Managing Complex, Creative Projects As An Indie Team
summary
Indie studio grows from two to team of eight and rejects most ideas early, keeping only those that survive a brutal refutation and a rapid prototype starts day one approach using greyboxing; vertical slice goes to publishers, otherwise self‑publish from prototype. Project tracking uses Jira and Kanban, regular scrums, retrospectives and a buddy system. Funding mixes outsourcing income, £2,000 founder loans each (total £8,000 start), and hired PR for launch. Post‑launch focuses on quick patches, festival playtesting and measured marketing spend.
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chapters (9)
- 0:00Start
- 1:34INTRODUCTION TO THE SPEAKER - JAY SHIN
- 2:52INTRODUCTION TO ARROGANT PIXEL
- 5:24Coming up with cool game ideas...
- 7:55And then think of every reason not to make it
- 18:21Full production starts
- 22:34Playing to our strengths
- 25:22Testing and more testing...
- 27:47More testing and patching...
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