Define your game concept, target audience, and success criteria. Research the market and successful indie games so your first project has a clear direction.
Launch Your First Indie Game - Complete Business Project
Course Overview
Launch Your First Indie Game - Complete Business Project
This course helps you treat your first indie game as a real business. You will go from game concept and market research through legal structure, development planning, marketing, and launch so you are ready to publish and grow.
What You'll Achieve
By the end of this course you will have:
- A clear game concept and target audience
- A business model and revenue strategy
- A budget and resource plan
- Legal and IP basics in place
- A project timeline and production plan
- A marketing and launch plan
Learning Outcomes
- Define your game concept and validate it with market research
- Choose a business model and plan revenue
- Plan budget and resources realistically
- Understand legal structure and intellectual property
- Run project management and production
- Prepare for marketing and launch
Course Structure
This course has 26 lessons in 4 core phases plus gap-fill operations lessons (17-26) for reconciliation, wishlist planning, pricing, launch control, stabilization, metrics-postmortem review, monthly launch-ops scorecards, quarterly roadmap risk alignment, and release-quarter expansion bet funding decisions.
Phase 1: Business Planning (Lessons 1-4)
- Game concept and market research
- Business model and revenue strategy
- Budget planning and resource allocation
- Legal structure and intellectual property
Phase 2: Development & Production (Lessons 5-10)
- Project management and timeline planning
- Art direction and asset creation
- Programming and technical implementation
- Audio design and music production
- Quality assurance and testing
- Marketing preparation and branding
Phase 3: Launch Preparation (Lessons 11-13)
- Store presence and store page optimization
- Community building and beta feedback
- Launch checklist and release plan
Phase 4: Post-Launch (Lessons 14-16)
- Post-launch support and updates
- Analytics and iteration
- Next project and long-term strategy
Release-quarter operations binder (Lessons 21–26)
Use this section as a single export surface for PDF, print, or Notion: copy the table and checklist below, then paste into your ops wiki. Each row links to the full lesson for templates and worked examples.
| Step | Lesson | What you ship | Open lesson |
|---|---|---|---|
| 21 | Launch control panel | Weekly go / conditional / no-go gates across build, support, and pricing lanes | Lesson 21 |
| 22 | Stabilization sprint board | Two-week incident and patch board tied to the same lane language as the control panel | Lesson 22 |
| 23 | Metrics review and postmortem loop | Weekly metrics + incident postmortem ritual with owner handoff | Lesson 23 |
| 24 | Monthly launch-ops scorecard | One leadership snapshot from four to five weekly reviews | Lesson 24 |
| 25 | Quarterly roadmap alignment | Staffing, scope, and risk snapshot before big release windows | Lesson 25 |
| 26 | Release-quarter investment review | Rank expansion bets with risk, capacity, and evidence before funding work | Lesson 26 |
Suggested operating rhythm (small team)
- Weekly: run Lessons 21–23 artifacts in order (dashboard evidence, then stabilization execution, then review loop).
- Monthly: roll four to five weekly packets into Lesson 24.
- Quarterly: Lesson 25 snapshot, then Lesson 26 funding decisions; archive the binder row set for the quarter.
Notion-style checklist (copy as plain text)
[ ] L21 Control panel: thresholds current, owners named, last decision recorded
[ ] L22 Sprint board: in-flight hotfixes have rollback owner + build ID
[ ] L23 Weekly review: top incidents postmortemed, mitigations assigned
[ ] L24 Scorecard: lanes scored, growth vs reliability tradeoffs explicit
[ ] L25 Quarterly snapshot: staffing pressure and scope risks aligned
[ ] L26 Investment sheet: every bet has fund / defer / mitigate + re-test date
If you also ship AI-heavy dialogue, pair this arc with the AI-assisted RPG prototype course for release-sign-off lessons that share the same live-ops owners.
Getting Started
Start with Lesson 1: Game Concept & Market Research to define your game and audience.
Course Lessons
Follow these lessons in order to complete the course
Choose how your indie game will make money. Compare premium, free-to-play, DLC, and hybrid models so your revenue strategy matches your scope and audience.
Plan a realistic budget and allocate time and money for your indie game. Learn what to budget for, how to trade time vs money, and how to document it in one page.
Choose a business structure and protect your game's IP. Learn the basics of incorporation, contracts, copyright, and trademarks so your indie studio is set up correctly from the start.
Turn your concept, budget, and legal setup into a clear project plan and timeline so you can move from planning to production.
Turn your art style and scope into a concrete asset list and pipeline so art supports your timeline instead of blocking it.
Turn your design and art into a stable, maintainable codebase with clear architecture, version control, and a repeatable build pipeline.
Plan and implement sound design and music for your indie game so it feels polished and supports the experience without blowing the budget.
Turn your playable build into a testable product with test plans, bug tracking, and a focused QA pass so you ship with fewer surprises.
Define your game's brand, visual identity, and key messages so your marketing and store presence feel consistent and professional.
Plan your social channels, content calendar, and early community so you have an audience when you launch your indie game.
Build a press kit and reach out to press and content creators so your indie game launch gets coverage and visibility.
Build a launch checklist, release timeline, and day-one plan so your indie game launch runs smoothly and you can respond to issues quickly.
Plan the first weeks and months after launch: updates, community, and how to keep your indie game visible and growing.
Use data to understand sales, wishlists, and retention so you can make informed decisions about pricing, discounts, and future projects.
Plan your next steps after your first launch - stay solo, grow a tiny team, or start your next game with clarity on what worked and what to change.
Reconcile the live 16-lesson launch course with the active planner syllabus, map keep-merge-retire decisions, and define one high-impact gap-fill lesson you can ship next.
Build a practical wishlist goal model and demo-week capacity plan so your launch campaign turns into measurable weekly actions instead of guesswork.
Build a practical pricing and discount experiment plan so your launch windows become measurable tests, not one-shot guesses that burn momentum.
Build a reusable discount cooldown policy template so your team can prevent over-discounting, protect price trust, and recover cleanly after weak promo windows.
Build a lightweight weekly launch control panel that combines pricing cadence, support load, and build stability into one clear go/no-go decision workflow.
Build a two-week post-launch stabilization sprint board that ties live incidents, patch priorities, and public update commitments into one visible recovery loop.
Build a weekly post-launch metrics and postmortem loop that turns Lessons 21-22 launch control and stabilization data into clear next-sprint decisions.
Turn weekly launch signals into one monthly leadership scorecard that aligns reliability, support quality, and commercial confidence for clear decisions.
Convert monthly launch-ops scorecards into one quarterly roadmap snapshot that aligns staffing, scope, and risk tolerance before major release windows.
Rank expansion bets before greenlighting work by scoring operational risk, owner capacity, and confidence signals so quarterly roadmap choices stay branch-safe.