{"id":1214653,"date":"2026-02-22T04:43:51","date_gmt":"2026-02-22T04:43:51","guid":{"rendered":"https:\/\/www.polygon.com\/?p=602124"},"modified":"2026-02-22T04:43:51","modified_gmt":"2026-02-22T04:43:51","slug":"when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one\/","title":{"rendered":"When making lots of small games is more sustainable than making one big one"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">If you play indie games, you may have noticed Strange Scaffold\u2019s incredible hit rate. Every single one of the studio\u2019s games \u2014 from\u00a0 <a href=\"https:\/\/www.polygon.com\/24200723\/clickolding-strange-scaffold-clicker-outersloth\"><em>Clickolding<\/em><\/a>, <a href=\"https:\/\/www.polygon.com\/review\/449563\/i-am-your-beast-review\"><em>I Am Your Beast<\/em><\/a>, and most recently, <a href=\"https:\/\/www.polygon.com\/gaming\/491119\/tmnt-tactical-takedown-announcement-strange-scaffold\"><em>Teenage Mutant Ninja Turtles: Tactical Takedown<\/em><\/a> \u2014 has ended up somewhere within the \u201cPositive\u201d ranking system on Steam (with several achieving \u201cVery Positive\u201d or even \u201cOverwhelmingly Positive\u201d). <\/p>\n<p class=\"has-text-align-none\">So, how does the studio\u2019s creative director Xalavier Nelson Jr. ensure his studio only turns out bangers?<\/p>\n<p class=\"has-text-align-none\">To find out, I sat down with Nelson at this past March\u2019s Game Developers Conference \u2014 or more accurately, I sat down with him right outside GDC, as he couldn\u2019t afford a ticket to the prestigious (but expensive) game-development networking extravaganza. And even that is part of Nelson\u2019s strategy of working within extremely tight constraints, and never trying to do more than exactly what his studio can afford to do. Think the opposite of Icarus: build the wax wings, but then <em>don\u2019t<\/em> fly into the sun. Nelson\u2019s business strategy is to just fly straight.<\/p>\n<p class=\"has-text-align-none\">\u201cI feel like it&#8217;s more crucial than ever to make games efficiently and quickly, because as we can see from where the rest of the industry is at, you almost can&#8217;t afford to do otherwise,\u201d Nelson told me as we sat together on a bench by the Yerba Buena Gardens, a park close to the convention center. \u201cAnd in our case, I really feel it boosts our creativity. We&#8217;re making this game [<em>TMNT<\/em>] for less than $300,000 in 18 months.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one.png\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"&lt;em&gt;Teenage Mutant Ninja Turtles: Tactical Takedown&lt;\/em&gt;\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">The result? A <em>TMNT<\/em> game that\u2019s only 5-6 hours in length and an immediate hit with Steam players, specifically those who play turn-based tactical games. Strange Scaffold has become known not only for making critically acclaimed games, but also, for those games being short \u2014 or, perhaps more accurately, precisely the right length and scope.<\/p>\n<p class=\"has-text-align-none\">That\u2019s not how it usually works, as Nelson explained. The traditional indie development and publishing model, as he puts it, is to \u201cstick a group of people in a room for three to five years, they release a game, and if it doesn&#8217;t do great within a month, they all lose their jobs. It just doesn&#8217;t make sense, either to give players anything exceptional, or to allow those developers to learn and grow and build the next thing.\u201d<\/p>\n<p class=\"has-text-align-none\">In Nelson\u2019s words, his studio ethos is all about \u201creally, really embracing what it means to problem-solve within the constraints we have. And to be honest, that&#8217;s where the industry kind of used to be, if only by the logistical constraints they had at the time [&#8230;] The wonderful thing about the current age of games \u2014 and the horrible thing \u2014 is that our games now exist eternally. And that means that people are looking for eternal profit, which in their minds often equates \u2014 you make the biggest game you can, all the time. The winners will win. And the losers we don&#8217;t talk about.