Process

What Happens Between Signing a Studio and the First Build

The weeks between signing a studio and seeing the first build are not idle. Here is what is happening in that gap, what your role is during it, and what to watch for.

Vectra Play 7 min read
A timeline board showing tasks between contract signing and first playable build

The gap between signing a studio and receiving the first playable build typically runs three to six weeks. During that time the studio is doing discovery, setting up the project, running pre-production on art and tech, and building the first vertical slice. Your job during this period is to be responsive, provide references, and make a handful of decisions that shape everything after.

Why this period matters

Founders often experience this gap as waiting, because nothing playable exists yet. That misread leads to either anxious checking or complete disengagement, and both cause problems.

The studio is making foundational decisions during this window. The art direction, the technical architecture, the scope boundaries, and the production schedule all take shape here. Your input during these weeks has more leverage than at any other point in the project.

What you decide in week two is cheaper to change than what you decide in week twelve by a large margin.

Week one: onboarding and discovery

The first week is administrative and investigative.

On the studio side:

On your side:

The kickoff call is worth preparing for. A clear thirty-minute explanation of what you want saves weeks of misalignment later.

The discovery output is usually a brief document or a set of notes that confirms what the studio understood. Read it carefully. Corrections here are free. Corrections after production starts are not.

Week two: pre-production decisions

This is the densest decision week for a founder.

The studio comes back with initial proposals across several areas, and each one needs your input.

Art direction. Two or three style options, often as mood boards or rough sketches. You choose a direction, and the studio builds on it. The guidance in How to Brief an Art Outsourcer applies here too.

Technical approach. The engine, the target platforms, the minimum device specification, and any major architecture choices. Unless you have strong technical opinions, trust the studio here, but ask them to explain the trade-offs.

Scope confirmation. A feature list with rough effort estimates. This is where items get cut or deferred, and it is the most important conversation of the period. The scope template in One-Page Game Scope Template is useful for this.

Schedule. A milestone plan with dates and deliverables. Understand what each milestone produces, and ask what happens if one slips.

Three decisions are especially important.

  1. The art style locks the budget. A more detailed style costs more per asset, and that cost multiplies across every screen.
  2. The device floor locks the engineering. Supporting older phones costs engineering time on every feature, per Android Device Fragmentation Guide.
  3. The feature cut locks the scope. What you remove now stays removed unless you explicitly add it back with budget attached.

Weeks three and four: first production

The studio begins building. What they build first varies, but common early deliverables include:

Your role during these weeks is to stay responsive without hovering.

Check in at the agreed cadence, usually a weekly call. Clear blockers quickly. Resist the urge to add features. Adding anything during these weeks disrupts a team that is establishing its rhythm.

The milestone payment structure typically has the first payment at signing and the second at the first playable delivery. The details of how to structure those payments are in How to Structure Game Dev Milestone Payments.

What the first build should contain

The first playable build is not a finished game. It is a proof that the core loop works.

Expect it to include:

Do not expect:

The gap between what you expect and what you receive is where most early-project friction lives. Aligning on this list before the build arrives prevents that friction.

Red flags during this period

Three signs that something is going wrong.

  1. No structured communication for the first two weeks. If you have not received a discovery summary or been invited to a kickoff, the project may not be actively staffed.
  2. No decisions requested. A studio that does not need your input on art, scope, or schedule during the first two weeks is either making those decisions without you or not making them at all.
  3. The first build is late with no explanation. A delay is normal. A delay without communication is a flag. The broader set of warning signs is in Red Flags in a Game Development Proposal.

How to use this period well

Three habits that make the first build better.

What we would do

Prepare for the kickoff call with a written list of must-haves, nice-to-haves, and deal-breakers. Bring three reference games and be specific about what you admire in each one.

During week two, focus your energy on the scope conversation. Everything else adjusts more easily than scope. Ask the studio what they would cut if they had to remove twenty percent, and listen carefully to their answer.

Then set your response-time expectation with yourself: one business day for decisions, same day for blocking questions. That single commitment is the highest-leverage thing a founder can do during this period.

The short version

Write your expectations for the first build this week. If you are looking for a studio to start this process with, tell us about the project.

Related reading: One-Page Game Scope Template, How to Structure Game Dev Milestone Payments, and Questions to Ask a Game Studio Before Signing.

#Process#Founders#Studios#Onboarding
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