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Scope Management News

The latest Scope Management coverage curated for game developers.

Best and Worst Game Dev Advice From My Comments

Tim Ruswick’s latest comments roundup pushes back on a few common indie myths, from get-rich-quick expectations to overreliance on reusable systems. He also highlights practical advice on marketing, playtesting, scope …

Video Tim Ruswick · 3 hours, 2 minutes ago
'Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software

After a decade at id Software, art director Tony Garza and developer Richard O'Neal are building Turnkey Games with a simple rule: ship a good game, learn from it, and …

News Game Developer · 3 weeks, 4 days ago
No More Robots' nine-year journey to releasing its first self-developed IP – "This sounds so naive and stupid, but somehow it's working"

GamesIndustry.biz reports that No More Robots is finally shipping its first in-house game, Cruise Control, after nine years as a publisher. The studio pivoted from a shelved online shooter to …

News GamesIndustry.biz · 3 weeks, 5 days ago
100 Steam Games that started life during GMTK Game Jam

More than 100 Steam releases can trace their origins to GMTK Game Jam prototypes, underscoring how a tight constraint sprint can become a commercial starting point. The latest showcase spotlights …

Video Game Maker's Toolkit · 3 months ago
finishing a game.

Shipping is a discipline, not a cleanup phase. The practical move is to define a shippable scope, lock it, and accept the tradeoffs that come with actually finishing. For producers, …

Video Tim Ruswick · 3 months ago