Define the Vision, Lock the Scope
Before hiring your first developer or sketching a logo, you need a vision that doesn’t wobble. Start by locking in the genre. Is it a roguelike? A cozy life sim? A mobile card builder? Know what you’re making, or every downstream decision gets murky fast.
Platform matters just as much. A PC first game has wildly different constraints than a Switch port or mobile app. Define early where the game will live and tailor your plan accordingly. And make sure you know who the game is for not just demographically, but behaviorally. Are they hardcore speedrunners? Story first casuals? That audience profile should shape design decisions from Day One.
Now take that scope and break it down. Set short term milestones (prototype core loop, build vertical slice) and link them to longer term goals (content complete beta, final polish). These markers help track progress and reveal bottlenecks before they burn time.
Team and budget flow from the scope not the dream. A tight puzzle game might need one artist, one dev, and a composer part time. A multiplayer action title? That’s a different beast. Start lean, scale with purpose. Spending smart early avoids layoffs and burnout later.
And here’s the piece most founders skip: alignment. Before code is written, leadership must be locked in on what kind of game you’re making, how much it should cost, how long it should take, and what success looks like. Miss this step, and you’re building on sand.
What Roles You Actually Need First
When it’s time to build your game dev team, resist the urge to hire wide. Four key roles will give you the foundation you need without burning budget or time:
Game Designer This is your strategist. They define the core loop, game mechanics, and structure. Think of them as the architect shaping player experience from day one.
Developer (Unity/Unreal) Whether it’s Unity or Unreal, your programmer builds and prototypes the game. They’re essential early on to test mechanics, play with systems, and bring initial concepts to life.
2D/3D Artist Visual identity matters, even in the prototype phase. You need someone who can translate your ideas into styles, characters, and world concepts whether that’s sketching UI frames or rigging your first model.
Sound Designer (freelance or part time) Audio sets emotional tone. You don’t need a full time hire, but bringing in some help for key moments menus, actions, ambient tracks adds polish that players notice.
Here’s the rule: Stay lean at the start. More people doesn’t mean more progress in early stages it means more overhead. Get traction with a core squad, validate your core loop, and expand only when it serves the game.
Where to Find the Right Talent
Building a great game starts with building the right team. Once your vision and initial roles are defined, the next step is sourcing skilled collaborators who match your creative and technical needs.
Best Platforms to Source Talent
Start where the game dev community already thrives. These platforms offer access to developers, artists, and designers who are passionate about the medium:
Itch.io Ideal for indie creators looking to collaborate or showcase prototypes
ArtStation A go to hub for finding experienced 2D and 3D artists with strong portfolios
GitHub Best for evaluating a developer’s coding proficiency, history, and workflow
Game Dev Discords Community focused spaces where emerging and established devs connect
Each platform has its own culture be active, specific, and transparent in your outreach.
Green Flags to Look For
Not all candidates are created equal. Look for these characteristics when reviewing applications or portfolios:
A clear passion for independent game development, not just commercial projects
Strong, relevant portfolios that demonstrate both vision and execution
Adaptability the ability to take feedback, collaborate in real time, and contribute beyond their job title
Bonus: Prior experience shipping a project even a small one is often more valuable than studio credentials.
Red Flags to Watch Out For
Avoid candidates who may struggle in a lean, fast moving team structure. Be cautious of:
An overemphasis on triple A experience that doesn’t translate to hands on problem solving
Vague or overly polished portfolios without clear roles or contributions
Unwillingness to work across disciplines or adapt to non corporate development pipelines
Hiring for indie game projects is less about checking boxes and more about cultural fit and execution under constraints. Talent is important but mindset is critical.
Remote vs In House Setup

Remote game dev teams are the new normal and for good reason. The upsides are clear: wider talent pool, lower overhead, and more flexibility across time zones. You can assemble a dream team of specialists scattered from Montreal to Manila. And for many, that global spread beats forcing people into one physical hub.
