How to run business with a hard rock spirit
summary
Company grows from two founders to about 20 people in 2.5 years, ships small titles like Crusher Enemies and a hit called the Insulted Simulator, and funds growth by risking someone else’s money so investor covers roughly half ongoing costs. Development uses a flat structure with one creative director, wide creative input, and no formal leads; half the hires come from conferences. Legal, payroll and publishing work is outsourced and automated via Google Sheets; memorable business cards like playing cards boost visibility.
AI-written summary · about
chapters (20)
- 0:00Intro
- 0:25What is Final Monarch
- 0:46What are we working on
- 1:45About Grzegorz
- 2:28Our philosophy
- 3:12We have to be unique
- 4:28We thought we could do game
- 6:08Development
- 6:18Fun
- 6:59Team structure
- 9:02Team members
- 9:16Team approach
- 11:50Visibility
- 12:00Show your company
- 15:00Publishing
- 16:00Funding
- 18:41Legal power
- 20:40Conclusion
- 21:40Leaving the company
- 23:20Extra Questions
related talks
18mSuccessful business without investment: A team of 50 in three years
01h 00mManaging Complex, Creative Projects As An Indie Team
46mHow to Grow a Game Studio Through Challenging Times
46mGrowing as a developer in Finland
38mCreating an entertainment brand starting with a mobile game
47mMultinational Monster: Collaboration Across Countries
46mDont Die the Indie Death
19mRunning a games business without killing yourself
