The Scoop on Shovel Knight

Apr 27, 2016

Although millions of people around the world enjoy playing video games, not many people have the talent or motivation to make a game of their own. For David D’Angelo ’08, however, the spark, the drive, and the talent were all there.

D’Angelo was heavily involved in music while at Grinnell, participating in the orchestra and serving as president of the acapella ensemble G-Tones. He was also an avid gamer and had always been interested in the process of making video games. After a short postgraduation stint writing commercial jingles, the dual music and computer science major moved to Los Angeles and began to pursue a career in video game design.  

He got a job as a video game programmer at WayForward, a work-for-hire video game company that produces games at the request of companies like Warner Brothers, despite the fact that the economy was crashing for many other industries. “Video games are kind of recession-proof for some reason,” he says.

After working on retro-style 2-D games like “Double Dragon Neon” and “Contra 4,” an idea began to bud in D’Angelo and a few of his coworkers. In 2013, they broke off from WayForward and began their own video game company, Yacht Club Games.

“We wanted to create a retro game that was the first in a new franchise rather than a continuation of an old series,” D’Angelo says. “We were looking at ‘Zelda II: The Adventure of Link’ and observing the underused down-thrust attack of Link, and we just thought ‘How cool would it be to base an entire game around that simple mechanic?’”

After much debate over what kind of weapon would work best for flipping enemies over and attacking their underbellies, the team decided on a shovel. “Then we thought that ‘knight’ is the funniest word you could put next to ‘shovel’, so we wound up with a game called ‘Shovel Knight,’” D’Angelo says.

D’Angelo and his team started a Kickstarter campaign to fund the game, in which they had 30 days to reach their monetary goal through online donations. To get the word out, they went to conventions to show off the game, released live-streamed video updates on the project daily, and communicated heavily with their fans.

“We streamed ourselves making the game, we streamed ourselves talking to our fans, we responded to every single email and comment we received,” D’Angelo says. “We wanted people to see how passionate we were about this game.”

The Kickstarter campaign was launched in the middle of March 2013 with a goal of $75,000; they reached that goal in just a few short weeks. By the end of the campaign in mid-April, the team had collected a total of $311,502 for the development of the game. The game was released in June 2014, and has since sold more than a million copies. It can be now purchased for Wii U, 3DS, PS4, PS3, PS Vita, Xbox One, Windows, Amazon Fire TV, Mac, and Linux.

When it came to the designing and marketing of “Shovel Knight,” D’Angelo says his Grinnell experience has been a valuable asset to his work. “I didn’t learn how to make games at Grinnell, but I did acquire the knowledge and tools needed to face any programming problem, and my music background helped me create and implement sound in our games,” he says. “Even the course I took in Japanese literature has come in handy as I draw on Japanese art and customs when engaging with our partners there in preparation for the game’s release.

“You get a taste of a little bit of everything at Grinnell, and that has been so important in what I do. I think the best thing you can do is to explore all your options while you’re there, because you just never know what skills you’ll end up using later on!”


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