\u201d<\/p>\n<p class=\"has-text-align-none\">Strange Scaffold\u2019s studio structure is what allows any of this to work; it\u2019s all about the short-term, every step of the way, and that means it\u2019s a tight-knit community of contractors, not so much full-time staff. A Strange Scaffold gig is one that a game developer can take on in addition to, or in between, other contracts they may have elsewhere. But, according to Nelson, that doesn\u2019t mean it\u2019s not an opportunity for developers to get the experience of learning from each other in the same way they might if they were on staff at a big studio.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one-1.jpg\" alt=\"The hero of Creepy Redneck Dinosaur 3 enters &quot;a dilapidated corridor full of missing geometry&quot; in Creepy Redneck Dinosaur 3\" title=\"The hero of Creepy Redneck Dinosaur 3 enters &quot;a dilapidated corridor full of missing geometry&quot; in Creepy Redneck Dinosaur 3\" data-has-syndication-rights=\"1\" data-caption=\"&lt;em&gt;Creepy Redneck Dinosaur 3&lt;\/em&gt; | Image: Strange Scaffolding via Polygon\" data-portal-copyright=\"Image: Strange Scaffolding via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cStrange Scaffold being this giant floating collection of game developers popping in and out of projects means we&#8217;re learning from each other all the time,\u201d he said. He described a recent \u201cworkshop slash symposium\u201d with Dan Pierce, designer for Strange Scaffold\u2019s <a href=\"https:\/\/www.polygon.com\/gaming\/566596\/creepy-redneck-dinosaur-mansion-match-3-review\"><em>Creepy Redneck Dinosaur 3<\/em><\/a>, about the game\u2019s match-three elements; Pierce was able to both pass on what he had learned about the genre as well as get feedback from other Strange Scaffold developers on his design decisions.\u201cAnd so creating a learning and development community together means that we can ship frankly a disgusting amount of projects quickly, and in a way that is at every stage calculated to ask, \u2018Is this worth it?\u2019 Because if the humanity is lost in the process of making the game, then the humans who made the game in the first place don&#8217;t get to keep making the things that you love.\u201d<\/p>\n<p class=\"has-text-align-none\">So far, Nelson says he\u2019s gotten positive reinforcement from developers who\u2019ve chosen to work within Strange Scaffold\u2019s very specific constraints. It\u2019s not the same as a full-time staff job within the AAA studio system, to be sure, but that may not be a bad thing.<\/p>\n<p class=\"has-text-align-none\">\u201cThe feedback I most often get is, it is refreshing,\u201d Nelson told me. \u201cWe&#8217;re surrounded by environments that say, \u2018If this does not succeed, you don&#8217;t deserve to be here anymore.\u2019 Strength Scaffold is a place that says, \u2018Let&#8217;s make the best game we can within the time and the budget we have. And make the next one.\u2019\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/features\/602124\/strange-scaffold-xalavier-nelson-jr-interview\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>If you play indie games, you may have noticed Strange Scaffold\u2019s incredible hit rate. Every single one of the studio\u2019s games \u2014 from\u00a0 Clickolding, I Am Your Beast, and most recently, Teenage Mutant Ninja Turtles: Tactical Takedown \u2014 has ended up somewhere within the \u201cPositive\u201d ranking system on Steam (with several achieving \u201cVery Positive\u201d or even \u201cOverwhelmingly Positive\u201d). So, how does the studio\u2019s creative director Xalavier Nelson Jr. ensure his studio only turns out bangers? To find out, I sat down with Nelson at this past March\u2019s Game Developers Conference \u2014 or more accurately, I sat down with him right outside GDC, as he couldn\u2019t afford a ticket to the prestigious (but expensive) game-development networking extravaganza. And even that is part of Nelson\u2019s strategy of&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/when-making-lots-of-small-games-is-more-sustainable-than-making-one-big-one\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1214654,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1214653","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>When making lots of small games is more sustainable than making one big one | Arcader News<\/title>\n<meta name=\"description\" content=\"If you play indie games, you may have noticed Strange Scaffold\u2019s incredible hit rate. 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