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30 Under 30: Small Indie Teams Making Big Waves With ID@Xbox

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If you’re an indie fan, you should be watching Xbox closely. With ID@Xbox — an initiative helping independent developers self-publish on Microsoft’s console — offering opportunities like the empowering Developer Acceleration Program and recently announced spotlight Indie Selects, Team Green has been building an impressive ecosystem for gaming’s greatest smaller-scale gems. In its more than ten-year run, ID@Xbox has collaborated with a mind-boggling lineup of indie creators — some of the most astounding being developers making spectacular games with limited teams.

To salute and highlight these mighty-but-tiny developers, I present Xbox’s take on a 30 under 30 list. It’s a celebration of thirty teams accomplishing a Herculean task: producing phenomenal experiences with less than thirty developers. Below, you’ll find some of the indie scene’s top-tier creators sharing their thoughts on the struggles, advantages, impactful reflections, and lessons learned while working with a small team to build something larger than life.

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There is no particular order to this list, but I have to start somewhere. And what better place to begin than Tunic’s creator, now taking the name Isometricorp Games? The leader of this studio, Andrew Shouldice, is mostly content to sidestep the spotlight. Whenever I’ve had the opportunity to talk to him, he’s extolled the efforts of his fellow developers. This go-around was no different.

The Team

Although we’re not actually a studio, the TUNIC team is made up of some world-class folks. Kevin Regamey was the Audio Director, crafting the game’s soundscape along with the rest of his team at Power Up Audio. Terence Lee (Lifeformed) and Janice Kwan wrote and performed the soundtrack. Eric Billingsley was brought on as a level artist, but ended up working on everything from coding fish behaviour to implementing keyboard controls. Beyond that core team, we also worked closely with our publisher, Finji, as well as Felix Kramer, who helped with early business development and production.

Beginnings

Challenges

There’s a lot of problem-solving! Instead of there being an established way something is done (like there might be in a large studio), every task is a new puzzle to solve. That could be a piece of tech that you need to research or write, or it could be some sort of organizational method. How should you handle build distribution? Websites? Scheduling meetings? Going to a conference/show? A lot of this was helped by working with a publisher who had systems or wisdom for that sort of thing.

Memories

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Advice

Hard to say! TUNIC took a long time to make, and that was in large part due to repeated iteration – some of that iteration (most, I hope) was legitimate and served to make the game better. Some of it was just me second-guessing myself. I wish I was better at knowing the difference, but I don’t know if that counts as advice!

More practically: Starting in 2017, I logged all of my development time. If I could go back to 2015, when I started working on the game, I might tell myself to start that logging right away. I might also suggest more rigorous note-taking. I used a combination of paper and digital notes during development, but never fully adopted the habit of a daily devlog. That might have been useful!

Beginnings

Imagine a rainy, grey, and overcast afternoon. Cold and struggling with an umbrella, you walk through a doorway to find a world of glittering sunlight, stately rooms, and blooming flowers. This was my most recent experience with Botany Manor and my first meeting with its creative director, Laure De Mey. I heard many of her answers for this article from her own lips and, happily, get to share them as Ballon Studios claims a spot on this list.

The Team

We haven’t launched Botany Manor just yet, but the main team we’ve had throughout production consists of 5 people. I started the game wearing many hats, though my primary job is programming and design, which then grew into the role of Creative Director once I assembled my team. I was really lucky to find some very talented people who wanted to join the project: Thomas Williams (Audio Designer), Tim Steer (3D Artist), Jim Bending (Animator), and Kitt Byrne (2D Artist and Designer).

Challenges

Because we don’t have a physical studio and we’re all living in different parts of the UK, I’d say a big challenge for me was learning how to efficiently work remotely. There’s a fine balance between trusting each other, communication, having meetings, and, at the same time, giving each other space.

When you have limited time and limited budget, you want to make sure you’re all on the same page and check in with each other regularly, but you also want to allow people to do their own thing and decide their own schedules.

