632: Adam Coster on Game Development and Crashlands 2
Sep 9, 2024
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Adam Coster, CEO and Webtech at Butterscotch Shenanigans, shares insights from his family-run game development studio. He discusses the unique dynamics of sibling collaboration and the evolution from rivalry to support. Coster reveals the challenges of launching games on platforms like Steam and Netflix, diving into the complexities of QA testing and maintaining player engagement. He emphasizes the balance between quality control, creativity, and overall well-being within the unpredictable landscape of game development.
The unique family dynamics at Butterscotch Shenanigans foster effective collaboration among the brothers, enhancing both their business and personal relationships.
Utilizing the Game Maker engine allows Butterscotch Shenanigans to create cross-platform games efficiently while maintaining high-quality standards.
Adaptive marketing strategies through partnerships with subscription services like Netflix are crucial for reaching new audiences and ensuring game visibility.
Deep dives
Working with Family in a Game Studio
The dynamics of working with family have played a significant role in the success of the small studio Butterscotch Shenanigans. Founded by three brothers, the studio benefits from a shared history and aligned long-term goals, allowing for effective collaboration despite earlier tensions. Navigating the challenges of giving constructive feedback has strengthened both their business and familial relationships. Ultimately, their unique family dynamic contributes positively to the work environment and the studio's overall performance.
Game Development Journey and Crashlands
Crashlands, released in 2016, is the studio's breakout title, marking their fifth game after several smaller mobile projects. The brothers entered game development through game jams, using accessible software to learn the ropes and create unique gaming experiences. This process allowed them to overcome initial hurdles and generate creative ideas in a pressure-free context. Currently, they are working on Crashlands 2, demonstrating the studio's commitment to developing quality sequels that leverage the success of their original titles.
The Role of Tools and Systems in Game Development
Butterscotch Shenanigans focuses heavily on leveraging effective tools and systems throughout their game development process. The use of the Game Maker engine has been essential, allowing for cross-platform compatibility and simplifying the development of complex games. Additionally, they prioritize automation and efficiency to maximize productivity while minimizing human resource expenditures. This approach emphasizes the studio's goal of maintaining quality without overextending their limited resources.
Navigating QA and Testing Challenges
Quality assurance (QA) in games presents unique challenges compared to other software, requiring a blend of automated and human testing throughout development. As games can be highly unpredictable and reliant on user experiences, thorough QA processes are crucial to prevent issues like player data loss. The team emphasizes maintaining a positive relationship between QA and development to ensure feedback is effectively integrated while managing team morale. This commitment to QA fosters a stable environment, resulting in more polished and enjoyable gaming experiences.
Subscription Services and Market Strategy
The integration of their games into various subscription services highlights the studio's adaptive marketing strategies in a rapidly changing industry. Collision with platforms like Netflix and Apple Arcade requires careful negotiation to align game design with specific business models. Balancing creative freedom with platform expectations poses ongoing challenges in terms of player access and revenue generation. By leveraging these partnerships smartly, Butterscotch Shenanigans aims to ensure their games maintain visibility and attract new audiences across multiple platforms.
Adam Coster talks with us about working with his family in game development, how they get started making games, what all is involved with publishing games, deciding to go Steam and Netflix only for Crashlands 2, how web tech is involved in game development, and the fun of testing and doing Q&A for games.