Post

@CodeRed_dev This seems a bit counterintuitive to me. The whole point of “making it big” is to be able to expand and to commit to bigger and better things. Things you couldn’t do before. I’ll definitely have to keep this in mind though
English

@CodeRed_dev I mean, you can expand, but don't do it for "efficiency," but for "art," that already determines the quality of people involved in your project, instead of shareholders and agendas.
English

@CodeRed_dev I think it depends. Either way, growth should probably be slow if there is any. Our studio is 23 years old now and that's the approximate team size
English

@CodeRed_dev I will expand, but not much. I like being a mostly solo dev, but having a small team would be peak
English

@CodeRed_dev Preach brother, always keep your risks and expenses low
English

@CodeRed_dev I feel the best way to "expand" is how Antti is doing it with Road to Vostok - just get more contractors to work on specific points like assets, artworks, etc.
this is something you can control way better with agreed rates per project/contract without overcommitting.
English

@CodeRed_dev Disagree - expand modestly. If you were a three man team, maybe you can go to five. The issue is when three man teams leap to 20. If your team is growing by more than 50%, you better be damn well sure of your finances.
English

@CodeRed_dev I think it's more about scaling slowly. For example, say your team needs more artists... it can make sense to hire a couple really talented folks. Not 30 at a time though like some studios do.
English

Disagree. If you ever make it big solo, seek reliable help with no constant investment. I have seen devs trying to chew more than they could swallow, and good games sinking because dev could no longer invest their time. In contrast, @Studio_Evil took over the updates for Brotato and gave it a second life.
English

@CodeRed_dev Hollow knight is a crazy good example
3 people Made the First Game.. and even tho they Had more Help with the Second Game the Core Team Size stayed the same
Friendship and a healthy Work envoirament is more important than how quick you can Put out games
English

@CodeRed_dev Even if you do expand...
DON'T. GO. PUBLIC.
Shareholders will ruin everything if it's more profitable.
English

@CodeRed_dev huh? Part of the allure of 'making it' to me is being able to execute on bigger visions, including but not limited to: animation, art, VR, motion capture, scale, 3D design, etc.. I can't do any of that alone.
English

@CodeRed_dev Yup, and don’t hire outsiders to be in creative control roles. They will ruin everything 🤣
English

@CodeRed_dev it depends if your revenue can scale with it and more importantly if you are good at leading a vision to your team. scaling too fast without proper direction and you can get lost pretty quickly
English

@CodeRed_dev I’m not successful but I’m expanding. Horizontally. Stress snacking.
English

@CodeRed_dev Devs are typically intelligent. Thats doesn't mean they are good at running a business.
Expanding isn't the issue. Its pushing outside of your skillset and not properly addressing lack of knowledge in that area. So money sinks can hide in plain site till its too late.
English

@CodeRed_dev Yup, i wont go as far as saying dont expand at all
But try to remain as small as possible, if possible dont expand, remain as a core unit and make games that work to your strength
The idea of "Bigger and Better" leads to a lot of studios flopping later on
English

@CodeRed_dev The solution is not to never expand. Because thats WHY we have no one to topple the AAA giants. Everyone is a coward too scared to lose their "Indie" status.
Its to not be a fucking retarded scumbag, keep your ego humble and defend your legacy.
English

@CodeRed_dev Worked in dev-studios for decades, I can't think of a worse form of hell than going back to something like that.
English

@CodeRed_dev This been going through my head a lot throughout these last years seeing whats been happening in the industry, seeing how UE is motivating solo devs as well, 10 heads or even less its enough for a team of devs these days, “company” these days its only to spend money
English

@CodeRed_dev i wonder if don't expand is more of "don't expand irresponsibly" or just straight up don't expand
English

@CodeRed_dev I somewhat agree to this. New tools tech has made it possible for very small teams or solo to do what much bugger teams would do in the past. But most of the video game industry started out as one person working alone, and it's kinda returned to that, which is great.
English

@CodeRed_dev It depends honestly... If i make a game that made over $1 million, I'm definitely expanding a little.. Maybe make it a team of 5 or 6
English

@CodeRed_dev Для меня, но это не общий закон - только соло разработка! Я удивительно неэффективен в команде. У меня была фирма с 109 работников и это меня полностью разорило. Чтобы быть бизнесменом в команде, ты должен быть готов паразитировать на своих сотрудниках. Я не смог.
Русский

@CodeRed_dev Appreciate the perspective, but from an agency standpoint, scaling intentionally is actually what separates sustainable studios from one-hit wonders. The goal isn't growth for growth's sake ,it's building the right team structure so the creative vision scales with it,
English

@CodeRed_dev As a solo dev, expanding to a small team would do wonders for me and bigger projects I hope to achieve
English

@CodeRed_dev Generally this is good advice.
Over the years I worked with small indie teams that became successful and scaled up towards more complex projects.
Only a few of them still exist today.
I remember doing a promo video at GOG for This War of Mine. 11bit was a small indie team.
English

@CodeRed_dev Finding 2-3 people that are trustworthy is the task of a lifetime. "Making it big" always comes at the cost of losing control and cohesion. Heck, making a decent game is hard enough. If you made a good game, you already found all or most of what you need.
English