One thing that really helped our team was having a call every morning where we didn’t talk about work. It allowed us to become friends and joke around with each other, and it made sure we always gave each other the benefit of the doubt. We also met up in person a few times, where we’d play through the whole game to see everyone’s work put together, and then we’d go out for a nice dinner together.

Advice

This may seem like an obvious one, but always trust your gut! There were times where the original vision of the game was slipping, and it took me a while to understand why I wasn’t happy with the current state. I was a little apprehensive to make big design decisions and change things, but eventually, I did, and I’m really happy how things worked out and wish I did it sooner. I guess that’s maybe another piece of advice, to not worry as much as I did and trust the process!

Memories

Beginnings

Cococucumber, besides being one of the most fun names to say on this list, can boast of creating two titles with ID@Xbox that vary wildly from each other. So, I found it surprising when director and producer Vanessa Chia explained the projects’ productions were actually sandwiched between each other.

The Team

Hello! We’re Cococucumber, a definitely under thirty people studio based in Canada. Although our team size tends to vary during production, we shipped Ravenlok with ten people full-time, filling multiple roles. It’s a formula that has worked for us on our previous game, Echo Generation, and it allows some flexibility for the team to try different roles depending on the project’s needs. We hope to grow our team on future projects and would love to retain the special feeling that comes with being part of a tight-knit team.

Challenges

One of the most significant challenges for a small studio like Cococucumber is resource management. With a limited team size, each person often wears multiple hats, juggling between creative work and the logistical aspects of game development. This means balancing time between working on production and the administrative tasks that are essential to keep the studio running. For instance, while focusing on the creative aspects of Ravenlok, we also had to manage budgets, marketing strategies, and partnership negotiations.

Another challenge is staying competitive in an industry dominated by larger studios with bigger budgets and teams. This requires us to be innovative, not just in our game designs but also in how we market our games. We have to be more strategic in our decisions, often taking calculated risks to ensure our games stand out.

Advice

My advice: “Finish one game before making another one!” It took over four years to complete Ravenlok because we made another game in between. We completed a prototype for Ravenlok in 2019 and started production later that year, but when the pandemic hit in early 2020, we put a hold to Ravenlok to make Echo Generation.

It would have been much faster to just stay focused on Ravenlok and get it done before moving on to a new game. But then, if I had to listen to this advice, the game would not be what it is today! This break in production allowed us to gain more experience and a fresh perspective when we began Ravenlok the second time. We all love how the game turned out in the end, so perhaps this was what this project needed to find its identity.

Celeste

Extremely OK Games/

Maddy Makes Games

Noel Berry, in working with me for this list, gave his title as game developer. However, I suspect this is just about as understated as the studio’s name: Extremely OK Games. Its flagship title, Celeste, is widely acknowledged to be one of the best indie games of all time.

The Team

We’re a small tight-knit team of friends based in Vancouver, Canada, although during the development of Celeste a lot of the team was working remotely from Brazil and Seattle. After finishing Celeste in 2018, the rest of the team moved up to Vancouver to work in person full-time. The core team is under ten people!

Challenges

When you’re a small team every individual ends up taking on a lot of varied roles, which is both really fun but also can be very challenging. It’s a bit of a balancing act, where you need to learn a lot of different things to get a game out the door, but don’t want to stretch yourself too thin. One day you might be programming some cool-looking clouds, the next day fighting weird issues with the save system, and the day after, in a meeting trying to figure out how a trailer announcement might work.

Advice

Not to crunch!!! We worked too hard at the end, and I think we should have just given ourselves a little more time. At the time, it felt like there was an urgency to get the game out the door, but in retrospect, I think we could have taken more breathing room and been better off for it. When you work for yourself, it can be easy to accidentally be always working.

Memories

Bright Memory: Infinite hit the gaming scene like a tidal wave. The previously unknown studio, FYQD, blew away fans and critics alike with the first glimpse of the game’s vivid detail and frenetic action. That the game began its life as a solo project was even more startling.

