YACHT CLUB GAMES
Edge|July 2020
With Shovel Knight finally finished, its maker turns its hand to publishing, and more
Alex Wiltshire
YACHT CLUB GAMES

Shovel Knight wasn’t meant to take seven years to complete. But then again, Yacht Club Games has never worked to much of a plan. This Los Angeles-based indie developer has instead bobbed along in the rushing flow of its first game’s success, taking opportunities where it’s found them, seeing its characters featured as Amiibos and in Smash Bros, and becoming a publisher and a franchise holder. “I feel we’re like the people trading a paper clip right up to a car and then the house,” says co-founder Sean Valasco.

After all, Yacht Club built all this on a game that evokes the simplicity of the golden age of NES platformers. Shovel Knight was meant to be finished in September 2013, six months after the end of its Kickstarter campaign. But even before it was actually playable, and before most of the game had even been conceived and designed, Shovel Knight had taken on a life of its own.

Yacht Club Games emerged from WayForward, the Los Angeles-based developer famous for the Shantae series and other snappy 2D action games. There, Valasco, programmer and designer David D’Angelo and three other developers had become friends as they worked on licensed titles like BloodRayne: Betrayal and Double Dragon Neon. But as a work-for-hire and publisher-beholden company, WayForward had a tendency to break up its development teams, shifting members between projects as they waxed and waned, and as it signed new deals with partners. “We wanted to stay together,” says D’Angelo. “We realised that we clicked and if we could make something else, it’d be way better.”

This story is from the July 2020 edition of Edge.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.

This story is from the July 2020 edition of Edge.

Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.

MORE STORIES FROM EDGEView All
Hi-Fi Rush
Edge UK

Hi-Fi Rush

A progress report on the games we just can't quit

time-read
2 mins  |
October 2023
Dragon's Lair
Edge UK

Dragon's Lair

An old-fashioned dose of movie magic - but one that trades in a novel type of glamour

time-read
7 mins  |
October 2023
DAMBUSTER STUDIOS
Edge UK

DAMBUSTER STUDIOS

How the former Free Radical found the fun amid corporate crises

time-read
9 mins  |
October 2023
THE MAKING OF... HARDSPACE: SHIPBREAKER
Edge UK

THE MAKING OF... HARDSPACE: SHIPBREAKER

How Blackbird Interactive cracked the formula for a sci-fi tale of dystopian deconstruction

time-read
10 mins  |
October 2023
DREAM TICKET
Edge UK

DREAM TICKET

As Media Molecule prepares to move on, we get the inside track on Tren, its spectacular swan song for Dreams

time-read
10+ mins  |
October 2023
SILENCE IS GORDON
Edge UK

SILENCE IS GORDON

Why does the mute protagonist still loom large over the landscape of firstperson-viewed games?

time-read
10+ mins  |
October 2023
AS ABOVE SO BELOW
Edge UK

AS ABOVE SO BELOW

After 13 years, Remedy is ready to make the game of its dreams

time-read
10+ mins  |
October 2023
LAIKA: AGED THROUGH BLOOD
Edge UK

LAIKA: AGED THROUGH BLOOD

This apocalypse is not for the birds

time-read
3 mins  |
October 2023
FOREVER SKIES
Edge UK

FOREVER SKIES

Though its knightly get-ups remind us of the Arthurian tone of Dark Souls, and its gothic environments carry the miasma of Bloodborne’s Yharnam, it doesn’t take long for Hexworks’ Soulslike to spill beyond the mould in which it’s been set.

time-read
5 mins  |
October 2023
LORDS OF THE FALLEN
Edge UK

LORDS OF THE FALLEN

Though its knightly get-ups remind us of the Arthurian tone of Dark Souls, and its gothic environments carry the miasma of Bloodborne’s Yharnam, it doesn’t take long for Hexworks’ Soulslike to spill beyond the mould in which it’s been set.

time-read
5 mins  |
October 2023