'Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software
Two former id Software veterans founded indie studio Turnkey to ship Apart, a third-person horror game, after Microsoft’s layoffs underscored the fragility of AAA security.
Tony Garza and Richard O’Neal left id Software to co-found Turnkey Games, an indie studio based in Dallas, after Microsoft’s plans to cut 3,200 jobs at the studio prompted them to reassess their careers. They cited growing disconnect from industry values and a desire to build something independently as key reasons for their departure. Garza described the decision as a response to the broader instability in the AAA job market, where even securing new roles offers no long-term guarantee.
Turnkey is developing Apart, a third-person horror adventure where players control a severed arm and a modular zombie child in a post-apocalyptic setting. The studio bootstrapped the project to minimize overhead, prioritizing direct investment in development tools, contractors, and marketing over non-essential expenses like office space. O’Neal emphasized that this lean approach allowed them to sustain progress without immediately seeking a publisher to cover production costs.
To avoid scope creep, Garza and O’Neal focused on delivering only the features that meaningfully enhanced the game, cutting or simplifying ideas that did not serve the core experience. They deliberately expanded the team only when additions directly improved the project, rejecting the AAA philosophy of building systems to support every possible scenario. O’Neal noted that this mindset is essential for indie studios, where resources are limited and every decision must reinforce the game’s unique identity.
Garza and O’Neal acknowledged the personal and financial risks of indie development, including the need to handle contracts, marketing, and budgets independently. Despite the uncertainty, they highlighted the rewards of creative control and direct connection to the game’s development. Garza emphasized that the recent layoffs at Microsoft reinforced their decision to go indie, though they recognize the path is not suitable for everyone due to its inherent unpredictability.