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# 'Text is evil:' How making Peak changed indie studio Aggro Crab

**[Game Developer](https://daily.dev/sources/gamedeveloper)** · 6 min read · 3 upvotes · 0 comments

## Summary

Aggro Crab studio head Nick Kaman shared at GDC Festival of Gaming how co-developing the hit game Peak with Landfall Games transformed his studio's culture. Landfall's 'cowboy' approach — no task-tracking software, no scheduled meetings, minimal friction — initially clashed with Aggro Crab's more structured style, but ultimately inspired lasting changes. Kaman adopted spontaneous communication over text chat (coining 'text is evil'), rearranged the office for easier collaboration, reduced scheduled meetings, gave employees free Fridays for personal projects, and stepped back from micromanaging. Despite Peak being built on spaghetti code and full of bugs, its multi-million-copy success validated the fast, freedom-focused development philosophy.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamedeveloper.com/production/-text-is-evil-how-making-peak-changed-indie-studio-aggro-crab>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#gaming](https://daily.dev/tags/gaming), [#agile](https://daily.dev/tags/agile), [#company-culture](https://daily.dev/tags/company-culture)

[View this post on daily.dev](https://daily.dev/posts/text-is-evil-how-making-peak-changed-indie-studio-aggro-crab-cmsqg8c30)

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