The Team

When I was developing the Bright Memory games, the FYQD-Studio office was just me and myself. When I ran into problems during game development, I would sometimes outsource temporary staff to help me out.

Challenges

Usually, I’m in charge of writing the story, designing the gameplay, balancing in-game numbers, level design, background art, and all the gameplay-related programming in the game. Most of everything else was made using online commercial assets and/or outsourcing and then implemented into the game. This is a huge workload, but I really enjoy it because I can control the direction of game development however I want. Although it’s pretty time-consuming, I have a better grasp and control over the quality of the game.

Advice

I might tell myself that when I’m making my very first game, I don’t always need to make a game that’s so complicated and so grand in scale. The most important part in game development is how to use your limited time and resources to emphasize and strengthen the most interesting parts of the game.

Memories

Iron Gate Studio’s Valheim ignited players’ love of the survival genre by offering them the chance to sail into the world beyond death as a Viking and conquer its fantastical creatures and plentiful landscape. Richard Svensson, Iron Gate’s CEO, explains how the mega-hit kicked off with an initial group of four developers.

The Team

Today, there are thirteen people in our team, not counting external parties. When we launched Valheim as an early access title in 2021, we were just four people (one programmer, one designer, one artist, and one community manager). Most of the game, however, at that point was made by only one person (me).

Challenges

Well, the obvious one is to design our game in a way to enable us to actually complete it with a small team. The art style in Valheim was chosen to be unique and at the same time be something that I myself, as a non-3D-artist, could work with and create assets for.

Another challenge was using free/open-source software wherever possible. For me being a Linux user for as long as I can remember, this was, however, not a hard choice to make.

Advice

Keep following your vision and your intuition.

Memories

I’ve never met anyone who has played Luis Antonio’s game, Twelve Minutes, who didn’t have an opinion on it, which made it interesting to be able to dive into the creator’s opinions in turn and see how the star-studded title came to be.

The Team

The team was organically built throughout the development process. Initially, it was just myself for about two years. At the peak of production, we had around ten people, and by the time of release, the team consisted of about six to seven members.

Challenges

Specifically for Twelve Minutes, the biggest challenge was role overlap. Being solo for a significant duration at the beginning meant that, later in development, I found myself wearing too many hats. I was responsible for all the game’s programming, which became a bottleneck as the team expanded.

Advice

I would tell myself that a project will always cost 2x or 3x more and take at least twice as long as you initially think it will.

Memories

Birth, like its developer Madison Karrh, is singular. There really isn’t anything else like the game, even in a scene known for its creative and unique titles. ID@Xbox’s horde of small indie creators is dazzling, in part because titles like this shine through the program.

The Team

I am a solo developer inspired by libraries, bones, and bugs.

Challenges

As someone who makes personal games, any negative reviews I get can feel especially hurtful. I have tried to build up a tough skin, but I am still very, very soft inside. Also, marketing a game is very hard, especially something niche like Birth. If I was to bring someone on in the future, it would for sure be someone that could handle the PR and marketing full-time.

Advice

I would go back and tell myself to use Monogame! I have switched from Unity to Monogame for my next game, and I am having so much fun with it. There are a lot of learning curves, but it is a very joyful way to work.

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An indie fan favorite, there’s no way to put together a list of Xbox’s biggest little teams without throwing Slime Rancher creators Monomi Park on it. Among the interesting tidbits co-founder and CEO Nick Popovich shared about the studio is the fact that the group grew from a duo of developers to nearly three score by the time the sequel was released.

The Team

We launched the original Slime Rancher with only two full-time staff (myself and Monomi Park’s other co-founder, Mike Thomas) with some additional help from a couple of our friends. This seems almost impossible in hindsight, and by the time we launched Slime Rancher 2 we had twenty-seven full-time staff at Monomi Park.

