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February 20, 2020
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David D'Angelo's Expert Blogs

Posted by David D'Angelo on Thu, 04 Aug 2016 06:35:00 EDT in
A discussion of the changes to Shovel Knight during the Japanese localization of the game, and the history of localization that inspired the changes.


Posted by David D'Angelo on Thu, 14 Apr 2016 11:14:00 EDT in Business/Marketing, Production, Console/PC, Indie
Shovel Knight has now sold a million copies! To celebrate, we're going to detail all our latest sales data and statistics.


Posted by David D'Angelo on Thu, 03 Sep 2015 07:15:00 EDT in Design, Console/PC
Part 2 of designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion. This article focuses on tips and tricks!


Posted by David D'Angelo on Mon, 31 Aug 2015 02:48:00 EDT in Design, Console/PC
Designing Plague Knight's mobility for the upcoming Shovel Knight: Plague of Shadows expansion.


Posted by David D'Angelo on Fri, 03 Oct 2014 08:29:00 EDT in Design
Digging into the design process around the weapon unlock system in Shovel Knight.


Posted by David D'Angelo on Thu, 07 Aug 2014 04:03:00 EDT in Business/Marketing, Production, Console/PC, Indie
A discussion of all the statistics we could find at Yacht Club Games related to the first month of Shovel Knight's release!


Posted by David D'Angelo on Tue, 05 Aug 2014 06:20:00 EDT in Business/Marketing, Console/PC
An exploration of Shovel Knight's sales over its first month of release in the US on Wii U/3DS and internationally on Steam (only in English).


Posted by David D'Angelo on Wed, 25 Jun 2014 03:24:00 EDT in Design, Production, Art, Console/PC, Indie
The process of designing Shovel Knight to fit a retro NES aesthetic while maintaining modern design philosophies: here are a few technical rules of the NES we broke and why we did it!


[Previous David D'Angelo Blogs]