Devin Good
The Story of Shadow
Shrimp Studio LLC.
For those of you that
have been diligently reading each of our blog posts, thank you. This may be a
little bit review for you, for the new people, welcome! As we are now 4 weeks
from release I wanted to do a brief recap of the development history for us and
touch on some of the more business side of how we handled things here are
Shadow Shrimp Studio.
Our history starts in October
of 2017. We are all students finishing our degrees at Indiana University this month,
so we were Juniors when we began this undertaking. Young pups in the game
design world with extravagant ideas of what was possible to make with a team of
8 students who have other classes, jobs, and obligations. The amount of growth
I have seen out of my now coworkers makes me proud every day. Before I go down
that rabbit trail, lets get back to how we designed our game and formed our
company. As part of the IU game design program, during our Junior year every student
gives a pitch for a game to their fellow classmates. I had a rough draft of
Batteries Included in my head and had a thirst for making a VR game. I think
that came through because I somehow managed to convince 3 of my classmates to
drop their pitches and join me. The next step of the process was rapid design
and prototyping of the game. Hunter Bobeck, Julian Povinelli, Alex Bowling, and
I worked our tail ends off to get a working prototype out the door and make it
through our first Workshop Class. This was a series of making a viable vertical
slice of our game and giving presentations to the rest of our classmates all
going through a similar process with small teams and small projects. Scale had
to be small in those days. Looking back now, what we thought of as small scale
was still massive. During our update presentations, professors and fellow students
could weigh in on our progress and decide if we were keeping up or it was time
to cut the project and reallocate each of us to a new project. Only the
strongest and most viable projects would survive. Workshop Class 1 culminates
with the “Shark Tank Presentations” where the surviving projects face a panel
of 4 industry experts that fly in and listen to the remaining pitch projects. We
yet again survived the cut with a strong performance and candor from our presentation.
So, we went from 30
pitches to 6 teams to only 4 after the Shark Tank Presentations. Only weeks
after the presentations another team would be cut so to this day only 3 remain.
From the fallen teams we would pick up 5 more members. Meaning our team grew
over 100% in 3 weeks. That was not an easy change for anyone. To drop a project
that you put your all into and sign on to something entirely new and adjust to
a new team dynamic is a massive challenge your first time. I can attest that our
program puts its students through hardship to produce very strong workers for
the industry. Now back to the design side, none of us knew how to rescope a small
project when your studio increases over 100% in size. That showed clearly as we
floundered to agree on new designs, new positions in the company hierarchy, and
what our game truly was at its core. For those of you following current events
in the game industry right now, that might sound all too familiar. I am thankful
that we had this experience to learn from now. We know how to recognize and
speak up when something “doesn’t quite feel right” about a design.
While going through the
massive expansion and design crisis, we also had to form an LLC. Something that
none of us had ever dealt with. We received guidance from our professors on
contract formation, but the rest was left for us. Thank god we live in the time
of the internet. I was in charge of forming the business bank account, registering
the LLC with the state, registering with Steam, and establishing ourselves on social
media.... to be contin ued.
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