Most first-time game dev team builders make the same mistake: they hire for roles before they understand what they’re actually building.
I’ve watched it happen more times than I can count. Someone has a great idea, maybe a solid GDD, some savings or a small grant, and they go straight to posting on LinkedIn or Game Dev Discord looking for a programmer, an artist, and a sound designer. Six months later they’ve spent $40,000, shipped nothing, and the team has quietly dissolved. Not because anyone was incompetent. Because the foundation was wrong from day one.
So let’s talk about how to actually do this.
Start with an honest inventory, not a job posting
Before you hire anyone, you need to know what you have and what you’re missing. Not in a vague “I need a programmer” way. Specifically.
Sit down and answer three questions: What can you personally do well enough to not need help yet? What does this specific game require that nobody currently on the team can do? And what’s your actual budget?
That last one matters more than people want to admit. Get brutally honest about money before you talk to a single candidate. If you’ve got $15,000 total runway, you’re probably looking at one paid collaborator and a lot of revenue-share conversations. If you’ve got $150,000 from a publisher advance or an Epic MegaGrant, you’ve got real options but still finite ones.
Here’s what I tell people at this stage: build a skills matrix before you build a team. It doesn’t have to be fancy. A spreadsheet works. List every discipline the game needs: programming, 2D art, 3D art, animation, UI design, audio, QA, writing, production. Then rate your current coverage honestly. Zero means nobody can do it. Three means it’s handled. That gap list is your actual hiring roadmap.
The other thing worth knowing is what kind of team structure makes sense for your situation. A small indie doing a narrative puzzle game doesn’t need the same architecture as someone building a live-service mobile title. Sounds obvious, but you’d be surprised how many people pattern-match to “how Riot does it” when they’re making a $12 Steam game with two people.
Roles that actually matter for small teams
| Team Size | Production Role | QA Approach | Prioritized Hires |
|---|---|---|---|
| 2-4 people | Embedded (whoever has PM instincts) | Whole team is QA | Generalist programmer, then art |
| 5+ people | Dedicated producer | Whole team until beta | Generalist programmer, then art |
| Pre-alpha stage | Whoever owns schedule | Entire team | Generalist programmer, art |
| Approaching beta | Dedicated producer recommended | Targeted playtesting + QA process | Generalist programmer, art, then audio |
You might be wondering whether you need a dedicated producer if the team is small. Honest answer: you need someone doing the production work even if nobody has that title. Someone has to own the schedule, track the tasks, run the weekly sync, and make sure the GDD doesn’t become a 200-page fiction piece nobody reads.
On a team of two to four people, that’s often whoever has the clearest project management instincts, regardless of their primary discipline. On a team of five or more, you start to feel real pain without someone explicitly owning it.
For pure development roles, here’s the sequence I’d prioritize for most indie games:
A generalist programmer comes first if you can’t program yourself. Not a specialist. Someone who can write gameplay systems, touch shaders if needed, and wire up UI without needing a dedicated tech lead supervising them. On small teams, specialists are a luxury.
Art comes next because nothing kills momentum like a programmer building in gray-box forever. Even rough placeholder art that captures the game’s actual visual direction helps enormously with team morale and investor conversations. If your game is heavily stylized, this hire matters even more.
Audio often comes last, and honestly for a first game that’s probably fine. Freelance audio works very well. Ben Prunty (FTL) started as a composer-for-hire on small projects. There’s excellent audio talent available on a per-project basis through AudioJungle, Soundsnap licensing, or direct contracts with composers you find through itch.io credits.
What I’d skip early: a dedicated QA hire. At the pre-alpha stage, the whole team is QA. When you’re approaching beta, that’s when targeted playtesting and a QA process become genuinely necessary.
Where to actually find people
Jobs in Game Development [Team Management] · Masahiro Sakurai on Creating Games on YouTube
The best team members for indie projects rarely come from cold job postings. They come from communities where people are already making things.
The Brackeys Discord, r/gamedev, TIGSource forums, Game Dev Network on LinkedIn, and Twitter/X’s surprisingly active gamedev community are all legitimate places where working developers hang out. But showing up and immediately posting “looking for programmer rev-share” is a terrible first impression. Spend a few weeks contributing before you recruit.