Challenges

Everyone wears a lot of hats. Almost everyone at the studio is responsible for multiple different aspects of the project or works across multiple departments. So much of this is because you often don’t have the specific discipline or sometimes even the right department yet for the task at hand, and you simply need to figure it out with what you’ve got. But that also leads to trying a bunch of new things all the time, and it can certainly keep the week exciting.

Advice

I think I would go back to the original Slime Rancher development and say, stop trying to make procedural generation work. We spent a bunch of time trying to get a randomly generated world working, and it was an early lesson in what I call “That’s the Whole Game,” where you don’t realize the single feature you’re developing could easily devour all the resources you have for the entire project. Avoid those features if you can.

And then I would hand myself a 2023 Sports Almanac.

The team’s latest release might be the last case of the titular protagonist, but this 30 under 30 studio is far from finished. However, they might have trouble making it on the list in the future, considering creative director Bartłomiej Lesiakowski was leading a group of a category-pushing twenty-nine people when the game was released.

The Team

Hi, we’re Plot Twist, a compact team based in Kraków, Poland. At the time of The Last Case of Benedict Fox’s launch, our team consisted of twenty-nine dedicated individuals that are pure game enthusiasts and love board games!

Challenges

Operating as a small studio presents a myriad of challenges, with multitasking being a significant hurdle. Team members often find themselves juggling roles, switching from writing to producing or quality assurance, level design to tool creation, game design to working with voice actors, and so on. The ability to contribute across various domains is both a challenge and a testament to our team’s versatility.

Advice

A valuable lesson we’ve learned is to “cut more, cut early.” Detach from specific solutions and actively seek the core essence of your game. By trimming early in the development process, you expedite the discovery of your game’s true nature. If you know exactly how your game will look at the end of the development process… guess again.

While the game is not out yet, a demo for Psychroma is now available for those attracted to its mind-altering, cybernetic style. But while we can’t experience the full title, co-founder of Rocket Adrift, Lindsay Rollins, lifts the veil on what’s been happening at the studio behind the story.

The Team

We are Rocket Adrift, a three-person team made up of myself, Sloane Smith, and Titus McNally. We have been making games since 2018. Our Mission as a developer is to tell personal narratives that highlight the perspectives of LGBTQIA2S+ and BIPOC experiences while also showcasing an outsider lens to Canadian culture. We began development on Psychroma in 2021, a few months after the release of our first game, Raptor Boyfriend: A High School Romance.

Challenges

We all wear many hats. Along with being executive producers, founders, and managers, we also have to work within our own specializations, including programming, design, asset production, composing, and marketing. Another challenge is maintaining a flat structure, with all of us at the decision-making table, from the overall studio operations to the level design of Psychroma.

Advice

For one, I would tell myself not to sweat the small stuff and that it is our ability to collaborate and our determination that got us here today. I would also urge us to believe in our abilities as developers; even if we are new to this, we can still teach ourselves what we need to know in order to succeed. Lastly, we should understand that we have a lot on our shoulders and that we can reach out for and accept help outside of ourselves. Being a part of a larger community is hugely impactful to your ability to achieve your goals.

Truly, this list holds a litany of my favorite developers of all time. However, there are a few names that touch my life personally. Shedwork’s Sable was one of the first games I had the privilege to review at Game Informer, making the chance to understand it better through director Daniel Fineberg all the more exciting.

The Team

Shedworks is a two-person company, run by myself and my business partner Gregorios Kythreotis. I was the lead programmer on Sable, and Greg was the art director and game designer. Though being a small team, we both wore many other hats as well. For the development of Sable, we brought on freelance contractors at different stages of development to help with the roles that we couldn’t handle between us, such as audio and animation. By the time Sable launched, the team was about a dozen people, including me and Greg.

Challenges

I think one of the biggest challenges is that because you have so few staff, every team member has to take care of multiple different jobs. Besides what you might think of as your regular day job, there’s always a million other things like managing production schedules, doing payroll, handling social media comms – the list goes on. You will always find yourself doing things you probably didn’t have in mind when you dreamt of starting your own studio.

