they were what they were asking us to do was essentially finish a game in two months that would take that should take like a company four months yeah that's like going through all testing all bug testing and everything yeah localization finishing the game and once we actually went into testing the game wasn't finished yet no things got really bad yeah just and in this this
isn't an over-exaggeration like the last two months two full months of development Tommy and I never took a day off and I don't think we slept for more than five hours a night yeah two months so like I would go through I would go through phases where like I'd be getting up I'd get up and I get a glass of orange juice and sit next to the computer and and like I I've been wearing glasses for many many years and there were signs where I somehow everything was blurry and I didn't understand why and it turned out if I never put on my glasses and it made no sense and it's like what kind of [ __ ] bizarre loop and why I don't do something that's routine every day but again I'm in this weird loop it seemed like a Groundhog Day situation was constantly reliving the same horrible day oh yes I was feeling horrible and like Tommy says
like a lot of point he didn't tell me about his his major worries about dying until things ease up a bit because I think we were both keeping things from each other so we didn't know if it Weldon the other person and I know like there were I think it was the last month of development I would I maybe once a week when I was going to bed I would tell my wife I want to stop I don't want to do this anything this isn't worth it like I was feeling not only horrible just from all the work but I was also feeling extra guilty knowing that Tommy is suffering even more because we're at the point where we're just doing bug testing and I can't really help in that department like I can do so much but most of it was just falling on the shoulders and I saw that just kept piling up and it was just like yeah it was seriously I would have just thrown it all the way out yeah that's a it's a bad practice in development to be going
through bug fixing as you're implementing features I don't know if you guys know this but it is a fact uh-hum because yeah this is this is how this is how my day consisted this is I would go to bed I would have crazy fever dreams about fixing bugs so it wasn't really good sleep I would wake up and fix the bugs from my dreams like that that's that's a serious thing I fix so many bugs by dreaming about them it's insane but I would fix those and I would log on to my little Microsoft thing that would tell me the bugs and there would be like oh let's say 129 bugs great so I would focus and I at that point I was only eating like one meal a day and my parents were bringing it to me because they knew if they didn't bring me the meals I would not eat and I would therefore die and my parents are kind of fond of me so they didn't want me to die so they brought me meals but yeah I would get up I would log into that thing and I would focus
I usually don't listen to music or anything when I'm working that was the only time I did because I get I get like involved in stuff if I block everything else out so usually I've like the TV on or something so I don't you know work for like 28 hours straight or anything so I had music on I am fixing bugs and most days I would get the 129 bugs down to 30 or 20 then I would go to bed and I would have my fever dreams and I would wake up and there would be a hundred and fifty bucks because the testers they test it all night and all day while I was sleeping and they found even more [ __ ] because as I was implementing fixes for the bugs I was also implementing new features which meant that there would be new stuff that the testers would try out and then that would break old stuff and this went on for at least a month and a half of pure hell so yeah I mean you know we we got through it somehow
the human body can just do it when it needs to right like there's no way in hell that I could ever voluntarily go through something like that again nope somebody said hey want to do meat boy again and you know you're gonna get the same amount of success there's no way of how I do that I'm so so insane I mean it's nice and now feeling like you know I went through something really [ __ ] tough and now I'm more tough but I don't know part one of awful times please go into part two yeah and and pinball
effects we were supposed to be the yeah the the main course is what it was built as yeah clever on skype it just popped up and said 12 minutes bro so we got 12 minutes to get through the last four months of development all right let's go then
hydrophobia came out and it's leader boards were grim now and I think in the first week the leader boards were like less than 10 10,000 and if Microsoft was projecting us on par with this game you and we [ __ ] worried that we were going to just bomb or yeah so the good thing about the Feast though is if any promotion that Microsoft is you can get like number one spotlight and you get an exclusive leak so there's no other games to compete with and so they had their army dashboard placement and stuff yeah week later comic jumper comes out does
yeah but still kind of it's still worried us yeah yeah yeah we're gonna get our spotlight treatment because like comic jumper had this really nice like animated spotlight treatment and we're like okay cool well you know that's that'll work for us you know and you know going back to the arguments in my head kind of knew what was and it what's gonna happen next because yeah will people in my head told me that it was going to happen so our it's our week to launch well first okay so before our week which was the 20th of October the week before
that was supposed to be pinball effects and we were going to be the last game feast game well pinball effects got pushed back so we weren't the last that same week Costume Quest was announced to come out on the 20th also and we're just like what the [ __ ] everybody else gets a free week except for us and except for pinball effects because they got moved back so we're like great we're launching next to Tim Schafer's [ __ ] game great ok well that's that's wonderful at least we'll get the dash placement so the documentary crew was at my house and this is gonna be some pretty awful footage for the documentary but I get up you know I am I guess the term would be [ __ ] bricks but something much bigger than bricks so I get up its launch day I turn on the Xbox no meatboy and I go what the hell is this I go on Xbox comm xbox.com is down and I kind of
go figures so you know I'm I'm sitting there and I'm I wrote an email to our producer I was all panicked and everything I'm like what what's the deal are you guys like are you guys sorry are you guys like pulling out of all this what where is our stuff and you know it didn't go up didn't go up finally went up halfway through our launch day and it was the number four spot spot it wasn't number one what was the the spooktacular sale which was a whole bunch of other games that already came out was the number one slot I believe there was an ad for a Mazda 3 as the number two slot because you all you all go on xbox and figure out what car you want to buy right yeah oh and it's either that or the Honda Odyssey I know that was altar our month I'm like who the [ __ ] is buying a Honda Odyssey after looking at an ad on next anyway but yeah I was looking looking at that stuff and yeah we were number four
