Building SCRAP METAL for XBLA with a team of two was very challenging. A lot of choices had to be made to get the biggest bang for the buck, while maintaining the high polish level we wanted. We will show the tools we used, the deferred shading engine we created, talk about how we started our prototype and tools in C# and converted to C++ later, and some game design choices we had to make to make sure we kept our sanity while self-funding and developing the game we wanted to build.