[In this revealing postmortem of The Adventures of Shuggy, Smudged Cat Games' David Johnston reveals how working with the best of intentions and inspiration can have a bad commercial result when the cards fall in the wrong places creatively and business-wise.]
The Adventures of Shuggy was released on Xbox Live Arcade on the 15th of June 2011. I had started work on the game Shuggy would become back in the beginning of 2007; what followed was four and a half years of various ups and downs.
It was developed using Microsoft's XNA framework which enabled me (as a lone developer) to get something up and running really quickly. The game was entered into Microsoft's Dream Build Play competition in 2007 and made it into the top 20.
Sadly, it didn't get one of the four top prizes that were issued that year, which would have led straight to an XBLA contract, but it did gain enough publicity that a few publishers were interested, and a deal was signed with Sierra the following year.
Things were going great until Activision Blizzard took over Vivendi Games (the owner of Sierra) and decided to wind down Sierra's operations.
After a long period of uncertainty, the publishing contract was terminated at the end of 2008, leaving me looking for another publisher. Eventually a new deal was signed with Valcon Games at the end of 2009, allowing me to complete development and finally get the game released.
Smudged Cat Games didn't exist prior to the development of Shuggy, but I'd worked on various personal projects over the years, which gave me the experience I needed to complete a game and get it out the door.
I've only actually spent one year working in the "proper" games industry, generally finding the lower pay and longer working hours a turn off compared to working as a general software engineer. I'm still the only employee of Smudged Cat Games; everyone else involved in the project was brought in as a contractor.