Advice

I would tell myself to think carefully about an open-world game! I’m pretty proud of how Sable turned out, but it’s a hugely ambitious undertaking. Because of this, it’s rare to find indie games in the genre – instead, we’re going up against massive studios making games like Assassin’s Creed and The Legend of Zelda: Breath of the Wild. I guess that ambition is part of what made Sable stand out though – I wouldn’t want past me to get too disheartened.

Murder, music, and magic blend together in last year’s melodic release, Stray Gods. But what was it like for the developers crafting this new take on the Greek pantheon’s tales? I turned to managing director Liam Esler to find out.

The Team

We had twenty-two excellent humans on our team when we launched Stray Gods with our publisher, Humble Games. Summerfall is a team of people from very different backgrounds and experience, many of whom have come from other industries, paired with some experienced senior talent and incredible junior talent! We’re very passionate about growing our team in the right ways and trying to give opportunities to the people who work for us whenever we can.

Challenges

Budgets and resourcing are always very difficult but often become constraints that force us to be creative in clever ways. So much of Stray Gods was born from the inherent challenges of being a small studio, and while those constraints are always very difficult to deal with, they often lead to the most interesting results.

Ultimately, though, keeping a small team afloat, especially when we refuse to crunch and try to treat everyone the best we can, is tough! Money – and, therefore, stability – is always a huge factor.

Advice

Take the time to enjoy it more! You’re working with some of the most talented people you ever have on one of the most unique projects you’ll likely ever get to work on. Take a breath and enjoy that experience rather than being so stressed about making sure everything is running smoothly! Trust that the team can handle things, and you don’t need to fix every problem yourself.

What is it like to reach for the skies as a development studio of one and make it onto Xbox’s 30 under 30? What does it take to make that kind of migration? How many bird references can I fit into one intro? Well, the answer to the last question is about two. But you’ll have to read Tomas Sala’s take below to quench your curiosity about the rest.

The Team

For the majority of development, just me, and legally, it’s a studio of one. But I work with Benedict Nichols, who’s an award-winning composer, for all things audio, and Wired Productions has teamed me up with Stefan Wijnker for porting during the final phases. Beyond the marketing and QA folks at Wired Productions, that’s all.

Challenges

Well, besides the regular challenges of getting any game out the door and finding sufficient success to make another one, my main challenges are maintaining a healthy mode of working, especially toward the release of a game. I found it easier to release a game with a team as some of the burden gets shared when things go wrong, which inevitably is the case. When you are by yourself, there is no one to share with, the good or the bad. I find myself working with my publisher to map out alternative launch strategies and roadmaps. For my new game, Bulwark: Falconeer Chronicles, this led to an “evolving demo,” basically shaping and updating the game while people play it – it’s an open development strategy intended to prevent some of the launch anxiety by giving folks a taste of the game at very early stages.

Advice

“You cannot please everyone.” I think the smaller your team, the closer you get to personal expression. I think it becomes inescapable that some form of anxiety around the opinion of your audience starts to form. For me, that becomes fairly extreme at times, and I find it isn’t a great basis for making good design decisions. You start to add features or make choices that are geared to alleviating your fear of failure. Choices that you consider safe but might turn off the audience that naturally fit what you are making. In a field where the player is king, it is also good to realize you cannot please everyone all of the time, and that’s perfectly fine.

Another studio making an appearance on this list with a game set to release in the near future, Vivid Foundry’s CEO and creative director Allan Cudicio, saw his debut title hit early access in December of last year. While the team is still in the midst of development, Cudicio was able to slip away long enough to give me some insight into his studio.

The Team

We were just about five people, and we are now more than double that. Twin Drums, on top of being a black and queer owned studio, has always been a majority women and non-binary company.

Challenges

Fundraising can be very challenging, as well as finding the right balance between senior and junior folks (which is especially important if you want to hire more diverse teams)

Advice

Never ever compromise on your company values. Things will get tough, but eventually, they always get better. Trust me.

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