Pre-Production

Indie PC Production Blueprint

6 weeks · async + two live clinics · Cohort + mentor checkpoints

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

Request syllabus by email
Indie PC Production Blueprint cover

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
Mina Cho, mentor

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

  • “The milestone map forced honest conversations about what our vertical slice actually proved. Still rough around audio, but the planning rails stuck.”

    — Leo Park , Producer · Northwave Desk