How Cuphead came to be and what it means for games

The fairy tale of Cuphead and its developer Studio MDHR continued this week as the debut game from a debut studio won three major awards at the prestigious DICE Awards in Las Vegas. Maja Moldenhauer humbly said on stage during a talk that she didn’t know what she could teach veteran game developers, except to offer a fresh perspective on making games.

It’s a wonder that the run-and-gun action platformer game — which has a deceptively whimsical 1930s cartoon art style and yet is deliberately very hard to play — sold 2 million copies (as of December 1) and became one of the most talked about games of 2017. It has three hours of jazz ensemble music and 60,000 frames of hand-drawn images for its fiendishly difficult boss battles.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.