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How to run an indie game studio: Part 4, Setting (and hitting) quarterly rocks

Previously in this series, we've defined your studio purpose , set clear goals for the future , and looked at how to catch and solve the problems that get in the way . This week, we're tackling one of the crucial tools for managing the work that needs to happen to hit your goals. Read more

How to run an indie game studio: Part 4, Setting (and hitting) quarterly rocks

We haven't written up this one. GamesIndustry has the full story — the link below goes straight to it.

Read the original at gamesindustry.biz →

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