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 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

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.

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.

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”

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