Service · Studio ops & production

Studio operations so a small team keeps shipping.

Asset pipelines, build & release operations, and recruiting/onboarding media — the unglamorous backbone behind a small studio that ships every month instead of every other year.

What we mean by "studio operations"

Most indie studios ship one game well, then take a year to ship the next one. The gap isn't talent — it's everything around the work that's ad-hoc. The artist hands off PSDs by email. The build is on someone's laptop. The release notes get written at 2am. The first time a contractor joins, there's no onboarding, just a Notion link and good luck.

Studio operations is the layer that makes the next game cheaper to ship than the last one. We build it with the same posture we build games: smallest version that works, shipped quickly, iterated when the friction tells us where to look.

What we build

Asset pipelines

A single source of truth for art, audio and copy — versioned, named consistently, with a clear path from "designer made it" to "it's in the build." Usually some combination of Git LFS, a shared cloud bucket, and a few automation scripts. No magic.

Build & release operations

Scripted, repeatable builds for iOS and Android. Beta channels via TestFlight and Play Console internal testing. A short, written release checklist so submission night doesn't depend on remembering a thing from six months ago.

Recruiting & onboarding media

If you're bringing in a contractor, a part-timer, or a first hire — short videos and written guides that explain "how we work here" without needing a 90-minute kickoff call. We've packaged this for studios with one role to fill all the way up to small operators bringing in a full shift of new collaborators. The format works regardless.

Process training

Short, focused training packages for the steps that consistently get fumbled — submitting a build, writing store copy, running a playtest, handling a 1-star review. Saves real time over the next year.

Who this is for

  • An indie game studio that just shipped its first title and wants the second one to be easier.
  • A solo dev about to bring in a first contractor or part-timer.
  • A small studio that's lost an afternoon to "where's the latest version of this asset" more than once.

Want the next game to be easier to ship than the last?

Send a paragraph about where things are slowing down.