We try to maintain a flat corporate structure, which makes expansion a little bit difficult, but that's our DNA as a company." I think the place will probably stay quite small for the foreseeable future. "As of last month it was 2.65 million, and we're now 17 people. "It went a lot better than that, yeah," Chan says, smiling. ![]() Let's just say it beat that target, and then some. In its first info dump after Shovel Knight's launch, Yacht Club planned to fund a team of five people for two years, based on lifetime sales of 150,000 units. It's going to make us better as an industry"Ī side benefit of that consistently open philosophy is the opportunity to compare then with now. "We love to share information because we believe in it. 'They're sharing everything, and now it's my turn to try.'" It's not only going to make us better as an industry, but also be inspirational to others. "People love playing games - it can be the core of their personality - but making games always seems like a magical thing that you don't know how to do. "It's a little bit voodoo magic and a little bit rockstar, all at the same time," Chan says. Game development is "aspirational," and the industry has never been transparent enough to really help developers just starting out. ![]() Speaking to at Gamescom, Yacht Club COO James Chan says that the reason for the regular, minutely detailed blog posts on costs and marketing and sales has always been the same. That was true back in 2014, when its first (and still only) IP Shovel Knight had been on the market for a month, and it has stayed true in the five years that have passed since. Search our archives and you'll find multiple news stories based on the kind of data that most developers guard like a vial of magic potion. As a studio, Yacht Club Games is remarkable not just for its success, but also its transparency.
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