Curio Softworks
Overview
Brief Description: The Flight of Fergus Buchan was set in the highlands of Scotland and designed as a first-person adventure game. The player's goal was to uncover the mystery behind their missing grandfather, eventually discovering a mythical world hidden from the eyes of mortal people, protected by a local village.
Studio Vision: At the beginning of the COVID-19 pandemic, I co-founded a game studio with two business partners. Our goal was to drive younger audiences toward the Scottish Borders, a region traditionally focused on agriculture and fishing, where younger people often migrate to cities for more opportunities. We aimed to create a game that promoted Scotland's beauty and culture, similar to Firewatch or What Remains of Edith Finch.
Business Goals: We worked towards an MVP (Minimum Viable Product) and created a pitch deck to present to investors. Though it was early in development, we pitched to Chroma Ventures and sought funding from other sources.
Studio Mission: Our goal was to create original games that spotlight Scotland, while building a strong business foundation to support future growth.
Role and Responsibilities
- Co-founded the game studio during the COVID-19 pandemic, overcoming the challenges of remote work and a shifting industry.
- Developed the studio’s vision and led a team of 3 initial members.
- Created a roadmap and milestones, using Jira for project management and Notion for the Game Design Document (GDD).
- Collaborated with South of Scotland Enterprise (SOSE) to secure business support and align the studio’s goals with industry needs.
- Built relationships with industry contacts, working to ensure long-term business sustainability.
- Directed the use of Unity as the core game engine to meet technical and creative goals.
- Managed communication via Slack, holding online stand-up meetings to maintain team alignment and accountability.
Challenges and Solutions
- Securing Funding: Developed a pitch deck and business strategy, presenting an early-stage pitch to Chroma Ventures. Applied for funding from various sources, including the Prince's Trust.
- Operating During COVID-19: Overcame the unique challenges of starting and running a game studio during the pandemic, adapting to remote work and changing industry dynamics.
- Self-Investment: To fund the business, we used personal finances and loans to cover expenses such as cloud storage, project management software, and 3D tools. Each team member, including myself, maintained part-time work to fund the project, with the long-term goal of fully focusing on the studio.
Key Achievements
- Founding the Studio: Successfully established a game studio during the pandemic and built a foundation for future growth.
- Industry Networking: Developed key industry relationships and partnered with SOSE to align the business with broader industry goals.
- Sustained Focus: Maintained focus on the studio's vision over a two-year period, navigating the challenges of starting and sustaining a business.
- Early-Stage Investor Pitch: Successfully created and presented a pitch deck to Chroma Ventures, which helped shape the studio's future strategy.
Lessons Learned
- Adapting to Business Needs: Realized the importance of being open to work-for-hire projects to secure financial stability and support long-term goals.
- Investor Relations: Learned how to balance creative ambitions with business realities when pitching to investors.
- Managing Remote Teams: Successfully managed and scaled a remote team, maintaining alignment with the studio’s creative and business goals.