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Welcome! A quick guide to this community! Sticky

A topic by njt created Oct 13, 2017 Views: 1,102 Replies: 16
Viewing posts 1 to 7
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Hello members of the itch.io community!

My name is njt - and I would like to welcome you to this group. (P.S. If you'd like to receive updates please click "Join this group" on the group's page)

Group's Purpose

To unite itch.io and the developers of the many wonderful games here with some Japanese partners to get your games even more exposure.

Potential New Client Base

For the past year I've been talking with a couple of companies in Japan that focus on putting games in front of people who have some extra time on their hands. To go into specifics - 1,951 shops serving around 10 million Japanese people.

These companies are very interested in working with itch.io as they're wanting more games to keep their many customers entertained. However, they also need quality control and someone to help bridge that game - which is where my company comes in.

Who We Are

I'm the owner of a business that specializes in localization (mainly of games). For the past 3 years the majority of the work I've done has been through other much larger companies outsourcing their work to us. So a lot of the games we've handled are hidden behind an nda. The games we can speak about can be seen here: http://mugen-creations.com

Plan

First stage

- Touch base with the community and see how many people are interested in getting their product released in Japan. (While localization is recommended, it isn't mandatory. (Games that infringe on copyright or have content that could endanger the Japanese clients will have to be filtered out.)

Second stage

- Talk with each developer individually to see what their expectations are, whether they want to get their game localized(My company can help, but we're not mandatory either) and if they want to sell their game any differently if it's in Japan.

Third stage

- Once interest and various details are decided we'll talk with the client to see their requirements and start the process of getting itch.io adjusted for a new audience.

Fourth stage

- Release itch.io's platform in 1,951 shops across thousands of pcs.

Other Things to Note

The clients are REALLY wanting VR content. So content that supports VR and the device Fove ( https://www.getfove.com/ ) is a must. I'm required to help get them 1 new game every 2 weeks to keep itch.io in the spotlight of their platform (We get 6 months guaranteed - but after that, it depends on how many people signed up.) So all help in this matter will not only help get more people using itch.io in Japan, but it'll also help get more exposure to everyone in general :).

Your Task (What we'd like help in)

First, if you're interested in this project please join, and post in this group with a link to your game and I'll contact you personally to get the ball rolling.

Updates will happen here. I intend to be as transparent as possible but some things I can't say yet due to NDAs on my end(Like specific client details and all parties involved - An NDA between us can allow us to speak a bit more freely, however in due time all will be divulged - so up to you.).

Also note, at no point will your participation be mandatory. If you want to wait until more information is public, that's fine.

Feel free to ask questions and I'll attempt to answer them as promptly as possible.

Thanks!

-njt

The clients are REALLY wanting VR content. So content that supports VR and the device Vove ( https://www.getfove.com/ ) is a must.

It doesn't look like this Fove device has tracked controllers (held in the hands)? So VR content that relies on such controllers (like Vive controllers, or Oculus Touch) won't be compatible with this VR demand?

Hi Runevision, let me check with the client and see if I can get an answer in regards to this.

Hi Runevision,
From what I was able to find out,  the controllers are tied to the headset, so you'd have to rely on other controllers - like the xbox 360 or your eyes for this particular headset. We're aware not all games would be able to work with this limitation so we're trying to find out alternative solutions. I'll post back once I find out more.

All right, good to know. Most games designed for Vive probably won't be easily portable to this then.

Yeah, but this partnership goes a bit deeper. Of course VR content will get a bit more of a push - but the arrangement I have made puts itch.io's platform as a whole in front of many many people, so having content FOVE ready isn't mandatory.

So content that supports VR and the device Vove

Is this a typo? Do you mean the FOVE eye-tracking  dev kits, or the HTC Vive? 

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This is a typo, sorry about that. It's the FOVE eye-tracking dev kit, not the htc vive. (Sorry, habit of typing a v from the vive... )

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Thanks for the clarification.

I have a VR game that I'd be interested in discussing, lets talk?  http://donutdistraction.com/

Hi MSFX, thanks for reaching out. Could you post about your game here? (just to keep things in one place.)  https://itch.io/board/134852/games Also, email us at contact@mugen-creations.com so we can talk about how we can go about getting your game to Japan :). Thanks!

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Are you strictly looking for VR games or are more traditional ones up for consideration? My game, Devil Engine is very similar to (and very inspired by) by some of the other games Mugen published.

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We're looking to get any and all games in front of Japanese people, so to answer your question, no - not just VR content. Email us at contact@mugen-creations.com and we can go into a bit more detail :).

I have been very focused on VR development, but without a FOVE headset, myself, I don't have a means to develop for the platform.  Both of my currently available VR games could be shaped for use with a FOVE, but I'd need a headset and some Unreal Engine support to do so.  Here's the games... https://maxsmoke777.itch.io

We have 3 headsets for dev testing - so if you want to work with us we can help in that sense. FOVE also apparently supports Unreal, so you should be good there. Email us at contact@mugen-creations.com if you want to go into a bit more detail about the workflow :).

We are focusing on VR dev right now and have a game that will be ready for early access in January. Will early access titles be okay?

Hi EgoAnt,
I believe this could be a viable option - I think the key deciding factor would be the quality of how it is at release - if it's quite polished, it could probably go through without an issue. Let's chat one on one to go into more detail. contact@mugen-creations.com