From Writer to Developer with GDevelop: Interview with Kate Shenton

Marcos Codas

Marcos Codas

Today, we interview Kate Shenton. She's a game writer and newly-minted developer, as well as the creator of Itty Bitty Toilet Kitty. Learn about how making this game helped Kate get through a tough time, and how GDevelop's low barrier of entry was a key element in Itty Bitty Toilet Kitty's development!

Can you please introduce yourself? Who are you, and what is your professional background?

My name is Kate Shenton, and I’m a London-based screenwriter. I originally worked as a games writer for a London studio until I was sadly made redundant last year. Before that, I had written and directed a low-budget horror film and made a number of shorts. I’ve always had a passion for storytelling, and I’ve always been an avid gamer.

How did you find GDevelop, and what made you choose it to create your first game?

Well, as I previously said, I was made redundant. 2024 was a tough year to be in the film, TV, or games industry. I think about 30,000 people got made redundant in the games industry alone. It’s been brutal! Therefore, with no job and a lot of free time on my hands, I thought it would be good to have a go at making my first game. It’s a skill I never thought I’d learn, as I always thought making games was for people with a far higher IQ than me!

At first, I tried using GameMaker, which I didn’t get on with at all, and then Unity, which left me feeling completely overwhelmed. To be honest, I was at the point of giving up until I saw a YouTube video recommending GDevelop. Instantly, I felt I got along with it, and the more I learned, the more I realized that if I stuck with this engine, I would be able to make a full game.

How did the idea for Itty Bitty Toilet Kitty come about?

Probably to no one's surprise, it came to me on the toilet! My cat, Casper, always follows me to the loo with a serious look on his face. I would joke with him that he was protecting me from the toilet monsters. Then I thought, "Hey, that could be a fun idea for a game."

It was only meant to be a small exercise—just a level to say that I had done it. But being a writer, I got a little carried away with the story. There’s lore in it and everything!

How are people responding to the game so far? I think those of us who have had cats can relate to the premise!

The response has been super positive. We had a few streamers play it during Next Fest, and I was really blown away by how much they enjoyed it. When you’re making a game, you really have no idea if people are going to enjoy it or not. You kind of have to just cross your fingers and hope for the best!

What are some of the difficulties you've faced as a first-time game developer? Particularly since you're doing nearly everything but the music yourself?

There were many, many difficulties! Probably the biggest was getting my head around programming. Yes, GDevelop uses no-code programming, but it’s still programming. The principles are still the same; it’s just presented in a gentler, more intuitive way.

Screenshot from Itty Bitty Toilet Kitty.

There were so many times when I would hit problems and spend a whole day trying to work them out. I would feel like I was on the verge of giving up, only to finally think of a solution. But what’s nice now is that the things that used to take me a few days when I started now only take me a few hours. It really is a case of practice and patience.

What was it like to showcase Itty Bitty Toilet Kitty at expos like Comic Con and Creators North? I believe you're also preparing to take the game to other expos in the future?

Yes! It’s going to be showcased at GDLX in April, as well as at MCR Manchester. I love showcasing the game. It’s great to see people’s reactions to it, as well as getting in-person feedback. It’s also good to see if any glitches pop up.

Curious about expos?
Read about Joe Yu's experience at TGS with his game "Katuba's Poacher"!

You have to remember that how you play the game and how someone else plays it can be two very different things, so doing showcases is a good way to playtest and find those evil glitches.

How have you prepared for the game's launch on Steam? What was that process like, and what are your goals for the game on that platform?

Mostly, I’m trying to get as many content creators to cover it as possible. As for getting a game on Steam, it’s surprisingly not that difficult. You fill out a form and pay a small fee (around £80). What is difficult is working out how to use the Steam interface as a developer. Now that is a challenge!

I would highly recommend that if you’re using it for the first time, give yourself plenty of time to figure out how to get your page up and running and how to upload your demo/game because when you’re doing it for the first time, it can be quite difficult to work out.

Will you be using GDevelop again in the future? (Might change order with above.)

Absolutely! I really do love GDevelop, and I genuinely believe I would not have been able to make this game without it. It’s the perfect engine for someone like me because it’s accessible, but you can also get surprisingly deep with the coding.

Screenshot from Itty Bitty Toilet Kitty.

Like with any game engine, there will be a learning curve, but I feel it’s a gentler one than most. I’m looking forward to learning more on my next project, whatever it ends up being.

What can we look forward to from Kate Shenton?

You know what? I don’t 100% know at the moment. Of course, my top priority is getting a job, but in terms of my own personal projects, there is a side of me that would like to make a visual novel.

I really love doing the dialogue scenes in Itty Bitty Toilet Kitty, so I think it would be fun to work in a style that focuses on that. I would also like there to be interactive elements and mini-games in there as well. However, there is also a side of me that is keen to do Itty Bitty Toilet Kitty 2 if there’s a demand for it. I have ideas. The lore goes deep.

Check out the game!
Go to Steam and check out Itty Bitty Toilet Kitty yourself! The game releases on April 4th.