About Us
Mi'pu'mi Games is an independent game development company based in Vienna, Austria.
Having worked for more than ten years in the industry, our founders Greg and Tobi set out to create Mi’pu’mi Games in 2009. The goal is to provide a space where skilled and dedicated game developers can work and learn together without suffering from the unhealthy employment- and business practices so common in large-scale game development.
We are continuously adding new and interesting projects to our track record and are eager to enhance our knowledge and skillset in an ever-changing industry. Our artistic vision, technical prowess and professional rigor is reflected by the quality of our product and the good relationships that connect us to partners and players worldwide.
Throughout the years, we have learned, grown and attracted more talent - allowing us to design and implement solutions to problems across a variety of hardware platforms, be it PC and Console-, Browser- or Mobile Games.
Release of Howl on PS5 & Xbox
With much pride the entire team saw the release of our third own IP, Howl on PlayStation 5, Xbox Series and Epic Store.
Certified as a Great Place to Work
We were immensely proud to be certified as a Great Place to Work, after surveying our employees. This emboldened our commitment to keep learning and growing together to build great games and foster a welcoming environment.
Release of Howl
We released our turn-based puzzle folktale Howl on PC and Nintendo Switch. Thanks to the support of astragon Entertainment, Howl was featured in the Nintendo Indie World Showcase and had a shadow drop release right after. A huge highlight for our team!
Release of Alan Wake II
We supported Remedy Entertainment with the development of survivor horror game Alan Wake II. It was released on PC, PS5 and Xbox Series X|S and was met with critical acclaim.
Release of Shadow Gambit
We were happy to support our friends at Mimimi for a short time with the multi-platform development of Shadow Gambit: The Cursed Crew.
Sponsoring Events
We gave back to the industry by sponsoring several events and initiatives such as the PGDA Talent Award, PGDA Mentor Café, and the German Developer Awards.
Signed with a Publisher
For the first time, we signed with a publisher for one of our own original IP games. astragon Entertainment took on the marketing, distribution and publishing of Howl, allowing us to bring the game to additional platforms.
SpielFabrique
We joined the SpielFabrique EU Accelerator Program, a 6 month curriculum dedicated to the success of selected Indie studios in Europe. The program explores different ways to finance, develop and release a video game onto the market through personalized mentoring, workshops, and webinars led by the best experts in Europe.
Release of Anno 1800 Console Edition
We were happy to have supported Ubisoft Mainz with the development of another Anno title. Anno 1800 Console Edition released in March 2023.
The Team Grows
The Mipumi team reached a major milestone: we hit the 50 people mark! With an increasingly more diverse team, we started offering German language classes to our international colleagues.
Release of The Settlers: New Allies
Another successful collaboration with Ubisoft Düsseldorf concluded with the release of The Settlers: New Allies on PC and consoles.
Ubisoft Store
Our first game The Lion’s Song kept drawing interest. We released the full Deluxe Edition on the Ubisoft Store, a new platform for our games.
Skull and Bones
We wrapped up our work on Skull and Bones, the long-awaited pirate game by Ubisoft Berlin and Singapore.
Release of Ski Challenge
Together with Greentube, we released Ski Challenge on iOS and Android, and continued to support the game with content updates.
Looking Good
We developed mobile VR game Looking Good in collaboration with Dopavision. Working on all creative, artistic and technical aspects of the game, we contributed to the management of myopia progression in children and adolescents.
Construction Simulator release
We proudly supported weltenbauer on Construction Simulator, assisting the team in Wiesbaden with hands-on engineering and embedded quality assurance services.
International Women's Day
We wanted to do something meaningful for the women in our industry. That’s why we dedicated time in the week of International Women’s Day to give extensive portfolio feedback & career advice to any woman that wanted it. A yearly initiative was born!
German Edge Cloud
We secured another interesting project where we could use game technology for traditional software products. We developed visualization and interaction solutions to be used in the so-called Virtual Factory, a digital twin of an actual production facility - powered by large-scale sensor data collected, aggregated and served by German Edge Cloud. This is to aid not only in near real-time and historical monitoring but also facility layout and logistics planning.
