To start an indie game studio, begin with a small playable prototype, not a company. The legal and business structure matters, but it only becomes urgent once there is something worth protecting and shipping. Most small studios that last do the work in this order: prove the idea, set up the basics, release something small, then grow.
This guide follows that order. It covers general steps only. Company law, tax and employment rules differ between countries, so confirm those details with your national business registry or a qualified adviser.
The most common reason first projects fail is scope. A game that needs forty levels, multiplayer and a long story will take years for a small team. Choose something you could finish in three to six months, and cut features until that is true.
A useful exercise is to write the game as a single sentence and a list of five features. Anything outside the list is a “later” item. Common mistake: treating a first release as the final vision, rather than a stepping stone.
Use a tool that lets you move quickly. Unity, Godot and Unreal Engine are widely used game engines, and each has its own licence terms, which you should read yourself because they change. Godot is open source; the others are commercial products with their own licensing models.
Aim for a rough but playable build within weeks. Put it in front of people who are not your friends if possible, watch them play without helping, and note where they get stuck. Their confusion is a design problem, not a player problem.
Different platforms suit different games.
| Platform | Typical fit | Things to check |
|---|---|---|
| iOS and Android | Short-session, casual and puzzle games | Store review rules, device variety |
| PC (digital storefronts) | Deeper or longer games | Store requirements, community expectations |
| Consoles | Polished titles with larger budgets | Platform approval and development kits |
Each store publishes its own developer terms, review guidelines and account requirements. Read the official pages directly, because fees and rules are revised from time to time.
Once a prototype looks promising, formalise things.
Common mistake: using assets “temporarily” from other games or websites and forgetting to replace them before release.
Even a tiny game collects some data, whether analytics, crash reports or advertising identifiers. Stores generally expect a privacy policy and honest data disclosures. If children could be playing, laws such as the US children’s privacy rules (COPPA) and the EU’s GDPR add further obligations. Plain-language examples of policy pages appear in this site’s privacy summary and terms summary, though a real studio should have its policies reviewed against the law that applies to it.
Ship the first game even if it is humble. A release teaches things no planning can: how store listings work, what reviews say, how crashes look on devices you did not own. Keep expectations realistic. Most new games earn little, and a studio’s real asset after a first release is experience and a small audience.
Plan updates in modest rounds rather than a giant sequel. Listen to feedback, but decide what fits the game’s identity.
Not always. Many solo developers begin as individuals or sole traders, and stores accept both individual and organisation accounts. Rules about taxes and liability differ by country, so check your government’s business guidance before you earn income.
It varies enormously, from almost nothing for a solo developer with free tools to large sums for a team with salaries. The largest cost is usually time, so the sensible approach is to plan around how long your savings can sustain you.
Pick the engine whose learning materials you find easiest to follow and that supports your target platform. Godot and Unity are common starting points for 2D and mobile work. Switching engines mid-project is expensive, so decide once.
Some studios self-publish, others sign with publishers who provide funding or marketing in exchange for revenue share or rights. Read any contract carefully and seek legal advice before signing, because terms differ widely.
A studio is built by finishing things. Keep the first game small, document who owns what, respect player data, and let each release teach the next.