Moritz Wagner Profile picture
Aug 30 17 tweets 6 min read Twitter logo Read on Twitter
After 12 years Mimimi closes its doors. I'm proud of what we have achieved and incredibly sad that this huge part of my life is over.
Many great people including myself are looking for jobs now. So let me know if you can help.
Some history and memories below this post. (🧵)
1/ First off i want to thank everybody who has been part of this journey over all these years. It was such a joy and an honor to work with such talented people and be able to make great games that we loved. I will always remember these years as something truly special. Image
2/ Some nostalgia: In 2008 the initial core of Mimimi started studying together in Munich. We worked as part of a team since our 2nd semester, where we made 2D Platformer called "Grounded".
Check out this banger of a trailer:
3/ In our 3rd semester we started working on The Last Tinker, which would become our first "big" game. After our studies we moved into a small office with the core team of 6. We started with mobile-ports of Ravensburger Boardgames. This was us in front of our first office: Image
4/ We also worked on Tinker. And we REALLY didn't know what we were doing. Jojo and Dom still managed to get the project signed. No clue how they managed to do that. A team of (at this point) 9 people straight out of uni pitching a 3rd person action adventure. Sure.
5/ We somehow finished Tinker on time. It turned out ok. But given how inexperienced we were I am incredibly proud of Tinker. Development was so naive and pure: We had a random, stupid idea and we'd just put it in the game. Here is the team and friends during an awards ceremony. Image
6/ Now when i say we "somehow finished Tinker" this means: We crunched hard. We learned from that and continuously worked hard to reduce crunch and overtime in the future. Prioritizing employee well-being became a huge focus. Here's a Tinker trailer:
7/ After some more mobile stuff we signed Shadow Tactics with Daedalic. We hired new people, the team grew to ~15. We added monthly updates for synching and feedback. That's a picture of one of those "Ninja Days". Must have been early ST, no clue what im explaining there :D Image
8/ We pulled everything we had into this and it was the first time Mimimi almost had to shut down. We wanted more time to make ST "perfect". Daedalic didn't have the money, so we as a team decided to go all-in: Make the best game we can and know we tried our hardest.
9/ Those were hard and stressful times. Most people in the studio had their terminations signed when the game launched. ST did well, so we got the Desperados 3 deal with THQN. The SMS from Jojo that nobody had to be let go arrived on December 23rd. This is us celebrating this. Image
10/ Shadow Tactics put us on our path. Reviews were great and fans loved it. This is the team during German Developer awards. It was 1 day after launch, December 7th. The whole team was there, we won multiple awards while the game was the #1 Top Seller on Steam. What a night. Image
11/ For Desperados 3 we grew to ~25 people. Our goal was to push production values a lot. D3 development had new challenges. The Sim-ship on consoles had huge issues. The game got delayed quite a bit.
Here's us in a "Western Town" near Munich doing "research". Image
12/ The Desperados 3 announcement time was great. THQN built a really cool saloon at Gamescom where players could get a hands-on. The game released to critical acclaim (86 metacritic) and players loved it (96% positive Steam). Image
13/13/ Then our final chapter began: We grew to 35 people and developed and self-published Shadow Gambit. I don't want to talk too much about that here, since it's so recent. I think it is by far the best game we have ever made. I love this game. This is us at the announcement. Image
14/ Looking back at this history makes me very sad but also proud. What great times. I'm so grateful I could be a part of this with people who loved what they do and were so god-damn good at it. Here is a final picture of young me at Game Connection 2011, where we pitched Tinker. Image
Also a final thank you to everyone who supported us over the years, played our games or helped us in any other way. Thanks so much <3 I'm going to keep trying to process that its over now and let's see what the future holds.
(since I am an idiot and don't know how twitter works my dms were closed, open now :))

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