Tag: GameStudio

  • A Practical Guide to Building and Running a Small Game Studio

    Starting a game studio can be one of the most exciting journeys in your creative career, but it also comes with real challenges. From managing people and timelines to balancing creativity with business strategy, every decision matters.

    One of the most valuable lessons I’ve learned over the years is this: Start small, stay focused, and scale gradually.

    A small and efficient team allows you to maintain creative control, minimize risk, and move faster. It’s not about having more people, it’s about having the right people at the right time.

    Here’s a structured guide to help you build and run your own small game studio effectively.


    1️⃣ Define Your Core Team Structure

    Before you start hiring, it’s important to understand that every game studio operates around two types of team members: Primary and Secondary.

    🎯 Primary Members

    These are your core team members, the backbone of your studio. They are involved in every stage of game development, from concept to post-launch.

    Typically, they include:

    • Game Designer – Defines the concept, mechanics, and player experience.
    • Game Programmer – Translates ideas into functional, playable systems.
    • Project Manager – Keeps the production organized, tracks timelines, and manages priorities.

    In the beginning, you only need one person per role. Keeping the team small ensures decisions are quick, communication is clear, and responsibilities are well defined.

    Why are they called primary? Because their involvement is constant. Whether the game is in pre-production, testing, or release, these roles remain active.


    2️⃣ Add Supporting Roles When Needed

    🎨 Secondary Members

    Secondary members are professionals who support production but are not required throughout the entire development cycle. These typically include:

    • 2D or 3D Artists
    • Graphic Designers
    • Sound Designers or Composers

    They play a critical role in the prototype and polishing phases, when visual and audio assets are developed. Once those assets are complete, their work usually pauses until new content or updates are needed.

    That’s why for early stage studios, it’s best to hire secondary members as freelancers or temporary contractors. This approach keeps your budget flexible and ensures you only pay for what you need, when you need it.


    3️⃣ Focus on Coordination and the GDLC Framework

    One of the most underestimated success factors in small studios is coordination, especially between the Game Designer and Project Manager.

    Together, they should manage three key aspects:

    1. Timeline accuracy – ensuring milestones are realistic and achievable.
    2. Resource management – balancing scope with available manpower.
    3. Game Development Life Cycle (GDLC) – following a structured process from concept to post-launch.

    Understanding and implementing the GDLC framework helps maintain development discipline. It ensures your project moves through well defined stages, pre-production, production, testing, launch, and post-launch iteration.

    In my experience, studios that respect the GDLC process tend to see stronger outcomes within the first six months, both in production quality and team morale.


    4️⃣ Scale Gradually as the Studio Grows

    Once your first game is published and starts gaining players, you’ll likely need to release updates or additional content. This is the perfect moment to start growing your team strategically.

    Here’s how you can scale responsibly:

    • Gradually move key Secondary Members (like artists) into Primary positions.
    • Recruit junior artists or designers on a trial basis before making them full-time.
    • Align every hiring decision with your revenue growth and content roadmap.

    The rule of thumb is simple: Grow based on demand, not on assumption.

    Expanding too early can lead to unnecessary expenses and slower production. Instead, grow your studio organically, as your game’s needs and revenue justify it.


    5️⃣ Apply and Learn from Real Projects

    Theory is valuable, but experience is the best teacher.

    When I graduated with a degree in Game Design, I applied this approach to form a small team with my classmates and former project collaborators. Our initial goal was simple: create portfolio projects to showcase our skills.

    Not long after, we received our first paid project from an event organizer who needed a custom game for their event. For areas outside our expertise, I brought in secondary members, talented freelancers I had previously worked with on voluntary projects.

    This mix of dedicated core members and flexible external support allowed us to deliver quality results, meet deadlines, and keep our studio sustainable.

    It also gave us valuable experience in managing contracts, client communication, and production pipelines, all crucial skills for any studio founder.


    🧭 Key Takeaways

    Building a game studio doesn’t have to be overwhelming. With the right structure and mindset, even a small team can produce meaningful, successful projects.

    Here are the key points to remember:

    • ✅ Start small with a focused, core team.
    • ✅ Hire flexibly, use freelancers for specialized work.
    • ✅ Follow the GDLC to maintain production discipline.
    • ✅ Scale gradually as your game and revenue grow.
    • ✅ Build a network of reliable collaborators early on.

    Ultimately, the goal isn’t just to make games, it’s to build a studio that can sustain creativity, adapt to change, and thrive long term.


    📎 Related Article

    For a real world case study of building a small game team from scratch, check out:

    “The Journey of Building a Team for My First Game Project”

  • The Creativity Gap in Modern Game Development

    Over the past decade, the game industry has grown into one of the largest and most profitable entertainment sectors in the world. Yet, despite its growth, I believe we are witnessing a decline in creativity within game development.

    The root of the problem lies not in a lack of talent or passion, but in the rigid structures of modern development frameworks. Time constraints, sprint cycles, and backlog driven workflows are shaping the way games are built. These frameworks, while efficient in managing large teams and complex projects, often impose invisible boundaries limiting both the time developers have to explore new ideas and the scope of innovation they can bring to the table.

    From Innovation to Delivery First Mindsets

    Many developers today find themselves working within a delivery focused mindset. The main priority is no longer to create something groundbreaking, but simply to meet deadlines, ship features, and check off backlog items. While this approach ensures predictability and timely releases, it comes at a cost: the loss of creative fulfillment.

    The joy of experimenting, failing, iterating, and ultimately building something remarkable is being overshadowed by the pressure to deliver “just enough.” Instead of pushing boundaries, many projects settle for the minimum viable product that satisfies short term goals.

    Why This Matters

    This shift doesn’t just affect individual developers, it impacts the entire industry. Games that could stand out with originality and bold ideas risk blending into a sea of mediocrity. The spirit of experimentation, which once drove some of the most iconic titles in history, is slowly fading. And without innovation, the industry risks becoming predictable, where players experience “more of the same” rather than something truly memorable.

    Rethinking the Balance

    Frameworks and agile methods have undeniable value in keeping teams organized and focused. But perhaps it’s time to rethink the balance. Can we create spaces within the development cycle that protect and nurture creativity ? Can we redefine productivity so it doesn’t just mean meeting deadlines, but also creating impact and delighting players ?

    Game development has always been at its best when creativity and structure work hand in hand. The challenge ahead is ensuring that efficiency doesn’t come at the expense of originality.

    Final Thought

    Great games are not remembered because they shipped on time they are remembered because they dared to be different. As an industry, we must ask ourselves: are we building for speed, or are we building for legacy?

    A Personal Note

    As someone who has spent over 10 years working in Games and Applications, I’ve seen this shift firsthand. I’ve worked on projects where creativity was given room to breathe, and the results were extraordinary. But I’ve also seen what happens when innovation takes a back seat to deadlines. It often leads to games that function well but fail to inspire.

    That’s why I believe conversations like this are important. If we want to build games that leave a mark, we need to bring creativity back into the center of development not as a luxury, but as a core priority.