Game jams are probably the single best recruiting tool available to indie devs, and almost nobody treats them that way. Participating in Ludum Dare, Global Game Jam, or GMTK Game Jam puts you in direct contact with people who make games under pressure, which is exactly what you need to know about a potential collaborator. I’ve seen multiple shipped games trace their team origins to a 48-hour jam.
University game programs are underrated. Students in their final year at schools like Carnegie Mellon’s ETC, NYU Game Center, or even strong regional programs like the University of Utah’s game design program are looking for real projects. They’re not free labor; treat them like junior professionals. But they’re motivated, current on tools, and often hungry in a way that experienced developers at $120k salaries aren’t.
For paid freelance work, Upwork works fine for specific scoped tasks (logo, trailer editing, a specific animation pass) but fails for finding long-term collaborators. Contracts through personal referrals and community connections hold up better because there’s existing social accountability.
Revenue share is complicated and you should know why
A lot of first-time team builders default to rev-share arrangements because they don’t have payroll money. I understand that. But go into rev-share with clear eyes.
Most rev-share games don’t pay out. Not because the game fails, but because games that would have paid out at a fair commercial scale rarely get finished by volunteer teams working around day jobs. The incentive structure is working against you.
If you’re doing rev-share, write an actual agreement. Not a handshake. Use something like a simple operating agreement template or work with a lawyer who understands entertainment contracts. Specify what percentage, what it’s based on (gross? net after platform fees?), what happens if someone leaves before ship, and what constitutes “done.” Indie Game Lawyer (Ryan Morrison’s site) has real resources for this at a price range most indie teams can afford.
Paying people, even small amounts, dramatically improves reliability. $500 for a milestone isn’t glamorous but it signals seriousness and creates a real accountability relationship. If you can’t pay anyone anything, that’s information worth sitting with before building a team.
The production infrastructure question
You need to answer this before your second team member starts, not after: where does the work live, and how does it move?
For version control, use Git with GitHub or GitLab. GitHub’s free tier works for small teams; GitHub for Nonprofits or the GitHub Student Pack covers a lot of indie scenarios. If you’re in Unity, learn Git LFS for large binary assets. If you’re in Unreal, Perforce is the industry standard but the free Helix Core license for teams under five is available and worth considering.
For task management, I’ve used everything. For small indie teams, Notion combined with a simple Kanban board in Linear or even GitHub Projects works well. Jira is overkill until you’re consistently running sprints with more than six people. Shortcut (formerly Clubhouse) is a nice middle ground at around $8.50 per user per month as of early 2025. Hacknplan is built specifically for game dev and worth a look, especially if your team finds traditional PM tools alienating.
Communication is usually Slack or Discord. Discord has won for most indie teams. Create real structure in it: separate channels for art, code, design, build feedback, and off-topic. Don’t let everything live in one channel or you’ll lose important decisions in a scroll of memes.
For documentation, Notion is genuinely good. Keep your GDD there, your milestone plans, your decision log. The decision log is something a lot of teams skip and then regret: a running doc of why you made specific design or technical choices. Six months in, you’ll have forgotten, and it matters.
Building the culture before you have a culture problem
Sources
Teams don’t fall apart because of technical problems. They fall apart because of communication breakdowns, unclear expectations, and unresolved tension about creative ownership.
Decide early who has final say on what. Creative director authority, technical authority, business decisions: these should be explicit, not assumed. I’ve seen three-person teams collapse because two co-founders each assumed they were the creative lead and spent eight months never quite agreeing on anything, running the game into mediocrity by committee.
Set a meeting cadence and hold it. A weekly 45-minute sync where everyone shows current work and blockers is usually enough for a small team. Async updates between syncs (a short video walkthrough of what you built this week works great) keep remote teams connected without meeting everyone to death.
And take breaks. Real ones. Crunch culture isn’t a discipline problem, it’s a planning problem. If your milestones require everyone to work 60-hour weeks, the milestones are wrong. The game will ship better if the people making it aren’t burned out by month four.
Photo: cottonbro studio via Pexels
Tyler Brooks





