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.

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:
- Setting up the project repository, task board, and communication channels.
- Reviewing whatever materials you provided: the brief, reference games, concept art, pitch decks.
- Assigning the team: lead, artists, engineers, and a producer if the project has one.
- Beginning competitive research in your genre.
On your side:
- Providing access to everything the studio needs: documents, assets, brand materials, logins for shared tools.
- Being available for a kickoff call, typically sixty to ninety minutes, covering the vision, the audience, the must-haves, and the boundaries.
- Sharing reference games you admire and, just as importantly, games you do not want to resemble.
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.
- The art style locks the budget. A more detailed style costs more per asset, and that cost multiplies across every screen.
- The device floor locks the engineering. Supporting older phones costs engineering time on every feature, per Android Device Fragmentation Guide.
- 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:
- A core loop prototype. The main interaction running in the engine, usually with placeholder art. This is the single most important early deliverable.
- An art test. One or two finished assets in the chosen style, proving the pipeline works and the look holds up on a device screen.
- A technical proof. If the game has a risky technical element, like procedural generation or real-time multiplayer, a proof of concept for that specific piece.
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:
- The main mechanic, functional and playable.
- Enough content to demonstrate one session (a level, a round, a match).
- Art that represents the final direction, at least for the main elements.
- Target-device performance within acceptable range.
Do not expect:
- A menu, settings, or onboarding flow.
- Sound or music (unless audio is central to the gameplay).
- Multiple levels, modes, or content variety.
- Polish, juice, or visual effects.
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.
- 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.
- 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.
- 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.
- Respond within one business day. The team is small and decisions gate work. A two-day delay on a question can cost a week of production.
- Collect references continuously. Every time you see something in a game that you want or do not want, note it and share it. Visual references are more useful than written descriptions.
- Write down your expectations for the first build. Share them with the studio before the build arrives. Mismatched expectations are the most common cause of disappointment with a first delivery that was actually on track.
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
- The gap between signing and first build is three to six weeks of active work, not waiting.
- Week one is onboarding and discovery. Prepare for the kickoff call.
- Week two is the densest decision period: art direction, scope, schedule, and device floor.
- Weeks three and four are early production. Stay responsive, do not add features.
- The first build proves the core loop works. It is not a finished game.
- Respond within one business day, and write down your expectations before the build arrives.
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.
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