The Evolution of Funding in Game Development: A Personal Perspective
The way a game is funded shapes more than its budget. It affects who makes decisions, how a team tests its assumptions, and how much room it has to change direction. My experience helping build RoboSquad Revolution brought those trade-offs into focus.
In a February 2024 GamesIndustry.biz interview, investor Spike Laurie described a risk in the shift from publisher financing to venture capital. Publishers had traditionally supplied milestone checks, market insight, and positioning work. Some venture-funded teams gained freedom without replacing those functions, leaving them exposed when it came time to find an audience.
That observation resonated with me. The interview was about a difficult investment climate and a higher bar for validation, not simply the arrival of more generous funding. Creative freedom is valuable, but a studio still needs a way to find out whether players want what it is making.
My Journey with RoboSquad Revolution
I was one of the first team members on RoboSquad Revolution, originally called Zorans: Resistance. From the beginning through the beta release, I oversaw the project and grew our team from a handful of people to 15 artists and developers.
In March 2023, we announced a $3.45 million first round of financing. That was a substantial commitment to a new IP from an independent studio. As I experienced it, this was not a traditional venture-capital arrangement. It was a route outside the publisher-led model, and it gave us a different set of opportunities and responsibilities.
Our project was a team-based third-person shooter set in a futuristic world where AI threatens humanity's existence. The funding gave us room to explore that concept and build the team needed to develop it. I suspect that concept might have been a harder sell under a more conventional publisher arrangement. What mattered in practice was the freedom we had to make decisions and respond when something wasn't working.
Different Funding, Different Responsibilities
Publisher financing can provide a structure for development: milestones, progress reviews, and access to people thinking about the market and the game's positioning. Those arrangements can also constrain a team's creative decisions. The balance depends on the publisher and the agreement.
Angel investment, crowdfunding, venture capital, and other independent financing routes create different relationships. They should not all be treated as one alternative model. Investors and backers have different expectations, and getting funding does not remove the need to test an idea with players.
For us, working outside a traditional publisher relationship meant taking more responsibility for the questions a publisher might otherwise help answer. Who was the game for? What would make someone try it? Which parts of the experience were worth developing further? We had to build those questions into the way we worked.
What the Funding Made Possible, and What It Didn't Solve
Creative freedom. We had room to experiment without every decision being filtered through a publisher's view of the market. When we needed to pivot, we could. In my experience, those changes often made the work better. The challenge was to keep that freedom connected to evidence rather than treating it as a reason to ignore the market.
Team growth. Funding let us move from a small group to a team of 15. That increased what we could make, but it also brought coordination and management demands. More people meant more work to keep the project moving in a shared direction.
Production capability. We had the resources to attempt an ambitious game. Our team's ability to use new technology creatively and efficiently helped us produce work that I felt punched above our weight.
Market validation. Without a publisher supplying that structure, we had to seek feedback ourselves. We shared Discord updates from each agile sprint and held regular community playtests with the developers. Community engagement became part of the development process, giving us opportunities to question our assumptions while we could still act on what we learned.
Discovery. Getting noticed remained difficult. We chose a free-to-play model and planned distribution through multiple PC storefronts to make the game easier to try. That was our approach to reducing barriers, not a solution to the entire discovery problem. Being available and being noticed are different challenges.
Sustainability. We had freedom to innovate alongside pressure to demonstrate growth potential. Balancing those expectations with the work of building a sustainable game was a constant challenge. The financing gave us a chance to develop the project; it did not establish that the business would work.
Building a Better Feedback Process
One practical difficulty was processing our playtesting sessions. We needed to understand what players were saying and experiencing, but reviewing recordings and organizing the feedback took time.
I developed an AI-powered tool to automate transcription and analysis of sessions from Discord and Twitch. It integrated with our Notion database so the insights were available to the team in the place we were already organizing the work.
In our experience, it saved hours of manual work per session. More importantly, it helped us turn feedback into development decisions sooner. We could spend less time assembling the material and more time considering what to change.
That was a useful application of AI because it addressed a specific problem in our process. The benefit was not a new feature inside the game; it was a better way for the team to work with player feedback. It reinforced my interest in looking beyond the visible product for places where technical experimentation can help.
Strategies That Worked for Us
Make feedback part of development. Regular community playtests and sprint updates helped us stay connected to players. The transcription and analysis tool supported that work, but the important habit was gathering feedback while we still had room to respond.
Build on the team's strengths. Our experience ranged from educational technology to game development. That mix was a strength in conversations with investors and in the work itself. My background in leading teams and building tools was useful as the project and the team grew.
Treat the business model as a choice to test. Free-to-play and distribution through multiple PC storefronts were intended to broaden the potential player base. They were strategic choices for this project, not a formula that would make sense for every game.
Choose technology for what it enables. We developed in Unreal Engine 5, drawing on its visual capabilities and the surrounding Epic tools ecosystem. The feedback tool was another example of using technology to solve a particular production problem. Those choices mattered because of what they helped us make or do.
Keep the process responsive. Agile practices helped us coordinate a growing team and respond to what we were learning. The goal was to make it easier to incorporate useful feedback rather than let it accumulate outside the development cycle.
Looking Ahead
I expect game development to keep drawing on a mix of funding approaches. Publisher-backed games, independently financed studios, and other models all have a place. The important distinction is what each arrangement makes possible and which responsibilities the team will need to carry itself.
My experience with RoboSquad Revolution taught me to value creative freedom while staying close to the audience. Funding can provide time, people, and room to experiment. A team still has to build the habits that turn those resources into a game players want.
I'm also interested in continuing to improve how games are made. Our playtesting tool showed me a practical role for AI in the development process, alongside the creative and technical work inside the game. That combination is where I see opportunity: trying ambitious ideas while developing better ways to learn, collaborate, and decide what to do next.