{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Game Production Podcast","title":"How to Ship Games on Time and on Budget with Galaxy Grove","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/6ca60e45\"></iframe>","width":"100%","height":180,"duration":1424,"description":"Most indie studios spend 3-5 years on a single game, hoping it becomes their big break. \nGalaxy Grove? They're shipping games annually with a team of 16+ (and growing), staying on budget, and avoiding crunch.\nA huge amount of indie game failure comes down to one thing: poor scope management and unrealistic timelines that lead to delays and budget overruns.\nIn this conversation, Joost (founder of Galaxy Grove, the studio behind Station to Station and Town to City) breaks down the production systems that let them ship games on time and within budget. \nFrom timeboxing features to working backwards from release dates, to knowing which features to cut without killing your game. If you're building games and want to actually finish them, this is for you.","thumbnail_url":"https://img.transistorcdn.com/QbkWXtp28Idv19HFRy32jhFF9ta8T0Yx7JfUATH9SBQ/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS83MzRh/YTgxZWY4NzdkMDVh/MDE1NzA3YmM1MWZj/ZjQ4Zi5wbmc.webp","thumbnail_width":300,"thumbnail_height":300}