This dev log is going to be a bit different than our usual ones, this one is going to cover the journey from ShapeVS early conception and cover the main parties who really got it to where it is.
So for those who don’t know ShapeVS started as a series of mobile games we released over the 2019 - 2020 period. These titles were Shape Rush, Shape Move and Shape Fly. They alongside other apps had mild success (100’s to 1000’s downloads) and allowed us to solidify a development pipeline.
They were very much learning tools and for someone such as myself who had no idea how to program and had only done level design and consulting work outside of simple engines like Game Maker, it was a big shift. Our former studio, Salty Studios, had a few ideas that we weren’t able to get off the runway but are still important milestones to where we have gotten.
So come early 2020 when we were hearing from fans, friends and families that in-house lockdown competitions around our games had gotten quite heated, Temp decided to build a 4 player version on the one screen. Expecting some small feedback, the team never expected the huge response and the validation that we were on something worth pursuing.
After some more testing and iterations, we finalised a plan of action to pursue the development of ShapeVS fully. Now, this is where we must thank our first team of people and that is Max Connell, Jai Phillips, Addison Barfoot and Grady Lynch.
These 4 have provided an absolute rock of support for pursuing this dream. From always pushing me to make the best product I can to critiquing and supporting choices. As shareholders and supporters of Smash Attack, we all share a common goal of achieving greatness and having Tasmanian talent be at the forefront. From Down Tilt and our focus on grassroots esports to Smash Attack and fostering new technologies. This amazing group has been instrumental in the future development of Smash Attack.
The love and thanks must also be passed down to everyone else who in the immediate Smash Attack circle has been supporting the growth of the project as well. Another very important member of the team is Aaron Edwards.
Aaron has been fundamental in helping me navigate the big scary world of Australian game dev at such a young “age” but he put me in touch with the right people, helped me connect in ways I never thought possible and is one of the hardest working men I know. He has my complete adoration and respect and I am very lucky to call him my friend.
Next up is Alex Sangston and the Screen Tasmania team. This group of amazing people want to see nothing but growth in various ventures for Tasmania. From my first ever meeting with Alex about Gun/Mode at a local bar in Launceston to discussions around our team's goals of making Tasmania a hub for game development. They have been supportive every step of the way.
From the bottom of my heart, thank you, for every opportunity you have supported us in. From MIGW, PAX and recently Gamescom. So much of what we have achieved has been alongside them and we are eager to share in the success with them.
Something I also want to share from my Screen Tas experiences is my interactions with Vee Pendergast and Neil Rennison who served as both my “assessors” for lack of a better word for my grant applications.
For ages I had been doing game work from forums, passing work in reddit and small scale self projects with teams here and there. Salty Studios was my first attempt at something big and when I first got in touch with Alex it was a chance to maybe take it to the next step.
I lodged an application for our game Gun/Mode and with no real knowledge put my eggs in the basket and gave it a shot. And boy did it not go down well at all. I had no real idea what I was doing. I was assessed by Vee and given the amazing opportunity to break down just what exactly was wrong and where I can improve.
I can’t thank Vee enough for doing this, being only in my early 20’s and not really having stepped much into BizDev and grant applications to have someone who I have followed through their work take their time to help me meant so much more than I could ever say.
Vee helped me become the grant writing machine I needed to be when I took on a game directing role and started Smash Attack from the remains of Salty Studios and Unlucky Magician.
So when the time came to apply for ShapeVS, I was ready, I was eager. I had a concept, I had a build, I EVEN HAD A GDD (which for a man who flies by the seat of his pants when he makes games is a big thing, like does it feel good to play? Yeah, keep going or nah, change it).
And this is when I had the immense pleasure of having Neil look at my application. Neil’s assessment allowed me to focus and hone in on some design choices, control my scope and understand just what I am here to do with ShapeVS. He was a huge influence on where we are today and meeting him at Gamescom was truly a fanboy and draw-dropping moment for me.
So to Neil and Vee, thank you for helping me, the work you do in games and grants means the world to me and I can only know how much it means to others. Keep rocking it and I hope to share a completed ShapeVS with you someday.
I also want to share a quick thank you to Tom Knight and Trades Tas for also helping with Gamescom. Tom was an invaluable asset for us at the booth but also for the state, his professionalism, charm and caring passion to help the industry grow is just the right amount of support we need here in Tasmania.
Which does bring me to the Tasmanian Government and Elise Archer MP who through their amazing support of the games industries and the arts have allowed us to go on this journey. We are very lucky to have a state willing to support us and I have so many plans in place I can’t wait to work with them again to see game development and esports thrive in Tasmania.
Let’s continue with a very important team in Liam Twose and the PitchYaGame team.
It is almost impossible to imagine just what ShapeVS would look like right now without us participating in PitchYaGame. A quick rundown of PitchYaGame was started by Liam to connect indie developers with members of the wider community. It has become a rousing success and has fostered a regular calendar event that you can read about by going to the website here: https://pitchyagame.com/
To say that Liam and the PYG team have done so much for me and others is a huge understatement. The team's dedication to their craft, passion for helping others grow and wanting nothing but the best from the industry continues to inspire. I had the pleasure of meeting Liam at Gamescom and had to share my deepest thanks.
Thanks to PYG, Liam and the team got me in touch with Chris Wulf, another huge influence on the gaming sphere and my pitch mentor for PYG. I was able to share my pitch and some features around my game and get some amazing feedback. Chris’ analysis and breakdown really helped shape what I needed for ShapeVS in the idea of identity and some name changes to make things blend.
What Liam and Chris do for the industry is nothing short of a miracle and is exactly what I want to be doing here in Tasmania. I believe we have an amazing hub for game developers and I want to foster that. I know many friends who have left Tasmania to work on the mainland but come back every holiday and break they can because they never wanted to leave but because games aren't pursuable here. I hope to break that mould and with what Liam, the PYG team and Chris do as inspirations, I am confident in my personal goals.
So for any one starting out, participate in PYG, reach out to those in the industry if possible, and connect. There are people willing to help and want the industry to grow and in my eyes Liam, Chris and PYG are the absolute brightest stars to me. Thank you again.
And that covers the “industry side of things” I guess, there are so many people who have helped with this journey and I can’t even begin to share my love and thanks. And I know I have probably said that a lot in this breakdown but it is true. Every person who has played ShapeVS, talked about it, been at a convention with me and such has made such a profound impact in my life.
In the last post, I listed all the developers at Gamescom but there have been so many over the years. From the Ailuri team with Vivink Studios, Tunacorn Studios, Myriad Games Studio, Giant Margarita, Melonhead Games and so many more. Seriously just find the list of PAX studios for 2018 - 2020 and beyond and you have it. From my friends and family at home, my colleagues at work and my boss. The support is ridiculous and you have my eternal love.
PAX is next. The launch is coming up. There is a time for focus. But again to everyone who has helped in this journey.
Thank you.