Pre-Production
Indie PC Production Blueprint
You map scope, vertical slice targets, and review loops before art and code sprawl. The focus stays on playable proof, not slide decks. You leave with a studio-ready roadmap artifact you can reuse on the next title.
KRW 420,000 · informational only on this static site
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Features
- Milestone map tied to vertical slice outcomes
- Risk log for scope creep and dependency gaps
- Cross-discipline review cadence templates
- Steam-facing positioning notes without hype language
- Asset dependency graph starter
- Definition-of-done cards for each discipline
- Weekly studio ritual checklist
Outcomes
- A milestone sheet aligned to a shippable PC slice
- A shared vocabulary for design, art, and engineering
- Clear gates before expanding content volume
Mentor of record
Mina Cho
Program director who has shipped two narrative-adventure PC titles with remote crews.
FAQ
Do we need a playable build before joining?
A rough prototype helps, but teams may start from a detailed design doc if engineering is mid-setup.
Is this only for narrative games?
No. Systems-heavy projects benefit equally; exercises stay agnostic while examples lean on PC-first constraints.
What is not included?
We do not provide engine licenses, outsourced art, or marketing spend. Those stay your operational decisions.
Experience notes
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“The milestone map forced honest conversations about what our vertical slice actually proved. Still rough around audio, but the planning rails stuck.”