and we stayed number four for the entire week and we were told and what we were told several things we were like well if you the the better you perform the you know the better the better you perform the farther up you'll move in a - we're like okay because our first day even though you know we only had half of our actual launch day our first day was like that was still pretty decent and then you know by our second day we our leaderboards were bigger than comic jumpers and hydrophobia so we were doing like super super well and it just kept going and going and going and and there are our Metacritic score at that time was 92 and we're like well we meet all the things why aren't we moved up and they said oh well that's different placement blah blah blah we kind of just got pushed to the side and yeah that's that's basically how Xbox launch went is the reason the game sold well is because of how we promoted it you know I you know we were the ones doing the interviews we had the high Metacritic
score I mean the help from Microsoft was there in a very limited capacity and I don't know if it was like that they were disappointed that the other games didn't do well or they just maybe wanted to like you know cut their losses or whatever but I mean it it's not supposed to hurt your feelings because it's business but it totally [ __ ] hurt my feelings because you know I just killed myself me and Ed just killed ourselves trying to get this game done and now we're just kind of just put to the side but even talking you talk to different people there and no one can give you a real straight answer but the only thing that I can make sense of is that since the game face games did so poorly initially that it kind of they kind of wanted to remove they just wanted to push it push it away like games beasts and there's no more game goostin I don't know if anybody noticed but like on all of our ads there nothing that tied us in the game feasts
at all by the time we launched so yeah didn't seem like Microsoft wanted to distance itself from the game feast which was fine but in doing so it completely removed we tried to push into this promotion which was to get better promotion and then get an exclusive launch weekend and all this other stuff and you know it sounds weird to complain about it even though we've done so well on Xbox Live but it was it was a [ __ ] mind [ __ ] yeah it's really confusing it at that point I think we were both kind of so [ __ ] up in our heads from development that we kind of were like very paranoid and it almost felt like are these people out to get us are they just like what's happening here like what did we do to them did we do something wrong because there are a few times where we might have said things publicly that they didn't like and I know you just get paranoid you think you know are they trying to screw us over because we did something wrong but you
know I mean in the end I guess you live and you learn you know now I know what what to put in the contract before yeah really happened I think we're running out of time so we should probably like you know just snap through these last couple of things how much time do I have five okay five minutes we can do this in five minutes so oh yeah [ __ ] we need to take questions yeah yeah yeah yeah it did a lot better total yes Steam outsold Xbox it's much easier to update on Steam everybody should love all over Steam like all nasty love all at you steam the steam is awesome we're closing in it like 400,000
sales now for the game we have retail versions coming out we are oh yeah are we we're announcement which we've been talking about is I think Ed's gone oh okay our we we're announcement is there is no we we're because we can't because we made a game that's too big for we we're unfortunately and that really sucks because we wanted to do we we're just not in the cards and I'm not gonna do episodic content so no but nobody wants to touch retail we at this point in its life lifecycle or whatever and so we're working real and that but it's yeah it
really depends like everything that we do is very whatever feels right so if it feels right to do 3ds meatboy we will do 3ds meatboy if it doesn't we'll do something and we'll try to make it super awesome because that's what's fun you know oh yeah and we're still working on the editor and the portal which should be out very very soon they're basically done we just have to hook them up there yeah yeah actually I'm finishing it up in my hotel room this is my wife oh yeah that's the the Walmart box yeah okay so sorry we ran kind of late but we were kind of wordy we can take like two
questions so they better be good yes at the mic person yeah well great job by the way guys I love the game thank you when approaching digital distribution markets knows a lot of them are private so sales figures and such aren't easily available how'd you guys approach make your contracts business plans and so on for super meatboy given that a lot of information isn't public for like say xbox live sales revenue splits and so on Oh most most like most like revenue splits and everything are just sort of written in I mean and like we said we don't have any clout because you know we hadn't made anything so we just kind of took what they gave us with everybody [Music] yeah I mean that's the and the way we sort of just approached the the
Microsoft exclusivity stuff is we just kind of pushed it to see what we could get away with and I mean it was really honestly it's just kind of a lot of dumb luck as far as like the exclusivity term and everything but yeah we just kind of played everything by here it's I know it's not the best advice but that's kind of how we work as you can tell from the speech Thanks yes oh hey oh yeah no worries well confusing with two mics so there's a lot more pain and agony behind your development process and I could have possibly imagined and I'm just curious looking forward if you have any thoughts on how to mitigate that in the future I think the only way we can actually mitigate that kind of stuff is through experience we won't have money troubles this next game and we admittedly a lot of the troubles that we
had were our fault and you know just stuff like getting I guess like too wrapped up in the game and everything but that's something we're actually not going to fix because I feel that's what made the game great but the only way to like fix the stress and all of that is to I mean we're not going to kill ourselves to get into a promotion next time that's for sure and that will save a lot of heartache and a lot of no just pressure let's put on to this but yeah I mean experience you know just just sort of going through it and I mean we didn't bite off more than we could chew and that was a good thing and I think that's something that makes people that that sort of destroys people sometimes so I mean if you are very much within your own limits then you'll be fine we were just in a compressed time line within our limits that was you know not you are doing exactly awesome thanks yeah yeah oh and for the record working
with Microsoft was working with the creative segment of Microsoft was great it was the every I was thinking about it in the car the the thing that sucked about it the everybody that we talked to were great the people that we could not talk to were the people that were the problem so everyone we worked with was wonderful everyone that was making decisions we got to cut it IDI like way over Minya make games there [Applause] [Music] there's the coffee break and be back in 15 minutes or more like 12 more like 12
Wow
go to the bathroom
you you
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Distilling the key insights…
Game Developers Conference · 2026
Game Developers Conference · 2020
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