Hey everyone, Jim here.
Another great name for this post would be: "This Is How We Make Your Favorite Smut"
Today I wanted to do a “behind the scenes” post and show you how we actually work day-to-day. MBD is made with a lot of hard work and it’s a lot of small decisions, fixes, feedback loops, and coordination between people before you guys get an update.
As you might know our workforce is 100% sustained by you guys and we currently have 8 full-time staff and 4 contractors from all over the world working on MBD.
Here are 6 quick snapshots of what that looks like in our workspace in discord and notion.
1) Art Direction (Outfits, Look, Tone)
This is the kind of stuff that decides how a scene feels before we even render it. Outfits aren’t random, we choose them based on the scene tone, character vibe, and what we want the characters to feel in that moment.
2) Render Passes & Fixes
After renders come in, we do revision passes. That includes things like lighting, expressions, clipping, little visual mistakes the kind of “small” stuff that adds up fast if you ignore it. And at the same time we never have enough time for polishing things as much as we want as we try to deliver monthly.
3) Coding & Scene Presentation
Then there’s the code side. A lot of what makes MBD feel smooth is logic like: what to show, what to hide, how animations layer, how UI behaves, how choices and triggers don’t break each other.
4) Animation Direction (Notes, Improvements)
Animations also go through feedback loops. We give very specific notes like: more emotion, better rhythm, more intensity, better breathing, better transitions... basically making sure scenes don’t feel robotic.
5) Production Planning / Task Tracker
This is how we stop the whole thing becoming chaos. Every scene is tracked, assigned, due-dated, and reviewed. It’s boring, but it’s the only way to ship consistent monthly releases with a team this size.
6) Playtesting & Quality Control
Finally: playtesting. This is where we get brutally honest about what’s working and what isn’t including things like camera angles, pacing, and whether a scene is actually doing what it’s supposed to do.
That’s it, quick transparency day.
If you like posts like this, I can do more. There’s a lot we can show without spoiling the game, and I think it helps everyone understand why some things take time and where your money go. ♥
Jim