Words of Wisdom from Successful Indie Devs


Last modification: 28 Sep, 2017
3 mins

Read Part I Part II


Making it in the world of games can be a challenge. Here are some words of wisdom from developers who made it happen.

9. Playtest as much as possible.

Still from Overcooked, developed by Ghost Town Games in Maya LTOvercooked © 2016. Image courtesy of Ghost Town Games


Phil Duncan and Oli De-Vine of Ghost Town Games hit it big this year with their indie multiplayer Overcooked. With only two developers working on the game, we knew they had a secret sauce on making this addictive multiplayer.

“It's always tempting to keep your game to yourself as you develop, to sand off all rough edges before you let anyone at it, but it's much better to get regular feedback so you can quickly spot what works and what doesn't. Users (particular non-gamers) will often play the game in a way you weren't expecting or weren't planning for and it's much better to discover these issues sooner rather than later.”


Listen to GameDev Ep. 35 with Phil and Oli where they discuss what they're working on for the Nintendo Switch, and working in Maya LT.

10. Know what you’re getting yourself into.

Still from Runner3, developed by Choice ProvisionsRunner3 © 2017. Image courtesy of Choice Provisions




CommanderVideo has reached almost every gaming platform from iOS to the Nintendo Switch since 2009. We asked Choice Provisions what their secret is to running a successful studio:

“Think hard about the kind of game you want to make and why you want to make it. If you have a clear understanding of that, it will keep you motivated and inspire you to see the game through.”


Learn more about developing Runner3 for the Nintendo Switch in our Q&A.



11. Be realistic.

Still from ArmaGallant, developed by Rock NanoArmaGallant © 2017. Image courtesy of Rock Nano


On April 4th, 2017, Rock Nano made history by becoming the first developer to launch a PlayStation title out of Singapore. Here’s founder Chong Lai Ang’s advice on getting your game finished:

“Your idea has to be realistic. We were ambitious. If we had a bigger budget and a bigger team, I think we would have done a better job. Everybody wants a bigger budget but it might not be there. We just had to make the best of what we have.”


Learn about Rock Nano’s journey to getting their game published here.



12. Good ol' hard work pays off.

Still from Outlast 2, developed by Red BarrelsOutlast 2 © 2017. Image courtesy of Red Barrels

When Red Barrels released Outlast in September of 2013, it quickly became a cult classic amongst horror fans. When we asked Senior Technical Artist, Alexandre Sabourin why he thought Outlast was so successful, he responded:

“We worked on [Outlast] for so long, you can’t even imagine. I think our success has to do with the demo we used at E3. We worked on it over and over again until it was perfect. We were arguing over everything in there.  We really worked it to the smallest detail.”


Read the full story on the making Outlast 2.



Looking for more advice? Check out Part I and Part II.

  • 3ds Max
  • Maya
  • Maya LT
  • MotionBuilder
To post a comment please login or register
*Save $70 per month on Autodesk's Suggested Retail Price (SRP) when purchasing 1 year term 3ds Max or Maya subscription.