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IndieGameBusiness®

Author: Jay Powell

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Candid conversations with veterans of all aspects of the business side of games. We firmly believe that great games from all developers need the support they deserve to succeed. This podcast exists to provide that support.

IndieGameBusiness® is produced by The Powell Group, a video game consulting firm specializing in business development, marketing, and licensing. Our CEO has been in the industry for 20 years and closed countless publishing and licensing deals. The Powell Group monitors over 3,500 game developers and 750+ publishers.
471 Episodes
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In this episode of IndieGameBusiness, we’re joined by Nate Purkeypile, solo indie developer at Just Purkey Games. Nate shares what it’s really like to leave the AAA world and build games completely on your own. We’ll talk about why he shifted from major studios to solo development, why he chose not to start a small company, and how he stays on track without a team. Nate breaks down what solo devs should outsource, how to properly scope a project, and how to manage both marketing and development at the same time. He also gives us a look at what’s coming next from Just Purkey Games. If you’re considering going solo or want a realistic look at the challenges and freedoms of one-person development, this episode is packed with insight. Follow Nate Purkeypile: X: https://x.com/NPurkeypile LinkedIn: https://www.linkedin.com/in/nate-purkeypile-6030141/ Instagram: https://www.instagram.com/justpurkeygames/ Bluesky: https://bsky.app/profile/npurkeypile.bsky.social #IndieGameBusiness #IndieDev #SoloDev #JustPurkeyGames #GameDevelopment
Most developer-publisher relationships don’t turn sour because of money; they suffer from miscommunication, misaligned expectations, or ignored crises. In this talk, we break down your responsibilities as a developer, what to do when things go really wrong, and how to tell if your publisher producer isn’t doing their job. Packed with practical advice and real-world examples, this session helps you navigate publisher relationships with accountability on both sides - so you get the support you deserve.
I run x2line, a lean studio with 50M+ downloads across iPhone, iPad, Mac, Android (including TV form factors), and the web. I’m the only full-time developer. I manage production, ship updates, and coordinate long-term art and animation contractors instead of an in-house team. I’ll cover: how to scope version 1 vs later updates, how to get usable assets from contractors, and how to choose the next feature or fix so the game stays alive for years.
When game projects start slipping with missed milestones, scope creep, and fading morale, how do you get things back on track? This session presents a production first aid kit with tools to diagnose problems, triage scope, rebuild schedules, and communicate changes clearly to your teams.Key takeaways: Spot early warning signs, apply a lightweight triage framework, and stabilize delivery without burning out your team.
Playtesting doesn’t need to be expensive or overwhelming. This talk shares a simple process any small team can use to run regular 1 on 1 playtesting sessions. Learn how to find testers outside your immediate circle, prepare stable builds, guide productive sessions, and turn feedback into meaningful improvements. You’ll leave with clear, repeatable steps to make playtesting a natural and empowering part of development.
Successful games not only have a strong creative vision but are also highly acclaimed by players; this integration of player insights occurs throughout the entire development cycle and takes different forms.In this talk, we map out lightweight, well-timed user experience research (UXR) activities into a production pipeline that doesn’t slow things down, and in fact de-risks development and improves outcomes.
Game projects don’t get made in a straight line. In this session, we’ll explore how the producer’s role shifts across art, features, publishing, and external development—and why producers are essential to each. Our panelists will compare what their day-to-day looks like, the backgrounds that help most, how success is measured, and where the biggest challenges lie. Whether you’re curious about indie projects or AAA blockbusters, get ready for an honest, side-by-side look at what it really takes to keep teams—and games—moving forward.
In this episode of IndieGameBusiness, we’re joined by Jess Feidt, Owner of Underwater Fire Games. Jess shares his journey from working on massive AAA franchises like Call of Duty to building his own indie studio from the ground up. We’ll talk about why he decided to leave AAA, how he transitioned into running his own team, and how his experience at Treyarch and Sony shaped the decisions behind his first indie game. Jess also breaks down what he learned about the business side of starting a studio, how his opinions evolved throughout development, and what leading a small indie team has taught him. This is a must-watch for anyone thinking about going indie or starting their own studio. Follow Jess Feidt and Underwater Fire Games: X: https://x.com/UFireGames LinkedIn: https://www.linkedin.com/in/jess-feidt-0233842/ Facebook: https://www.facebook.com/UFireGames Instagram: https://www.instagram.com/ufiregames/ #IndieGameBusiness #IndieDev #UnderwaterFireGames #AAAtoIndie #GameDevelopment
Game Production Tools

