MMWAI DevLog #1: Production


JUNE 25TH, 2025

"Would you be interested in a small jam?" she asked.

"No. I don't think I have the time. Too busy."

"It's just 500 words of interactive fiction."

"I can write. But I don't think I'd have enough time to make a concept and code it."

"You could come up with something simple. A day of work."

I had to think about it for a moment. "Hmm. I guess I could find a story in a plain black-on-white setting."

One day of work later—and a couple of days after that, my first game was published.


JULY 7TH, 2025

"Now... if you want something bigger, you could try Spooktober. A visual novel jam," she suggested. Another one of these.

"I could probably pump out a novelette, but not if I have to solodev. Still busy."

"Try pitching what you need."

"Pure programmer. I could provide the assets and direction, just need someone who could bring it to life."

"Sure. I can hop in." I did not expect that answer. "Let's spin up a new thread."


ʚїɞ


That's how it all began.

Pre-production started right away. We decided early on to keep the team small (around 3-4 people). Around that time, an artist reached out, interested in what we're making.

The first thing I did once the team formed was establish our 'comfortable limit' regarding this project: the skills we had, the time we could give, and the effort each of us was willing to put in. For me, no matter the project, it is important to be honest about our capacity from the start. Once I understood those limits as the lead, I built a fence around our project—a scope that we could actually finish. Out of that came our Production Design.

Production began on Sept 1st.  We started with the Production Design document in mind, but it quickly became clear that not everything in it was necessary. With a team as small as ours, too much organization was an overkill. In fact, it risked creating miscommunication and wasting so much time. There was irl stuff that happened outside of our control, and some mistakes on the writing side (will be discussed in the Writing devlog) that led to the delay of some assets and the script. Thankfully, those delays were anticipated, and the team was able to keep moving forward without losing momentum.

The game was finished on Sept 27th. The remaining time we had was spent polishing—making sure that everything stayed true to our initial vision and concept. And it did. The final game reflects exactly what we set out to make. That's the standard I personally strive to achieve. And now... I can finally say:

"MIRROR, MIRROR, WHO AM I?" IS RELEASED!

There is a small patch update that fixes the scene 10 flicker. Please make sure you are playing the 1.2.2 version for the best experience!


Over the next couple of weeks, we will be releasing a series of devlogs that take you behind the scenes of "Mirror Mirror Who Am I?":

  • Production (you are here)
  • Writing
  • Directing
  • Programming
  • Art
  • Sound & Music

If you have any specific questions you'd like answered or topics you'd like us to dig into under those categories, let us know in the comment below!

Files

MirrorMirrorWhoAmI 1.2.2 (Patch 1) - Windows.zip 144 MB
2 days ago
MirrorMirrorWhoAmI 1.2.2 (Patch 1) - Mac.zip 140 MB
2 days ago

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