Beginner to Intermediate 26 lessons 26 lessons

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)

  1. Weekly: run Lessons 21–23 artifacts in order (dashboard evidence, then stabilization execution, then review loop).
  2. Monthly: roll four to five weekly packets into Lesson 24.
  3. 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