showing progress is underrated because people are getting hooked more on the feeling that something is slowly growing and unfolding right under their eyes
kathy
@kathyjstark.bsky.social
bizdev in #gamedev @ Mind Studios Games practical gamedev notes, tiny business lessons, and occasional chaos from inside gamedev
i think a lot of indie teams wait too long to show the game because they want it to look “ready” but sometimes people don’t follow perfection. they follow something they can understand, remember, and slowly get attached to
a useful habit for indie gamedev teams: when discussing a new feature, also ask: what does this affect? UI progression balance save system tutorials production time QA features rarely arrive alone
one of the most meaningful parts of working around indie founders is helping turn a very personal game idea into something a real team can align around, build, test, and slowly bring to life
working around game projects teaches you that “we need a quick estimate” and “we have not decided half the game yet” often arrive holding hands.
remote work is amazing because technically i can eat whenever i want and somehow this makes me forget to eat entirely
working in gamedev long enough changes your brain a little because now every time someone says “small feature” my body reacts like we’re in immediate danger
i love ambitious game ideas, but i trust them more when they come with priorities. ambition without priorities is just chaos wearing a nice pitch deck.
a game pitch gets much stronger when it stops trying to prove the game has many things and starts proving it has one clear reason to care
don’t wait for the game to look perfect before showing it. show one clear thing: a mechanic, a character, a weird interaction, a before/after, a tiny win. people follow progress when they understand what they’re watching.
a first build does not need to look impressive. it needs to expose the right problems before they get expensive and start paying rent in the project.
a game can have great mechanics and still lose people if the first 5 minutes feel like being politely abandoned in a room full of buttons
one thing i’ve noticed after enough game project discussions: teams rarely struggle because they have no ideas. they struggle because nobody decided early enough which ideas actually matter for the first version.
after enough project discussions, you start hearing “it’s just a small feature” the same way horror movie characters hear a noise in the basement
one of the weirdest things in gamedev is how fast people get emotionally attached to features that don’t actually improve the game. sometimes the hardest production skill is looking at a cool idea and admitting it belongs in “maybe later”
sometimes the most valuable sprint outcome is learning that the original plan was wrong before it became expensive
a good MVP is not the smallest version of your dream game. it’s the smallest version that can prove the dream is worth chasing
every project has that one feature that looks harmless in a pitch deck and then walks into production wearing a fake mustache
a “small feature” in gamedev is usually small only until someone has to estimate it
between a game idea and a finished product, there is a lot of unglamorous work that quietly decides everything: scope, priorities, budgets, team decisions, and knowing what not to build