The Flower Collectors wins futurezone award
We were honored to receive the futurezone Game of the Year award for The Flower Collectors!
Collaboration with Machine Games
We started a co-development collaboration with Machine Games in Uppsala, Sweden.
The Mipumi Bitsy Jam Collection 2021
We proudly present, a selection of small games made by our team members during our monthly Mipumi Day.
Curious?
Take a look and enjoy these little experiences for free on itchio!
Limited edition Double Feature on Nintendo Switch!
We are very proud of our next major company achievement, our first physical release! A limited double feature in collaboration with our friends at Super Rare Games hosting The Lion’s Song as well as The Flower Collectors on one cartridge for Nintendo Switch.
The Lion's Song part of the Free Games Epic Store initiative
What a ride for Wilma and her friends! Their journey continued in 2021 and gathered a millionfold audience on the Epic Games Store, being part of the Free Games Epic initiative. The Flower Collectors released in December 2020 was the first Austrian game on the Epic Store, and now The Lion’s Song is the first Austrian game participating in the Free Game feature!
The Flower Collectors on Switch
With much pride the entire team saw the console release of our second own IP, The Flower Collectors on Nintendo Switch.
Release of HITMAN 3
Our longtime collaboration with IO Interactive and the fantastic HITMAN franchise continues.
We’re honoured to be part of such an iconic gaming series. HITMAN 3 was released on PlayStation 5, PlayStation 4, Xbox Series X, Xbox Series S, Xbox One, Stadia, Nintendo Switch and PC.
Our team assisted IO Interactive in the areas of gameplay, engine, tools, online, and UI programming.
Release of The Flower Collectors
We released our detective mystery game The Flower Collectors on PC with the team in lockdown during the COVID-19 pandemic.
After the launch on PC, we published the game on additional platforms such as Nintendo Switch, Epic Games Store and Utomik.
Game technology at good use
Mi’pu’mi’s reputation started exceeding the games industry, hence we started an interesting collaboration in a non-game industry pushing a progressive and demanding new technology with the help of gaming frameworks as well as expertise.
New unannounced project started
Mipumi was able to secure another – unannounced - work for hire project for one of our international partners.
A cross-discipline team is working hard to deliver an exciting and immersive experience to players around the world.
10 Year Anniversary
For Mi’pu’mi’s 10th anniversary, we hosted a party for friends, family and partners. It was a wonderful evening with an amazing view of the skyline of Vienna.
And the company reached another milestone, the team grew to 30 fulltime employees!
Release of Control
We worked closely with Remedy Entertainment in Finland to support their Northlight Engine used to develop Control.
Control was released on PS4 and Xbox One, and was met with critical acclaim.
Release of Hitman HD Enhanced Collection
After supporting IO Interactive with the development of Hitman: HD Trilogy in 2013, we were honored to return to Hitman: Blood Money.
For many fans, still a highlight in the critically acclaimed franchise, the enhanced game allows players to enjoy the fourth installment of the series in a new, fresh and improved look.
The new amended game takes advantage of the powerful PlayStation 4 Pro as well as Xbox One X, offering true 4K UHD gaming at 60FPS.
Release of HITMAN 2
HITMAN 2 was released on PC, PS4 and Xbox One. Our team assisted IO Interactive in the areas of gameplay, engine, tools, online, and UI programming.
The Lion's Song on Switch
With much pride we achieved this stellar milestone in Mi’pu’mi’s company history. For the first time we released one of our own games on console!
The Lion’s Song shipped on Nintendo Switch and stays popular on that platform until today.
Founding the Pioneers of Game Development Austria
Together with 6 other Austrian game studios, we founded the Pioneers of Game Development Austria, an association aimed to support the growth and promotion of the Austrian game development industry.
Release of The Lion's Song: Full Season
With the release of the fourth episode, the full season of The Lion’s Song was completed.
