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Episode Name:

What It Really Takes to Launch a Game Studio

Episode Description:

A lot of developers dream of starting their own studio, but the reality is far from glamorous. In this episode, we dive deep with our guest to unpack the overlooked, gritty, and often emotional process of building a studio from scratch. From pitching to production pipelines, they’re going to share what aspiring founders need to prepare for, emotionally and operationally.

Q?Box Round Answers

TIPS and ADVICE

We covered quite a bit today. Could you list 3 suggestions or tips you would recommend to indie devs based on our discussion?

  1. Just make games, and you’ll be a game developer. It sounds so simple and it’s impossible to internalize without experience, but my impostor syndrome lessens with each game I release. Doesn’t matter how big, how small. As long as I worked hard on it and am proud of what I did, I’m a game developer.
  2. Learn the business. Read Mike Futter’s books. Figure out how much your labor costs (and pay yourself well), turn that into a monthly burn rate, and figure out your game’s budget. If you’re pitching, you need to understand what exactly you’re asking for, because if you don’t then your publisher won’t.
  3. Track your tasks. Track your hours. Track your team’s tasks and hours. Track your spending. Track everything. The more information you have about how your game is being made, the better you can answer questions on the spot when asked. It’s a lot of work, but being prepared solves most problems.

RESOURCES and LINKS

How to get in touch with Colin McInerney

Website:
https://pedalboard.games
https://colin.how

E-mail: hello@pedalboard.games

LinkedIn: https://www.linkedin.com/in/colin-m-18930143/

Bluesky: https://bsky.app/profile/pedalboard.games & https://bsky.app/profile/colin.how

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