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How to run an indie game studio: Part 5, Better meetings
This guide, the final part of a five-part series on indie management by Martijn van Zwieten, focuses on improving studio meetings. It outlines a structured approach to weekly, quarterly, and yearly meetings, emphasizing clear agendas, time allocations, and specific goals like check-ins, to-do reviews, rock status checks, and problem-solving (IDS) to ensure progress and decision-making. The article introduces the FIRM framework for studio management, covering vision, goals, issue resolution, and quarterly traction.
How to run an indie game studio: Part 4, Setting (and hitting) quarterly rocks
This guide, part four of a series on running an indie game studio, focuses on setting and achieving quarterly goals, referred to as 'rocks.' Business coach Martijn van Zwieten explains why yearly goals are insufficient and how quarterly objectives provide a crucial middle-distance focus for substantial progress. The article details the 'rocks' metaphor from Stephen Covey's 'The 7 Habits of Highly Effective People' and outlines a straightforward process for teams to define and commit to these critical quarterly priorities, emphasizing specificity for accountability and team alignment.
How to run an indie game studio: Part 3, Dealing with issues
This guide provides strategies for indie game studios to address and resolve internal issues that go beyond typical development problems. It introduces methods like creating a studio backlog and using the IDS (Identify, Discuss, Solve) framework to foster constructive problem-solving and build essential team habits for long-term studio health.
How to run an indie game studio: Part 2, Defining your future
Business coach Martijn van Zwieten outlines how indie game studios can define a long-term future goal, known as a Big Hairy Audacious Goal (BHAG), to guide all future decisions. This article, part two of a series, details an exercise for teams to collaboratively establish a 5-10 year vision and then set yearly goals to achieve it.
How to run an indie game studio: Part 1, What is a studio?
This guide, the first in a five-part series by business coach Martijn van Zwieten, focuses on the fundamental aspects of running an indie game studio. It emphasizes the importance of building the studio itself alongside the game, defining what a studio is, and establishing a clear purpose based on passion, excellence, and economic drivers. The article introduces the FIRM framework (Future, Issues, Rocks, Meetings) as a tool for studio management.
Alongside its own big successes, Saber Interactive is sticking with indies - here's why
Saber Interactive's Tim Willits and Todd Hollenshead discussed the studio's commitment to supporting indie games, even as they work on their own larger titles like Warhammer 40k: Space Marine 2. They highlighted lessons learned from working with smaller teams on games like Bus Bound and The Knightling, emphasizing the importance of focused game design and proper scoping. Saber Interactive aims to continue partnering with independent developers in the future.