11/1/2022 0 Comments Super meat boy logo transparent![]() Tommy: When I tell most people that I made the engine and tools myself, they usually ask, "Why did you do that?" My friends over at FlashBang try to cram Unity down my throat every single time I talk to them, but I stand by the decision to make our own tools and engine. Getting this console deal was basically our one big break, our one shot to show everyone who we were and what we could do. We just wanted to make something fun and have fun making it. I knew right away that whatever we decided to work on together would be fun, and this was how Super Meat Boy got made. Working with Tommy felt a lot like hanging out with my best friend in junior high, nerding out and going off on tangents that would annoy just about everyone around us. I've worked with a lot of programmers over the years, and my past artist/programmer relationships were always a bit alien. Originally my first pitch to Microsoft was Gish 2, and Nintendo was more interested in an expanded version of Aether, but the deciding factor was actually determined by a chance friendship. In 2008 I was contacted by Microsoft and Nintendo about working on something for their download services. ![]() I had no idea it would become one of my most-played Flash games, let alone spawn a full-fledged console game. Super Meat Boy originated as a simple Flash prototype that an online friend of mine (Jon McEntee) and I made during our free time over the course of three weeks. #Super meat boy logo transparent fullWhen I was in middle school I would draw up designs for what I thought would be the ultimate video game: full of blood, huge bosses, epic worlds, and a story that would follow an immortal hero through hell, the end of the world, and beyond. ![]()
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