Updates

Hi everyone! It has been awhile since our last update on the blog and there is a very good reason for that. However we can not discuss it yet, but I promise when we do you will all be excited. 

 

I wanted to knock out some quick orders of business here.

  1. Jobs!
    • Very soon (in the next few months) we are anticipating a massive hiring spree for the item above we can not talk about yet. We have approximately 15-20 openings that we are looking at but we aren't counting our chickens before they hatch so that will have to wait for a future update.
  2.  Percy's Predicament Deluxe
    • Monty has been busy working on the project above which has slowed development of Percy's Predicament Deluxe for the New Nintendo 3DS. However he has informed me that it will be entering lotcheck by the end of March and will hopefully launch in April for the Nintendo 3DS eShop. He is single handedly managing this port so it is taking longer than we would like here at the Studio. As the late Iwata-san would say "Please Understand". 
  3. Future Projects
    • MoonChild(Tentative Name) is progressing nicely at a slow and steady pace. It really is our coming out to our own game so we are taking our time on it. However, we anticipate that this will speed up very soon as well when we introduce our job openings.
    • Second Sight Labs - We have cancelled our agreement with our publisher for this title. As we developed it, we came to the conclusion it was not suitable for WebGL and our publisher agreed. So what does this mean for the game? Well nothing really, we are currently working on bringing this title over to the New Nintendo 3DS as well and it is going very well. We anticipate this being a late summer release and our second title on the New Nintendo 3DS following our Percy port.
    • Parallel Shift is our final New Nintendo 3DS game and while we are very happy with its development and it is nearing completion for PC, it appears it may not run well on the New Nintendo 3DS without some major code overload so we may end up bringing this to another platform instead.
    • Port Project(Unannounced). We also are working on porting a title to a next-gen console that we will reveal at a time that we have secured a publisher for it.
    • Lastly, we have a small 3DS/Vita Project in the works that we are looking forward to speaking about further in the future. It is being done by a solo dev on the team so its more of a small passion project for them at this time. When we have some additional bandwidth to support them, we will discuss this title at that time.
  4. Publishing
    • We are building a publishing entity called Phantom Power Entertainment, and it is awesome. We are working with some great partners to ensure its success as it is a collective publisher essentially. We look forward to talking about it further when the business goes live this summer.

That is all the news I have for you now. Enjoy the Gaming World!

Percy's Predicament Deluxe

Hi everyone! Monty here, while we are working on our larger project MoonChild and our Kongregate project Second Sight Labs, I personally have been working on bringing Percy's Predicament to the Nintendo 3DS and I am happy to say that it is nearing completion. I am entering the testing portion before sending it to NoA for LotCheck.

You are probably wondering why I decided to bring this over to the 3DS rather than work on something new; Well, the truth of the matter is, I am working on something new! I am leading a small team here at the studio much like our MoonChild build for E3 to create a small title in a larger series that has been forming in my mind. However, in order to create this title, I wanted to familiarize myself with the New Nintendo 3DS development as we plan to launch our small project on Vita, 3DS, Steam and possibly Switch in the future, as we plan to launch the larger titles for the series on home consoles.

The new Percy title is a port of the Wii U version with the initial update that we never launched on the Wii U due to lack of sales on the console to warrant the work needed. This version which we are calling Percy's Predicament Deluxe will feature 100 levels and contains some new art and will also support the 3D feature of the 3DS.

New Logo, New Website, New Studio

Hello everyone, it has been a great start to 2016 for Maestro Interactive. We have accomplished a lot in our first three years. We recently have partnered with Kongregate to launch one of our smaller titles "Second Sigh Labst" on their web portal. We also partnered with a few great developers who are now joining the studio full time which I am really excited about. Our new creative director has designed our new logo which to be quite direct, looks super sexy and cool. We moved offices as well. We are no longer in Tech Ranch and have since located further north in Austin, towards our homes. Lastly, as many of you can see, we designed a new website. With all the changes being made, we felt that one more change (new website) would help establish ourselves as what we want to be.

Company Formed and Interviews abound

I wanted to take a moment to look back at where we were just three years ago. Maestro started as an independent developer, with one sole developer Monty Goulet. It has since flourished into a team of 10. I solely developed Percy's Predicament for the Wii U on a Beta Unity Engine and was one of the first developers to launch using it, and the title continues to sell making us a profit.

When I launched, Maestro was interviewed by Nintendo Feed, Nintendo Chronicle, Game Modo, Weekly Texas Jump and Delighted Robot. We were the spotlight of an indie article on Nintendo Enthusiast as well. We were also headlined in Nintendo Life. Maestro was also featured in the Austin American Statesman as well.

When I launched Percy's Predicament it was after I left Retro Studios for some time and I wanted to develop a title for the 3DS. Sadly, at the time, Unity was unavailable and I ended up developing it for Wii U. It was featured multiple times in various places. Emily Rogers of NF Magazine interviewed me on the game.  We also were featured in Club Nintendo, the official magazine of Nintendo Mexico and we got a 7.5 for the title. A lot was accomplished in those three years as a solo developer house. We brought the title to Microsoft and got funding for it to be released on Windows 8, and we brought it to Blue Goji for their new hardware as well. And now three years later, Maestro is 10 devs strong and has multiple new opportunities on the horizon.

Check out the Percy's Predicament Emily Rogers Interview Here

Check out the Nintendo Feed Interview Here

Check out the Game Modo Interview here

Check out the Weekly Texas Jump Interview here

Check out the Delighted Robot Interview here

Check out the Nintendo Life article here