Multinational Monster: Collaboration Across Countries
summary
Studio story of building Cult of the Lamb: an international team across Singapore, UK and Melbourne cobbles together work via Slack, monthly show-and-tell and contractor hires found on Twitter and fan sites, lands Devolver by cold-emailing and ships a game that sold 1M copies in week one. Lessons are concrete: Adventure Pals crowdfunds AU$45k and later earns ~US$1.2M, Never Give Up flops, so design pivots to a clear player fantasy (start a cult), use contractors to scale, handle payroll, tax and time‑zone headaches, and keep rhythm with monthly kickoff and demos.
AI-written summary · about
chapters (10)
- 0:00Introduction and welcome
- 2:04Meet the team
- 5:05Founding Massive Monster
- 8:32Learning from early titles
- 14:14Partnering with Devolver
- 19:19Managing global growth
- 24:18Remote team culture
- 29:49Logistics of remote work
- 33:35Supporting team well-being
- 40:35Advice and closing
related talks
46mHow to Grow a Game Studio Through Challenging Times
01h 00mManaging Complex, Creative Projects As An Indie Team
34mCurated Panel: International Collaboration – Success Comes With a Global Perspective.
26mHow to run business with a hard rock spirit
40mHarmonious Games: Year One
38mCreating an entertainment brand starting with a mobile game
35mBuilding a Local Community While Building Oliver and Spike
01h 03mDiscussion Panel — Making games for global audiences in CIS countries
