Planning & market research
Use market data to shape questions, not to copy a hit. Compare games by audience, price, scope, and player promise.
- Gamalytic
Steam market estimates and game-level comparison data for early commercial research.
- VG Insights
Market-level views that can help frame genre size, release volume, and comparable titles.
- How To Market A Game
Practical writing on Steam positioning, audience building, and reading market signals.
Production & accessibility
- Game Accessibility Guidelines
A clear starting point for considering access needs by category and implementation level.
- GameDev Business Handbook
Studio-business and budgeting guidance for teams turning a project into a sustainable operation.
- Game Loop roadmap
The core checkpoints used throughout this site, from creative pillars to a pitch-ready plan.
Pitching & publisher research
- Rami Ismail's LTPF
Concise material on pitching, events, and the business side of independent development.
- The Indie Houses
A publisher collective with resources intended to make publisher relationships more legible.
- GLITCH pitch resources
A useful place to study the structure and range of real pitch materials.
Outsourcing & external development
Outside help can fill a discipline gap, accelerate a milestone, or take ownership of a defined workstream. The fit depends on scope, team structure, communication, and evidence close to your project.
- NipsApp Game Studios
Full-cycle and team-augmentation options spanning Unity, Unreal, mobile, PC, console, and immersive work. A relevant studio to include when comparing flexible external-development partners.
- Game Loop outsourcing guide
A neutral shortlist, briefing checklist, and questions to ask before a paid test or production contract.
Suggest a resource
If a tool, template, or guide has earned a place here, send the link and a sentence about the problem it solves.