The making of Juicy Beast: The full story
3 comments since July 16, 2015
If you’re reading this, you probably know about Juicy Beast already, or at least a small part of it. Since we started making games 6 years ago, we’ve been telling small parts of our story here and there, but never the full thing.
A couple months ago, we’ve met with Jim Squire (Editor-in-Chief of Gamezebo) in Montreal to chat over a cup of coffee. We’ve known Jim for a while now, but it was our first time meeting him in person. He wanted to talk to us about a new, unreleased project he was working on at the time.
Jim’s new project turned out to be a new game journalism website focusing solely on Canadian games and their creators. The new site, now called Ookpixels, intends to share the stories behind those games and their developer’s journey. We’re not talking about game releases or bite-sized news here, we’re talking long, thorough and meticulously written articles that should always keep their relevance, no matter how old they get.
So obviously, we ended up talking about Juicy Beast’s story, which brought us back in 2009, when we first opened our small, humble office near Montreal, Canada.
Over the course of about 2 hours, we went through the whole, complete story of our little studio, ranging from the initial idea that sprouted while we were still in school, to our dumbest mistakes as beginners.
If you’d like to know more about us, Ookpixels’ article about Juicy Beast is definitely the one to read. If you do read it, and enjoy the content as well as the quality of the writing, you should hop over to Patreon and support Ookpixels with a couple bucks!