Starting a games studio in 2026 looks very different to how it did even a few years ago. This talk is a practical, honest guide for developers who are thinking about taking that step, whether solo or with a small team.
The session covers what a modern indie or small studio actually needs to get started, including realistic team sizes, roles you can and cannot afford early on, and how to avoid overbuilding too soon. We will look at funding options available in 2026, from self-funding and contract work to publishers, grants, and alternative revenue models, with a focus on understanding risk and sustainability rather than chasing large budgets.
A core part of the talk focuses on prototyping. We will explore what makes a strong prototype today, how polished it really needs to be, and how to design prototypes that prove value to players, publishers, or investors without wasting months of development time. This includes scoping, tooling choices, and deciding what not to build.
The talk also covers the non-creative essentials, such as legal setup, basic finances, production planning, and how to decide when a project is worth continuing versus when it is time to walk away. Throughout the session, real-world examples and hard learned lessons are used to highlight common mistakes and misconceptions.
This talk is aimed at developers who want a realistic roadmap for starting a studio, not a motivational speech. Attendees will leave with a clearer understanding of what starting a games studio in 2026 actually involves, and concrete next steps they can act on immediately.
Recommended age 12+. Anyone under the age of 16 must be accompanied by a paying adult.
Adults £6, Child £3
The Auditorium, The Forum