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From Kickstarter Failure to Successfully Shipping Shujinkou | Julian Rice
Manage episode 508589613 series 3173535
In this episode of IndieGameBusiness we’re joined by Julian Rice, Founder and CEO of Rice Games Inc, to talk about the long, challenging, and inspiring journey of bringing Shujinkou to life. From showing the game at Tokyo Game Show in 2019 to navigating a failed Kickstarter, Julian shares how his team overcame obstacles and kept pushing forward.
We dive into the decision to shift from a 2D platformer to a 3D first-person dungeon crawler with integrated language learning mechanics, and what sets this apart from traditional educational or “edutainment” titles. Julian explains how the team managed development across seven time zones with over 20 part-time teammates, secured Sony and Nintendo development kits without publisher backing, and grabbed enough attention from critics to land Metacritic and OpenCritic scores — a rare feat for self-published indies.
We also talk about the biggest operational challenges, the future of the Shujinkou trilogy, and Julian’s advice for aspiring developers on both the creative and logistical sides of indie development. If you’ve ever dreamed of building and shipping your own game from the ground up, this episode is full of insights and lessons you won’t want to miss.
https://x.com/ricegames
http://linkedin.com/in/julian-m-rice
https://www.facebook.com/projectshujinkou
https://instagram.com/rice.games
https://bsky.app/profile/shujinkou.com
#IndieGameBusiness #GameDevelopment #Shujinkou #IndieDev #Kickstarter #GameIndustry #SelfPublishing #RiceGames #GameLocalization #DungeonCrawler #TokyoGameShow
458 episodes
Manage episode 508589613 series 3173535
In this episode of IndieGameBusiness we’re joined by Julian Rice, Founder and CEO of Rice Games Inc, to talk about the long, challenging, and inspiring journey of bringing Shujinkou to life. From showing the game at Tokyo Game Show in 2019 to navigating a failed Kickstarter, Julian shares how his team overcame obstacles and kept pushing forward.
We dive into the decision to shift from a 2D platformer to a 3D first-person dungeon crawler with integrated language learning mechanics, and what sets this apart from traditional educational or “edutainment” titles. Julian explains how the team managed development across seven time zones with over 20 part-time teammates, secured Sony and Nintendo development kits without publisher backing, and grabbed enough attention from critics to land Metacritic and OpenCritic scores — a rare feat for self-published indies.
We also talk about the biggest operational challenges, the future of the Shujinkou trilogy, and Julian’s advice for aspiring developers on both the creative and logistical sides of indie development. If you’ve ever dreamed of building and shipping your own game from the ground up, this episode is full of insights and lessons you won’t want to miss.
https://x.com/ricegames
http://linkedin.com/in/julian-m-rice
https://www.facebook.com/projectshujinkou
https://instagram.com/rice.games
https://bsky.app/profile/shujinkou.com
#IndieGameBusiness #GameDevelopment #Shujinkou #IndieDev #Kickstarter #GameIndustry #SelfPublishing #RiceGames #GameLocalization #DungeonCrawler #TokyoGameShow
458 episodes
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