Celebratory balloons against blue sky

Building a different kind of studio

A little over twelve months ago, I left one of the world’s most successful studios. I stepped away from the world of live-ops, and decided to forge my own journey. I wanted to follow a dream and build a game completely on my own terms.

No corporate committees. No endless alignment meetings. Just a blank Unreal Engine project file, an idea and a studio name—Frosty Dog Games.

Starting a studio from scratch is equal parts terrifying and liberating. When you’ve spent years in established software engineering and game development environments, you take for granted the massive invisible safety net beneath you: automated build machines, dedicated art departments, QA pipelines, and specialist teams for almost every problem.

When you go solo, you are the build machine. You are the programmer, the technical artist, the UI designer, the IT department, and the person who cleans the tea cups at the end of the day.

Looking back over this first full year, here is what that journey has actually looked like behind the curtain.

Defining “The Frosty Dog Way”

Before writing a single line of C++ or dropping a static mesh into a scene, I needed to figure out why I was doing this. The games industry can be a chaotic place, and it’s super easy to drag bad, corporate habits into solo dev. So I set out a few core tenets for myself early on:

  • Fun first, always. If I’m not having fun building it, nobody is going to have fun playing it.
  • Respect the player. Games should be quick to learn, deep to master, and never treat players like metrics to be squeezed.
  • Sustainable development. No crunch. No artificial panic.

Having a clear philosophy gave me an anchor when the scope started creeping or when a bug took three days to isolate.

From Napkin Sketch to Closed Beta

My flagship project for my first year is Pip’s Odyssey. It’s a mobile quiz-arcade hybrid built in Unreal Engine 5.

The initial concept was simple: take the fast-paced adrenaline of a rapid-fire quiz and pair it with direct gameplay controls, where quick thinking keeps your ship on course and a single mistake causes a catastrophic (and dramatic) crash.

Over the last 12 months, that simple core loop has grown into a fully realised project:

  • The Engine Transition: Tailoring UE5 for a lean mobile target, writing custom C++ plugins for UI, server integration and mechanics to hit that elusive 60 FPS target.
  • Taking it Public: Bringing a playable prototype to GDLX earlier this year and watching strangers actually play—and laugh at—the game for the first time. There is no feeling quite like watching someone get hooked on a mechanic you built in your home office. Or having someone return again and again to finally beat a level.
  • Collaborations: Working with fantastic student artists and contributors who brought fresh visual energy to Pip’s world.
  • The Beta Milestone: Moving from private local testing to a real closed beta on TestFlight and Google Play, gathering live feedback from real players on real devices.

Engineering for One

One of the biggest technical challenges of going solo is productivity scaling. How do you do the work of a five-person team without working 80-hour weeks?

My answer was to build a rock-solid, self-hosted dev ecosystem. Instead of blowing my budget on bloated SaaS subscriptions, I spent time setting up a lean, green, private lab running on Raspberry Pis and dedicated storage—handling automated nightly backups, local Git mirrors, project documentation, and private automation pipelines. And the best part? My entire server cluster consumes less power than an incandescent lightbulb, it’s free from ongoing SaaS costs, and the whole infrastructure is private too.

My goal isn’t to build a small version of a big studio. I want to build a different kind of studio.

By automating the administrative side of development, I freed up maximum time for what actually matters: developing the game, writing C++ and making assets silky smooth as they glide across the screen.

What Comes Next?

Year one was about laying the foundation: establishing the studio mindset, building the pipeline, getting the first core project into beta, and learning to love the process of solving weird technical puzzles alone at 7:00 AM.

Year two is about refinement, expanding Pip’s world based on beta player feedback, preparing for broader exposure, and continuing to turn the “scary blank page” into something worth playing.

To everyone who tested early builds, offered feedback at showcase events, or simply asked how the game was coming along over the past year, I thank you. 

Now, it’s back to the engine I go: to tweak, and tune, and break the laws of physics yet again.


Photo by Ankush Minda on Unsplash

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Join Beta Test Form (#3)

Shape the Game...

Be one of the first to play Odyssey. Test new mechanics, squash bugs, and earn your spot in the credits. Ready to play?