Updates on projects I'm working on and when they release.
The best kind of bonding is over extra long work days, being in the same room non-stop with people, and cranking out a kick ass game. Recently a group of us from Akupara went to the Global Game Jam in North Hollywood, which is one of the 600+ locations that all participated in the Global Game Jam at the same time.
Teams get formed, and each team had 48 hours to create a game from scratch based on a particular theme. The theme for 2017 was “Waves,” so our team (which included both Akupara and new friends), created a game based on the popular stadium cheer called “the wave” where people raise their hands at proper timing in conjunction with others to create the effect that the crowd is making a wave.
One of the first games Akupara Games is working on publishing, is horror adventure game Keep in Mind. We approached indies at Little Moth Studios because we saw some huge potential in the title and the company. The game had previously been released for GameJolt, but we’re working with Little Moth to completely revamp and re-release the title on Steam. Stay tuned for more…
Keep in Mind follows Jonas, a tormented alcoholic who seeks refuge in sleep from the life crumbling around him. One night, he awakens to a shadowy mirror world where beasts lurk and the stars don’t shine. Lost and scared, Jonas must face all those twisted beasts if he ever wishes to return home and learn the truth about this darkness.
I’ve done it again, I’ve started another game studio. The studio is called Akupara Games.
Back when I started Night Light Interactive in 2012, I was a recent college grad, and looking to mainly create a portfolio piece to help launch my career in games. It was an incredible learning experience, and built the foundation of my knowledge in development and publishing.
Several years later I’m starting a new studio for completely different reasons. Over the past seven years I have created a lot of games. I have had a lot of successes, and a lot of failures. There are so many things I wish I had known when I had been creating games.