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Meet Butterscotch

Butterscotch Shenanigans was formed by the brothers Adam, Seth, and Sam Coster.

Upon founding the company, we set out to provide memorable, fantastic games to players -- games that could be enjoyed again and again weeks, months, and years from now. We always keep that goal at the forefront of our minds when designing our games, and everything about our game development process reflects this ultimate goal.

We have built two games so far (Chauncy the Rabbit and Gerblins!) and published a third (Culture Wars) and are in the post-development marketing stages of Towelfight 2; The Monocle of Destiny, to be released in March 2013.

Sam's Story

I had an internship my college sophomore summer with a tech startup in St. Louis. The job was what can only be described as "meh", but I ended up creating the first St. Louis Game Jam, a 48 hour game development weekend held once per year. As a result of this first game jam, I told Seth about the tool I learned and used for the weekend, Game Maker, and got my first brush with game development.

I went back to school and finished up a major in psychology, teaching myself web development and design as I tried to not let school get in the way of my education. Once the job applications started flying out the door I realized that I didn’t want to do consulting or any of the typical corporate jobs for which most graduates were aiming. I wanted to create things that people could interact with -- things that might lead them down a path of self-tutelage like my own.


To that end I’ve taught myself how to draw and have become the art-third of Butterscotch. My ultimate goal is to create emotionally moving interactive games that inspire others to take up their calling and join the ranks of indie game developers.

Seth's Story


In 2010, I had just finished my undergrad studies and passed the CFA exam. I had always been interested in game development and had been reading up on design for years, but I hadn't yet found a tool that offered an assisted entrance into development. Programming books piled up on my bookshelf, as I found them about as easy to get into as entering a moving Ferris wheel. Sam saw my frustration,and he suggested I try Game Maker. Suddenly, that Ferris wheel allowed me on, and I’ve been riding it ever since.

My first summer of law school I didn't work as a coffee-fetching legal intern. Instead, I holed up in my apartment and worked on game projects all summer. I figured, hey, I could be "unpaid" doing something I didn't care about, or I could be "unpaid" doing what I loved -- making games. I chose the latter. It dawned on me that I was meant to make games, not read supreme court opinions. So I left law school and dove into game development full-time.


I have worked ceaselessly every day since to make my dreams a reality, always pursuing the goal of being a major player in an indie game studio.


Adam's Story


My first love has always been science, particularly biology, and so that was my focus in college. I realized at the time that knowing some computer programming would be useful, and so while working as a teaching assistant and lab technician after college I started to teach myself C++ and Python. It turned out that programming was a hell of a lot more useful than I had expected, and so I made the decision to combine it with my love of science and started a PhD program in quantitative biology at UT Southwestern. In the lab, I do experiments that require a lot of microscopy, which generates tons of images, and so I write computer vision software and subsequent analysis tools using Matlab, R, and Python.

I watched with interest as Seth decided to jump head first into game development, and decided to help out with the game development whenever I could (it turns out PhD work takes up a lot of time...). Game development is very different from the kind of programming I do in the lab, and so it has been a fun and difficult challenge. Eventually, I hope to tie together game design principles and biology to make visually appealing and user-friendly mobile scientific tools.


Why “Butterscotch Shenanigans”?


On a rare car ride together the brother's brainstormed the name for their soon-to-be company. Butterscotch Shenanigans was decided upon as phonetically FREAKING AWESOME and indicative of their combined character.