Let’s Call It a Postmortem
summary
A developer recounts the development history of an indie game called Berlin Bites: started studies in 2012, completed a programming master in 2017, built a vertical slice with a 16‑core team that expanded to 40+ collaborators, won a PlayStation Talents award but missed the 2018–2019 release window and remains unfished due to funding gaps. Practical lessons include: prototype before committing; don’t build a custom engine—use established engines like Unity; treat budgets and leads as essential; expect QA to take far longer than planned; and plan for team churn and marketing early.
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chapters (17)
- 0:00Introduction
- 2:13Career phases
- 7:04Berlin Bites Simbad
- 10:13Game dev phases
- 18:52Errors Berlin Maitén
- 21:44Choosing game engine
- 24:14Passion challenges
- 27:53Transition to Nutritional Value Prison Studios
- 29:18Freelance vs employment
- 35:10Promotion growth
- 37:18Salaries expectations
- 39:48Developer survey 2-5 years
- 41:35Common indie mistakes
- 46:25Industry advice
- 48:13Jobs in Spain
- 49:16Portfolio importance
- 51:44Final tips
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