The work didn’t end there, though: we continued publishing The Lion’s Song on additional platforms such as Nintendo Switch and Utomik.
Extend co-development
On the foundation of our successful year-long embedded co-development experience with IO Interactive, we started a new AAA collaboration with Remedy Entertainment and onboarded another project with Ubisoft, supporting The Settlers team at Ubisoft Blue Byte.
Work for hire
We also expanded our business model to diversify even further and offer the company more stability for the years to come.
Next to our well-established embedded co-development projects and our award-winning own IP development, we started work-for-hire projects.
Creative Europe – Media Program
For the first time an Austrian game development company received a Creative Europe – Media program funding.
We started developing a prototype for a next original IP project, again with a strong focus on Austria and the alpine region.
The Lion's Song wins Best Indie Game
We were very proud that The Lion’s Song won many awards in 2016 and the years to come. For example, Best Indie Game at the German Developer Awards 2016.
The Lion's Song wins Best Game Award
The Lion’s Song won Best Game at the Futurezone Awards 2016.
Release of HITMAN
Our collaboration with IO Interactive continued as we supported new and existing technologies for IO Interactive’s propietary 2nd generation Glacier Engine. HITMAN (2016) released on PC, PS4 and Xbox One.
Release of The Lion's Song: Episode 1
After 7 years of doing co-development and work-for-hire projects, we tried our hands on developing our very own original game.
The first episode of The Lion’s Song released in 2016 on PC and mobile, and was met with praise from both players and press.
2016 - Present Daughter Day
We joined the Viennese ‘Daughter Day’ initiative for the first time in 2016, and have participated every year since. Our team hosts a game design workshop to girls between 13-17 years old.
We hope to inspire and excite them about a career in game development, as well as contribute to a more diverse and inclusive industry!
Red Bull Mind Gamers Challenge
The first season of Red Bull Mind Gamers Challenge kicked off! Together with Playful Solutions we developed a web-based logic puzzle game with a tutorial, multiple levels and a global leaderboard.
Furthermore, we co-designed the hardware hub as you can see on the picture here. It consists of four large screens equipped with specialized high-resolution multi-touch technology.
Players use those screens to co-operatively solve various types of interconnected puzzles that would advance their overall progress, indicated by an animated projection on the ceiling.
Loot the Flute
Since we established the Mipumi Day initiative in the previous year, we built upon this foundation and implemented an incubation process for ideas and pitches.
From this new method our most advanced prototype so far was created: a concept called Loot the Flute, a cooperative and competitive 4 player local & online multiplayer game, featuring fantastic worlds and gold hoarding dragons. A concept we also ported to VR.
Office at Hollandstraße
We got also a new home and moved to a fancy top floor office close to the city centre.
The office is located in a hip area alongside the Danube Canal in Vienna, surrounded by cool restaurants, bars and a vibrant night life.
The Lion's Song at an Art Gallery
We also started the development of The Lion’s Song in that year. Our first IP that we also self-published a little bit later. We got a lot of praise for the unique art style of The Lion’s Song.
We were particularly proud that the game was part of a game art exhibition at Gallerie Hollerei!
Release of Anno: Build an Empire
Our first collaboration with Ubisoft got a release! We developed Anno: Build an Empire for iOS and Android. After the initial release, we supported the live service with new features, content and narrative quests for more than 12 months.
And the company reached a huge milestone, the team grew to 20 fulltime employees!
Mipumi Day
Creativity is the most interesting part working in our beloved industry. Next to our motto “great games don’t have to be big”, Mi’pu’mi is proud to state “We are not just working on games, we are MAKING games”. To support this credo, we established the Mipumi Day initiative.
Mipumi Day is hosted on every first Friday of each month and offers the team to work on something completely different than their day-to-day projects. This covers topics like training, watch GDC vault sessions, reading, exploring new software or bouncing new game ideas. In that regard, this day is like a short game jam.