But there’s friction. Communication hiccups. Time zone lag. Creative disconnects. If you’re not intentional from the start, things fall through the cracks especially in an environment where game development already demands high collaboration and iteration.
That’s why tools matter. Trello (for task tracking), GitHub (code and version control), Miro (collaborative whiteboarding), Slack (instant comms), and Zoom (face to face syncs) form the backbone of a functional remote team. But tools alone won’t save a chaotic setup. You need structure early: workflows, regular check ins, defined priorities. Build the house before the storm hits.
The bottom line? Remote teams work, but only if you treat process like part of the product. Start clean. Stay aligned.
Clarify Ownership, IP, and Communication from Day One
This part isn’t flashy, but it’s where too many teams stumble. Legal groundwork needs to happen early before a single asset is built or a line of code is written. Hire contractors without signed agreements, proper NDAs, or IP terms, and you’re gambling with your entire game’s future. You don’t want the artist who designed your main character claiming ownership six months post launch.
Lock down what belongs to who: code ownership, design rights, and derivative works. Be crystal clear. If you’re using freelancers, confirm whether you’re buying full rights, licensing, or commissioning work for hire. Same goes for music, assets, and proprietary tools.
Once the paperwork’s settled, keep the team aligned. Daily standups (15 minutes, max) help steer the ship without micro managing. Weekly sync meetings are your chance to keep the bigger picture in check product milestones, blockers, and feedback loops. Communication breakdown kills momentum. Set the tempo early, run lean, and don’t let silence cost you a sprint.
Learn From Studios That Got It Right
Some of today’s most respected indie game studios didn’t start with a full staff or deep funding. Take Supergiant Games early on, they were a small team working remotely with clear roles, tight scope, and focused discipline. Their first game, Bastion, wasn’t just a hit because of its gameplay it was how they executed lean, clear production from day one. Another example: the creators of Celeste. Two developers, a clear vision, and zero room for fluff. They made choices with intention, cut anything non essential, and kept communication brutally simple.
These aren’t flukes. They share patterns: few people, tight focus, and a clean handoff structure. No one guesses who’s doing what. Projects survive and grow because production is disciplined, deadlines are treated seriously, and feature creep is shot down early. Most small teams fail not from lack of talent, but from trying to do too much or never deciding who’s responsible for what.
If you’re looking to build the right way, learn from the ones who already shipped under pressure. And always assume two things: scope will try to grow, and clarity will slip if you don’t fight for it.
Want a complete breakdown? The full blueprint is here: starting dev studio
Wrap With a Scalable Game Plan
Once your core development is stable and your team is functioning smoothly, it’s time to expand your scope strategically. This phase is less about adding features and more about preparing your game and your team for launch, feedback, and iteration.
Think Beyond Development
It’s easy to stay locked into levels, mechanics, or art pipelines. But even the best game can fail without proper support systems. Prepare for what comes next:
Quality Assurance (QA): Start small with internal testing, but plan for external testers early. Bugs, friction points, and broken UI can derail an otherwise solid game.
Marketing: Build your audience while you build your game. Community devlogs, early access demos, and sneak peeks are great ways to attract attention before launch.
Community: Whether it’s a Discord server or Steam forums, create spaces for early supporters to gather, give feedback, and advocate for your work.
Let Feedback Guide Your Growth
Playtest feedback should shape not shake your direction. Be open, but structured.
Run small, frequent alpha/beta tests
Track feedback patterns (not just loud opinions)
Prioritize fixes and improvements with real player impact
Build feedback into your timeline. Don’t save it for a pre launch sprint.
Build With the End in Mind
Ship something small but polished. Then improve, grow, and expand.
Launch a vertical slice or limited release to validate your core loop
Use early success (or challenges) to make milestone based decisions
Stay nimble: agile teams can pivot, but disorderly ones collapse
Your game’s first version doesn’t need to be perfect. It needs to work, engage, and grow. A scalable game plan isn’t a massive roadmap it’s a flexible framework that grows with your game and your team.



