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About

In the beginning...

Purpose:

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The sole purpose of ShenaniganZ Studio is to fulfill a lifelong dream of developing and publishing interactive media, but specifically video games.  Any project seen through to completion and publishing will be considered a success.

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Why "ShenaniganZ"?

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When I was about 15 years old I used to hear the word all of the time.... you're up to shenanigans again, them shenanigans will get you hurt one day, and so on.... but most notably, there are several references in my all-time favorite movie to a certain fictitious restaurant called Shenanigans.  Lines from that movie have been quoted relentlessly for years between friends.  When Halo 2 was released, I created my first XboxLive gamertag with the name Shenan1ganZ.  I wasn't very creative and the normal name was taken already, so I had to capitalize the Z and replace the character "i" with the numeral "1".  It still serves as my gamertag to this day, though I've migrated to mostly PC gameplay.

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Logo:

My wife and I love our huskies.  They have the most incredible personalities and an amount of energy we could only dream of having, and they are constantly up to shenaniganz.  

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History:

I have been developing my skills as a programmer for over 12 years, starting with Basic then VisualBasic.  In college, I studied Computer Science focusing in Software Engineering where I developed my skills in C++ and some assembly work.  While the path of life took me away from a full career in Computer Science, I still made an effort to keep up with the skills I learned and continue development.  A few years after college and when life started to settle down, I decided to get back into it and I turned much of my free time into research and skill development towards game design.  I started working in Unity around 2015 because it was free, gaining popularity, and easily accessible with plenty of resources.  After following hundreds of hours of tutorials and building out close to 30 prototype projects, I was confident enough to start the journey of creating a full-scale project with the main goal of actually releasing it to the public.  This project eventually became Chaos, my first officially released title on Steam.  After about 2 years of focused research and prototyping, and 3 years of serious development, I finally released it in October of 2020.  It has been a long and tough road to travel, but I have learned so much over the past 5 years making Chaos and will continue to improve the game so it can become something I can truly be proud of.

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