How to survive as a start-up indie studio before your first game gets launched?
summary
Starts from having a playable minimum viable product and reports running three demos while raising about 15,000 GBP from incubators; recommends constant online playtests with strangers, a Steam page and wishlist, focused social channels rather than spreading thin, and exhibiting only when a demo exists. Advises parallel income options (contract work, small ad games, influencer content) but flags time cost, legal basics: register company, bank account, NDAs, clear IP and freelance contracts, and give equity mainly to core founders while contracting others.
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chapters (9)
- 0:00Indie studio survival
- 1:28Studio vision and focus
- 3:57Playable demo importance
- 7:07Funding before launch
- 13:32Studio setup costs
- 20:18Recruitment and equity
- 23:16Legal and copyright
- 26:53Long-term growth vision
- 31:58Final tips and Q&A
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