Malvika
Stories from Malvika’s working life show what it means to build games from the edges of the industry, where creative freedom is wide but the structures around it are far less certain.
Other funding metrics
Malvika’s studio has finally finished the demo. The art holds the vibrancy and grit of Mumbai without flattening it, and the narrative lands in the places they care about, where softer interactions make a city feel like home. They built it for PC and mobile so the project has room to travel.For weeks, they have been writing to their networks of VCs and investors asking for meetings. Most replies arrive quickly and end in the same place: narrative games are considered niche and risky, portfolios are leaning toward RPGs and action titles, and the market rewards safer bets. The one conversation they secured made the pattern clearer. Before the demo even loaded, the questions circled around retention curves, monetisation loops, and how fast the returns might appear. When someone asked if a cosy game was “worth putting money into right now,” the room fell quiet for a moment. It was obvious the game did not fit the metrics those investors were calibrated for.
There is one VC they are still hopeful about, led by a woman known for backing work that expands what the Indian ecosystem can look like. She has funded different kinds of games before, taking risks that make more variation possible. The studio sent their pitch earlier this week. As their producer said while hitting send, “If anyone will get what we’re trying to do, it might be her.” Now they are watching their inbox, waiting for a reply.
Rare role models
Malvika is in Hyderabad for a gaming conference, moving between her panel prep and the mentoring sessions she signed up for. Her schedule is full, but she keeps finding time for community work because she remembers how few women she saw in these spaces when she started.Backstage, she bumps into Bhargavi, a former colleague. They catch up with each other quickly, then look around at the room filling up for their all-women’s panel. Bhargavi smiles and says, “Six or seven years ago, this room would have looked quite different.” They talk about how much has shifted, wondering if the rise of mobile gaming played a role in opening access and pulling more women into the industry.
After the panel, a young developer approaches her, nervous but determined. She says it means a lot to see women on stage and that it helps her believe there is room for her too. The comment stays with Malvika. It reminds her why she keeps showing up, even when progress feels slow. There is still a long way to go before women in gaming feel connected, supported, and able to build space together rather than in pockets. But moments like this make Malvika believe the landscape is slowly widening, one visible role model at a time.
Awards for visibility
In their first year as a studio, they decided to make a small project just for themselves. It felt like the clearest test of independence. Someone on the team had said, “What is the point of being independent if we can’t create what we actually want?” The game they made was often called a cosy game, though they never thought of it that way. It had characters drawn from people they recognised in Surat and gentle mechanics with a few experimental twists. The art leaned into familiar details from their own streets: carved doorways, mirrored shop ornaments, the shape of local autos. They self-published it with no expectations beyond the satisfaction of finishing something that felt true to them. For a few weeks it found small traction through friends and community shares, then disappeared into the stream of new releases.Nine months later, an email changed everything. The game had been nominated for a new women in-gaming award, a category created to spotlight women-led studios and the work they bring into the industry. Winning it brought a wave of attention they never anticipated: features in gaming magazines, invitations to panels, interviews about their process, bursts of social media interest and a fresh surge of players discovering the game. The recognition was unexpected, but it reignited the studio’s momentum and revealed a clear interest in experimental Indian games that break from the usual mould.
Designing differently
Malvika’s studio hosts a game ideation session on the first Friday of every month. All seven of them gather in the main room of their Surat flat, shifting chairs until everyone fits around the table. They started these sessions because most of them came from places where ideas depended on who was in the room rather than what was on the page. Here, they try to make space for everyone to contribute.Midway through the session, Malvika, the junior designer, says she has an idea she wants to share. It is a narrative game about a young person growing up in Mumbai, moving through small adventures across the city, paced slowly enough for moments of reflection. She imagines interactions shaped by everyday decisions and a tone attentive to player wellbeing.
The group sits with it. They know they need mobile projects that pay the bills, but they also want to create the kinds of games they rarely see being made. Malvika looks up and says, “We could be on to something. Maybe this is the one we experiment with this year.” Ideas begin to build. Someone suggests a relational mechanic where the city shifts in response to the player’s emotional choices, not as rewards but as changes in atmosphere or access. Another proposes weaving in sound cues drawn from real neighbourhoods. By the end of the hour, they agree the idea will need time and shaping, but they want to take it forward. They will put together a small demo and see what the game becomes.