


TheMeatly wrote the script, designed the characters and created the levels, while others worked on VFX and additional programming work. “I was starting to see texture problems in my room.”īendy’s third chapter, 12 to 15 times larger than previous chapters, was developed by only six people in about four months. “I was having fever dreams of cartoon worlds,” theMeatly said. “I speak for the whole team on this one.” In fact, theMeatly had bronchitis throughout the entire four-month development, working on the game in between fevers. “This particular chapter was probably the hardest time of our entire lives,” theMeatly said. "when we deliver the game to fans, we want to give them the best that we can do.“ During the last month of development, theMeatly, Mood’s partner who prefers to be known by his in-game handle, would go to sleep at 5 a.m. “I was doing 20-hour days for a good two months with no sleep,” Mike Mood, CEO and co-founder of theMeatly Games, told Player.One. An underwhelming product can be a death sentence for a small indie studio. Following up a massive hit is never an easy thing to do fans want more of the same, but also expect something new and exciting. Soon it had hundreds of thousands of downloads on Steam as well as fan-made YouTube videos with millions of views. The first two chapters of theMeatly Game’s thriller about an animator trying to escape an ink-drenched nightmare became an instant success on release. Bendy And The Ink Machine: Chapter 3 had a lot to live up to.
