Overview
Mike Coeck is a co-founder of Cybernetic Walrus, where he has been chief executive and studio lead since September 2016. He is based in Niel, and states expertise in game development, strategic planning, financial analysis and community development. Since January 2021 he has owned MRC Innovative, and he has sat on the board of the Flemish Games Association since May 2020.
Coeck spent a decade at Uptime Group as a system engineer and technical architect from 1999 to 2009, returning to the company in procurement from 2010 to 2011 and then as an account manager until May 2013. He joined Cronos as Microsoft business development manager in June 2013, working at Microsoft in technology solution sales on behalf of Cronos between October 2013 and March 2014.
He studied informatica at the University of Antwerp and toegepaste informatica at Karel de Grote-Hogeschool, and took a bachelor's degree in Digital Arts and Entertainment, in game development, at HOWEST Hogeschool West-Vlaanderen from 2014 to 2017.
Career history
In the news
- It's a wrap for gamescom dev! 🇩🇪 Our first time at Europe's biggest game developer conference was a not only a great opportunity to connect with peers and industry leaders, but also attend workshops, talks and roundtables about all things that are important to the business. Here are some of our favorites: 🗝️ The opening keynote by Amir Satvat (The Game Industry Reset: What happened and what comes next?) 🏃♂️ The talk by Julius Girbig (Technical animation: Making the most of your animations) 📱 The AMA with Dennis Quaisser,
- It is my first time at Gamescom Dev and before kicking off day 2 I want to reflect on yesterday's keynote. We all know the games industry is going through a rough time but I was amazed that according to research globally only 4% of new graduates with some form of game degree are finding a job. No, I did not make a mistake it is only 4%. (akkording to this study) Happy to say that at Cybernetic Walrus we currently employ 3 freshly graduated game devs, but I have to be honest and say they are on a temporary contract for now.
- We have just launched the biggest update we’ve ever done for Roadside Research. And it brings one of the most iconic things you can do as an alien... abduct people! 👽🛸 Mandatory LinkedIn bit: If this update has taught us two things about business, it’s that when employee retention fails, employee abduction remains an option, and that every scaling problem can eventually be solved by a robot called F.A.R.T. (Fully Automated Restocking Technician). Follow me for more sound business advice or check this link if you want to know more
- With now 850K copies sold on Steam, around 30K on other PC stores, and another 61K copies sold on Xbox, Roadside Research sales are still pretty crazy when you think about it! And next week we’re releasing our latest major update for Roadside Research. But this one comes with something else as well: an increase in price. Now Early Access pricing is always an interesting discussion. When we launched Roadside Research into Early Access, we deliberately launched at a lower price. The idea was simple: you’re buying into a game that
- We're hiring a Gameplay Programmer! We're looking for a Junior/Medior Gameplay Programmer who is into tactile sim games to join us at Cybernetic Walrus for a 4-month on-site contract in Antwerp, Belgium. What we're looking for: - Junior or medior level programmer - A first experience at an established game studio (an internship counts!) - Passion for gameplay programming and making fun, polished player experiences - Available to work 3 days on-site in Antwerp (This is not a remote position! And this is not negotiable!) If
- The attached picture is going viral right now on other social media and I think there is a business lesson here for everyone! One of the fastest ways to lose trust isn't raising prices or making unpopular decisions. It's changing the rules after people have already committed. We've seen this pattern play out repeatedly: • Unity announced its Runtime Fee after developers had already spent years building games on the platform. • Wizards of the Coast attempted to replace the long-standing D&D Open Game License after publishers had
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