Game Production Tools

2025-12-1101:05:30

Let's learn about game production tools! There are a lot of them out there, but which ones are right for my team size, game scope, and budget? We'll discuss industry standards, the pros and cons of several tools, and their applicability to different production methods such as Scrum and Kanban.
Most teams skip design documentation and pay for it later, in miscommunication, scope creep, and wasted development time. This session reveals how proper design docs streamline your entire pipeline. Learn the MDA framework for evaluating features, documentation techniques that actually help your team build faster, and how to communicate design decisions that reduce rework. Whether you're solo or managing a studio, discover why thinking like an architect (not just a builder) prevents bottlenecks and keeps production on track. Includes real templates and workflows used in professional studios.
In this episode of IndieGameBusiness, we’re joined by Peter Kojesta, Founder of Exis Games. Peter shares how the publishing and funding landscape is evolving for indie developers and what studios need to know to successfully launch games in 2025 and beyond. We’ll explore the new requirements for getting a game published, the different types of publishers—from service-based to VC-backed—and what venture capital firms are really looking for in game investments. Peter also walks us through the development journey of *Dragonhold* and the lessons Exis Games learned along the way. If you’re an indie dev looking to secure funding, find the right publishing partner, or understand the business side of modern game launches, this episode is packed with actionable insights. Follow Peter Kojesta and Exis Games: X: https://x.com/Exisinteractive LinkedIn: https://www.linkedin.com/in/peterkojesta/ Facebook: https://www.facebook.com/ExisInteractive/ Instagram: https://www.instagram.com/exisinteractive/ #IndieGameBusiness #ExisGames #IndieDev #GamePublishing #GameFunding #Dragonhold
In this episode of IndieGameBusiness, we’re joined by April Stallings, Charitable Gaming Program Manager at Make-A-Wish International. April shares how the power of games is helping grant life-changing wishes for children battling critical illnesses around the world. Founded in 1980, Make-A-Wish has granted more than 615,000 wishes in nearly 50 countries. Every 25 seconds a child is diagnosed with a critical illness, and a wish provides hope, joy, and resilience—helping kids face their toughest battles. Gaming is often a vital lifeline for wish children, keeping them connected to friends and family while offering distraction and relief during hospital stays. With gaming-related wishes growing, Make-A-Wish is launching the Infinite Wishes program to give the games industry a unique way to support children when they need it most. Follow Make-A-Wish International and April Stallings: X: https://x.com/MakeAWishIntl LinkedIn (April Stallings): https://www.linkedin.com/in/aprilstallings/ Facebook: https://facebook.com/makeawishintl Instagram: https://instagram.com/makeawishintl #IndieGameBusiness #MakeAWish #GamingForGood #GameIndustry #Charity
In this episode of IndieGameBusiness, we’re joined by Brad Hendricks, Founder and CEO of Blind Squirrel Games. Brad shares why globally distributed development is the foundation for scalability, sustainability, and long-term success in today’s turbulent industry. We’ll discuss how Blind Squirrel positioned itself to thrive during industry shifts, how distributed development helps prevent burnout, and how they balance client work with original IP creation. Brad also explains the challenges of unifying studio culture across regions like New Zealand and Colombia while celebrating each location’s unique strengths. With 15 years of experience, Brad brings actionable insights for both indies and large studios looking to adapt, scale, and sustain creative excellence. Follow Brad Hendricks: LinkedIn: https://www.linkedin.com/in/bradhendricks/ #IndieGameBusiness #GameDevelopment #BlindSquirrelGames #DistributedDevelopment #GameIndustry
Join attorney and game developer Veda Cruz for an interactive session where legal pitfalls take center stage—in bingo form! Each square represents a sketchy but all-too-common scenario that devs run into, like forgotten contracts, fuzzy ownership, or fan content gone rogue. As we play through the card, you’ll learn how to spot these legal traps early and handle them like a pro. Whether you're a solo dev or part of a growing team, this session will help you stay out of trouble and keep your game on track with way fewer headaches.
In this episode of IndieGameBusiness, we’re joined by Alex Seropian, CEO and Founder of Look North World. Alex shares lessons learned from launching UEFN experiences with Hasbro, Harmonix, Bandai Namco, and Twitch, and unpacks why the idea of games as platforms is more than just a passing trend. We’ll dive into the growing influence of Gen-Z and Gen-Alpha, the race to turn popular games into open platforms, and what success will look like in this new era. From cost scaling measures to optimal testing and release cadences, Alex explains why developers now have just 6 seconds to capture player attention. If you want to understand the gaming industry’s shift toward a platform economy—and how to adapt for a world where gamers choose games within games—this is a must-watch. Follow Alex Seropian and Look North World: X: https://x.com/steakbacon?lang=en LinkedIn: https://www.linkedin.com/in/alexanderseropian Facebook: https://www.facebook.com/looknorthworld/ #IndieGameBusiness #GamingIndustry #GamesAsPlatforms #GameDevelopment #UEFN
The Problem with Publishing

The Problem with Publishing

2025-10-0201:02:10

It’s time to ask traditional video game publishing - are you ok? While the rest of the industry seems to evolve overnight, publishing remains the same, despite clear areas of concern. In this session, we’ll examine the state of publishing today, areas of risk and opportunity, and options available to developers and publishers alike.
Juan Pablo Guzmán Fernández, CEO of Infinite Thread Games, shares his ongoing experience leading an indie studio. In this talk, he walks through the development of the games Hitori Kakurenbo Online and Hidalgo, covering production, marketing, funding, and team building. He discusses remote workflows, incubation programs, and the importance of early playtesting and market-driven design. The session includes practical advice for entering the games industry and highlights the value of a strong professional network and well-defined development processes.
Dan is a co-founder of award-winning 'The Detective Society', a board games company based in London, UK. In this talk, hear about how his small side project has survived 5-years without investment, and grown to be a leader in the innovative world of digital-hybrid gaming (part-board game, part video game)! Dan will talk about his experience raising money on Kickstarter (over £300k so far), loans, grants and even an appearance on the BBCs Dragons Den (Shark Tank for USA folks).
Game development costs are soaring to unprecedented heights, driven by the proliferation of new platforms, pandemic-fueled salary surges, shifting business models, and diverse expectations from different generations of gamers. In an industry where every new release is held to increasingly higher standards, players are paradoxically playing fewer games and for less hours. The challenge to create a hit game has never been more daunting. Join us for a conversation on the forces driving up game development costs and strategies studios are leveraging to ensure profitability.
Unlock the true power of a remote studio! Learn how to build strong teams, streamline workflows, and tackle challenges head-on. Through expert strategies and real lessons from Noname Studios, discover what it takes to thrive and innovate—no matter where you are.
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Comments (1)

Nick McKenzie

This episode was really poor. The guy who was on here just had so little to offer.

Jan 10th
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