
Most indie studios don't fail because they lack talent or passion. They fail because running a studio is a completely different skill from game dev. Twenty years of hard lessons on production, leadership and studio-building to help indie studios succeed.
| Platform | Pricing | Only free issues | Publishes | Daily | |
|---|---|---|---|---|---|
| Issues | 52 | Founded | 5 months ago | Last Issue | 15 days ago |
| Active | |||||

Every long project has a stretch in which the mood just takes a nosedive. More often than not, there’s nothing particularly awful causing that. The game is progressing reasonably well, the team is working sensible hours and getting along ju...
Every studio that ships its game, sooner or later has to figure out what comes next. It can be a sequel, an expansion, a new IP, pivot to a new genre altogether, or a make a deliberate pause to recover. It’s a fairly important call that a s...
A Bloomberg report on Redfall’s development found that roughly seventy percent of the developers who had worked on Prey left Arkane Austin before Redfall shipped. The ones who stayed were interviewed and said they hoped that Microsoft would...
Let me start by preemptively stating that this is not a standard article. It’s a 12 thousand word field guide to live ops for video games. So I encourage you to treat it more as a reference to work with and come back to than as a singular p...
Getting a publisher to fund your game is one of the murkiest things an indie, and especially a first-time studio has to do. The bar is unclear, the advice contradicts itself, and the words everyone throws around, demo, prototype, vertical s...
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The writers behind this newsletter.
20 years shipping games, from League of Legends to 5-person indie startups. Led teams at Riot, Crytek and EA. I write about how indie studios can succeed, as well as the macro picture of the games industry.
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