Education & Talks

We peddle the knowledge we gain from making games back into the community. If you want to learn more about how to make games, feast on the content below and BE MERRY. Check out the sidebar for some high-quality reading to slap your eyeballs around on.

The Last Game I Make Before I Die: The Crashlands Postmortem

February 28, 2017 @ GDC 2017, San Francisco, CA
Sam was invited to give a talk at the Game Developers Conference about the development of Crashlands, the importance of family, and the clarity of near-death. Grab a bucket of popcorn and a bucket to cry into while you watch, you’ll need both!

Do What You Want or Don't! I'm Not Your Dad

October 9, 2016 @ PixelPop Festival, St. Louis
Seth talks about how to wrangle your brain into submission and pursue your goals and how changing your habits can be hard, but it doesn’t have to be.

Building a Game Studio

September 15, 2015 @ PixelPop Festival, St. Louis
Adam and Seth take a deep dive on our method for developing Butterscotch Shenanigans into a powerful game dev studio, and also touch on common pitfalls and misconceptions in the development of a studio.

Process - Tackling Cancer with Game Design

August 1, 2015 @ Pecha Kucha Presentations, 3rd Degree Glass Factory, St. Louis
In this emotional talk Sam outlines how dealing with cancer and designing games share much of the same language. May require a tissue.

Art for 2d Games - Indie style

July 24, 2014 @ Riot Games, St. Louis
Sam speaks on INKSCAPE and makes the case for using it to make all your in-game assets. Other presenters demo cool tools for pixel art, creative inspiration, and kinematic animation.

Microtalk Series

July 24, 2014 @ Riot Games, St. Louis
Seth speaks on how to RIDE THE RISK DRAGON and Sam dives into the concepts of PROCESS. Lots of laughs and tears in this one, be aware!


June 2, 2014 @ Riot Games, St. Louis
We tackle the WHO, WHY, and HOW of makin’ games fast, which is our creative bread and butter. If you want to know how to jam better or how to achieve a higher creative output this one is for you.

Loops and Rockets - Theory of Game Design

May 21, 2014 @ Riot Games, St. Louis
Seth broke down a theory of game design to help others in attendance to identify where their game may’ve gone wrong. Was the game not fun? Or did it not get launched properly? This talk is so packed with information your eyes might explode. Take some NOTES.

OH EFF! Monetization

October 21, 2013 @ Captivate Conference, Austin TX
We took a critical look at our monetization practices in Quadropus Rampage and Towelfight and discuss the ways we went wrong, as well as propose a new way to think about monetization. It’s not some enemy of the game developer, but rather an integral part of the design philosophy. Treating it antagonistically leads to results your players can feel, in a very bad way!

Towelfight 2 Post Mortem and The Lessons We Learned

June 3, 2013 @ Riot Games, St. Louis
We joined members of our local Game Dev Meetup and the St. Louis IGDA to give an in-depth analysis, including sales numbers, of our flagship game, Towelfight 2: The Monocle of Destiny. We then change our model and show how we applied it to Quadropus Rampage, which came out a few days later. Special thanks to fellow indies the Happy Badgers for filming.