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Hey, I’m Mikey. For a long time, my job wasn’t making games. It was being close to the people who played them. I spent years working as a community manager at both AA and AAA studios, helping support and grow communities for games like Evil Dead: The Game, World War Z, Lords of the Fallen, Teardown, and others. Most days were spent listening. Reading feedback, talking to players, and trying to make sure their voices actually reached the people building the game. That experience stuck with me more than I expected. Why I Wanted to Make a GameSpending so much time with players taught me something important. Games are at their best when they are built with the people who love them, not just delivered to them at the end. I watched feedback turn into real changes. Features added. Systems adjusted. Small fixes that made a big difference. Seeing that loop happen over and over is what made me want to try designing something myself. I did try once before. I ran a Kickstarter for Students Against Spooky Stuff a few years ago. It was doing well and was on track to fund. But around the same time, I took a game job that felt like the safe and responsible choice. I ended up cancelling the campaign mainly because it was a conflict of interest. That is something I still think about. Not out of anger or frustration, just a quiet regret that I put my own idea on the shelf. BUT that changes now! Building Students Against Spooky StuffStudents Against Spooky Stuff is not about saving the world or fighting ancient evils. It is about urban legends, unlucky teenagers, and supernatural problems that turn out to be much smaller and stranger than expected. Sometimes really scary too. Everything starts with the first story, The Slushie Specter of Stop N Sip. A haunted gas station. A ghost with a very unfortunate death. Neon lights, foggy streets, and unfinished business that boils down to a free burrito. Learning Game DevelopmentI am building it solo. I am coming from a marketing and community background, not a technical one. The first step of this project is going to be about learning. Learning 3D basics. Learning Unreal Engine. Learning how to turn ideas into something playable. I'm going to document it all and share the entire journey. That also means the first version is going to be ugly. Very ugly. Placeholder art, blocky spaces, things breaking constantly. That is okay. The goal is not to impress anyone right now. The goal is to understand how this game actually works. Focusing on Feel FirstI am keeping demo details vague for now because I want to focus on the feel before the features. Students Against Spooky Stuff should feel a little awkward, a little tense, sometimes scary and occasionally funny in ways that catch you off guard. The haunted gas station is just a starting point. A place to learn, experiment, and make mistakes. If you’ve read this far, you’re officially part of the club against spooky stuff. I’m excited to share this journey with you. -Mikey |
I spent years working closely with players as a community manager at both AA and AAA studios. I’m now focused on creating creepy, strange, and sometimes unhinged experiences, with a little satire mixed in. If you’re into indie games and spooky stories, then add your email below to stay updated!
April 18 Just got added as a Women in Games Ambassador! ↓ I just joined the Women in Games Ambassador Programme and I'd like to do my part! If you're a woman in games or trying to get in. reach out. Seriously. More than half my interns are women, and I actively look for opportunities to support people who are underrepresented. The industry gap is real. Women in Games is working to close it. I'm glad to be part of that work. -Mikey 600 1st Ave, Ste 330 PMB 92768, Seattle, WA...
April 1 2026 Q2 Internships ↓ I’m just getting my solo game dev studio off the ground and looking for a couple of interns to work with remotely and mentor along the way. People showed me the ropes early on, and now I want to push that forward by doing the same. I’ve got some real game projects lined up and recently won the Scape Indie Winter Challenge! So, you’ll be working on actual stuff that ships! What kind of games? A zelda like rpg with action and scooby doo puzzles A dark metroidvania...
March 20 Okay so something really cool just happened. ↓ 🥳 I won the Scape Indie Winter Challenge! First gaming contest I've ever entered. First gaming publishing deal. The working title for the game is "One Jump." It's a turn-based co-op platformer built around one rule: each player gets exactly one jump until they touch the ground. So grateful to the whole Scape team. More soon. 600 1st Ave, Ste 330 PMB 92768, Seattle, WA 98104-2246Unsubscribe · Preferences