Pistol Shrimp Emphasizes Ownership in Game Development
Pistol Shrimp, a studio founded by veteran Toys For Bob developers, stresses the importance of owning what they create. In an interview, co-founders Fred Ford and Dan Gerstein shared their experiences and the lessons they learned from their time at Toys For Bob. Ford and Gerstein noted that while the game development landscape has changed significantly over the years, some aspects remain unchanged. Ford mentioned that publishers often try to retain control over intellectual properties and tools in exchange for financial support. The duo recalled their time at Crystal Dynamics, where they developed a tool suite and pitched an IP that was never picked up. When they left the studio, they were unable to take their tools and IP with them, highlighting the importance of ownership. Toys For Bob's experience with external tools and engines also taught them valuable lessons. The studio had to switch from Criterion's Renderware middleware to another solution after EA acquired Criterion. Similarly, when Microsoft acquired Havok, Toys For Bob had to adapt to a new physics engine. Gerstein emphasized that the studio learned to be flexible and adaptable, which helped them navigate these changes. He noted that by focusing on gameplay and building their own tools, they were able to maintain a high level of control over their projects. However, when Activision acquired Toys For Bob, the studio had to abandon its own tools in favor of Vicarious Visions' tools. This transition was challenging, and the team lost some of their technical expertise and institutional knowledge. Ford and Gerstein's experiences have informed Pistol Shrimp's approach to game development. The studio is currently working on The Ur-Quan Masters 2, using a tool called Simple, which Ford developed during his time at Activision. Initially, the team used a homebrew engine, but they eventually switched to the open-source Godot engine. Ford found Godot to be more straightforward and easier to work with, especially since it is C++ based and open-source. Gerstein noted that the switch to Godot was relatively smooth due to the studio's development principles, which emphasized flexibility and adaptability. He also praised Godot's community and the engine's ability to provide a high degree of customization. When asked about advice for developers considering Godot, Gerstein emphasized the importance of being adaptable and willing to learn. He also highlighted the value of the Godot community and the engine's flexibility. Ford added that one size does not fit all in game development, and that developers should be cautious of relying too heavily on proprietary technologies. By maintaining flexibility and control over their projects, developers can create games that are truly unique and innovative.