Release of Hitman HD Trilogy
Our first collaboration with IO Interactive in Copenhagen! Working closely with IO Interactive, we managed to succeed on its first major console release, passing all submissions on the first attempt. We ported IO Interactive’s hit stealth games Hitman 2: Silent Assassin and Hitman: Contracts from PC to Xbox 360 and PlayStation 3, and HITMAN Blood Money from Xbox 360 to PlayStation 3. These titles were released by Square Enix as HITMAN HD Trilogy, both on disc and as a downloadable title.
This was the beginning of a wonderful friendship that lasts until today. It also marked the beginning of a new business model we successfully introduced together with IO Interactive: embedded co-development.
Close collaboraton with Ubisoft
Next to our friends in Scandinavia we started a close collaboration with Ubisoft and worked on Anno: Build an Empire. Again, relying on our technical expertise, we ported a web-based game to mobile, facing many challenges and overcoming various limitations on the new platforms.
Wizard of Oz
We did well so far and sailed Mipumi into stable waters, so it was time to increase the team size and scale the organization beyond single title development. The goal was to have two teams working in parallel at all times.
Relating to our previous experience with browser and Flash games, we joined forces with Spooky Cool Labs to create 3D characters for the adventure-driven city-building social Facebook game “The Wizard Of Oz™” based on the beloved movie. Characters like Dorothy, Toto, the Lion, the Scarecrow, the Wicked Witch and many more, but also a vast majority of 3D buildings for the game. .
DBOX
Based on our technology expertise we took lead in a European Union-funded academic research project called DBOX. This included several companies and universities across Europe creating a multilingual conversational agent which seamlessly interacts with multiple users speaking different languages and driven by a common goal defined by the game.
The project involved the development and integration of multilingual speech recognition systems, multilingual speech synthesis, multilingual dialogue modeling, and cross-domain adaptation resources. .
Cute Kingdom
Next to continuous porting job for Hitman HD Trilogy, Mipumi started the development of their first own IP: Cute Kingdom.
A cross-platform high-engagement casual RPG, introducing an innovative dual gameplay with short session delegation design as well as long sessions controlling your avatars in dungeons and open world for PC, browser, iOS, Android & Facebook.
2011 Further build upon flexibility
While we were able to establish Mi’pu’mi as a trusted development partner and gained flexibility across various projects and team sizes in those early years, the studio had to adapt constantly to the changing market.
In 2011 development of Last Mysteries continued, focusing on client / server technology implementing scaling possibilities for the anticipated players.
And our collaboration with IO Interactive started, as we won the pitch for porting older Hitman games to back then current-gen consoles. A series of games that became known as Hitman HD Trilogy and a starting point for many Hitman games to follow.
2010 Last Mysteries
After establishing Mi’pu’mi, we worked hard to gain flexibility by working on a variety of platforms to diversify the income streams in those early years. This included development on a kids browser MMO game called at.lant.is, highly classified tech work for Sony DADC and an ambitious flash-based free-to-play massive multiplayer online browser game for our friends at Cliffhanger Productions, called Last Mysteries.
A title in the tradition of great adventure games, allowing players to hunt legendary treasures simultaneously as well as corporately. These first set of projects lay the foundation of Mi’pu’mi’s core competence until today: technology. Something our worldwide long-term partners trust every day.
2010 Office at Schaumburgergasse
Our team was getting bigger as we took on more projects. We moved to a larger office at the Schaumburgergasse in Vienna’s 4th district.
A wonderful, traditional and historic so called “Fuhrwerkerhaus” that became a beloved home for many years.
2009 The Beginning
Mi’pu’mi Games was founded by Greg, Tobi, Jurie & Ronald. Our motto: great games don’t have to be big. Still stands today and hasn’t changed over the years!
The first year was dominated by establishing the company organisation and generating enough cashflow to get started.
Lucky enough we already signed an interesting Nintendo DS/DSi project, developing a series of 13 learning games for kids and young adults, focusing on a specific animal species per game. First games ever that used the camera on Nintendo DSi by the way. Created on a proprietary engine developed specifically for these projects.