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title: How to run an indie game studio: Part 1, What is a studio?
description: The first installment of a five-part series introduces the FIRM framework (Future, Issues, Rocks, Meetings) for managing an indie game studio, written by a...
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# How to run an indie game studio: Part 1, What is a studio?

**[GamesIndustry.biz](https://daily.dev/sources/gamesindustry)** · 8 min read · 0 upvotes · 0 comments

## Summary

The first installment of a five-part series introduces the FIRM framework (Future, Issues, Rocks, Meetings) for managing an indie game studio, written by a business coach with 15 years of games industry experience. It argues that founders must build the studio itself alongside the game, breaking a studio down into three core elements: team, game/IP, and distribution/community. It also applies Jim Collins' Hedgehog Concept from Good to Great, using Paradox Interactive as an example, to help founders define their studio's purpose by finding the overlap between passion, world-class capability, and economic engine. The piece ends with a homework exercise for studio teams and a pointer to a free companion resource.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamesindustry.biz/how-to-run-an-indie-game-studio-part-1-what-is-a-studio>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#business](https://daily.dev/tags/business), [#leadership](https://daily.dev/tags/leadership)

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