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![[FULL INTERVIEW] How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS)](https://i.ytimg.com/vi/O6h28AVjwIc/maxresdefault.jpg)
43:33
Indie Innovators
[FULL INTERVIEW] How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS)
Solo dev + pro musician Kolby Heiss breaks down exactly how he shipped Quail Crossing to Steam in 12 months—no fluff, just the real systems: tiny daily wins, ruthless scope, and making dev accessible to yourself.
If you’re building after work, juggling life, or stuck between “perfect” and “publish,” this one’s your blueprint.
What you’ll learn
- Scope like a pro: why your first game shouldn’t be an RPG, and how to cut without killing the fun
- Momentum -- motivation: the “tiny wins” loop Kolby used to keep going on tired days
- Accessible-to-you workflow: laptops, living rooms, and lowering the activation energy to start
- Code vs. fun: shipping with “good enough” tech that still feels great
- Audio to gameplay: lessons from professional sound design that speed up solo pipelines
- Community -- lone grind: how small local meetups and feedback unlock progress
- Demo discipline: what he changed for Next Fest and why that week mattered
Kolby Heiss
Quail Crossing on Steam: https://store.steampowered.com/app/3398430/Quail_Crossing/
Linkedin: https://www.linkedin.com/in/kolbyheiss/
Portfolio: http://www.khsounddesign.com/
Follow the show: https://www.linkedin.com/company/indie-innovators
Join the Conversation:
Follow Indie Innovators on Twitter [@IndieInnovators] for updates, or hop into our Discord to share your own prototype plans, questions, and progress.
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New episodes every 2 weeks!
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Business inquiries & guest pitches: skoroll@indieinnovators.com

01:48:01
Indie Innovators
Building Your Game’s First Blueprint (Prototype Plan Part 2)
Most first-time devs rush into coding or art, but the real foundation of a successful game is the prototype plan.
In this episode of Indie Innovators, Spencer and James show how to transform raw ideas into a clear blueprint—covering game design, art direction, audio, asset creation, testing, and time estimates. If you’re making your first game, this roadmap will save you from scope creep and burnout.
What you’ll learn:
- Why documenting ideas keeps your team aligned
- How to define your prototype’s essence
- Where art and audio fit in before coding begins
- How to test, iterate, and budget realistically
Watch the full episode and start building a prototype plan that actually works.
Join the Conversation:
Follow Indie Innovators on Twitter @IndieInnovators for show updates and community discussions.
Join our Discord to connect with fellow aspiring devs, ask questions, and share your creations.
https://discord.gg/tnccyR73cz
Episodes are also available on Spotify

01:53:17
Indie Innovators
Building Your Game’s First Blueprint (Prototype Plan Part 1)
Most people think prototyping means throwing ideas into an engine and hoping something sticks. But for indie developers, a real prototype demands a plan.
In this episode, Spencer and James break down how to create a prototype plan that actually works—why it’s not about flashy demos, but about clarity, focus, and building a foundation you can finish. From scoping misconceptions to laying out mechanics, story beats, and testing strategies, this is the blueprint most first-time devs skip (and regret later).
What’s Inside:
- Why prototypes ≠ demos
- The biggest misconceptions new devs have about planning
- How to decide what goes in (and what doesn’t)
- Turning vague ideas into actionable tasks
- The “cheat code” to keep momentum alive
Whether you’re solo or working with a team, this episode will help you avoid wasted effort and set up a prototype that actually proves your game idea works.
Join the Conversation:
Follow Indie Innovators on Twitter @IndieInnovators for show updates and community discussions.
Join our Discord to connect with fellow aspiring devs, ask questions, and share your creations.
https://discord.gg/tnccyR73cz
Episodes are also available on Spotify
Tune in to hear how our guests harnessed determination and grit to carve their own paths in the industry—and learn how you can do the same on your journey into indie game development!

01:57:51
Indie Innovators
Indie Game Development: Budgeting for Beginners
Most people think budgeting a game means adding up the dollar s. But indie development demands a different kind of math.
In this episode, Spencer and James dive deep into what budgeting really looks like for first-time developers—and why it's less about funding and more about emotional endurance, team bandwidth, and brutally honest scoping. If you’ve ever tried to plan a game with limited time, resources, or experience, this is the crash course you didn’t know you needed.
What’s Inside:
- Why traditional budgeting advice fails indie teams
- The hidden emotional cost of development
- Estimating time, energy, and output with brutal honesty
- Tools and tactics for realistic project planning
Whether you're solo, partnered, or building your first prototype with friends, this episode will help you budget smarter so you can actually finish the game you start.
Join the Conversation:
Follow Indie Innovators on Twitter @IndieInnovators for show updates and community discussions.
Join our Discord to connect with fellow aspiring devs, ask questions, and share your creations.
https://discord.gg/tnccyR73cz
Episodes are also available on Spotify and Apple Podcast
Tune in to hear how our guests harnessed determination and grit to carve their own paths in the industry—and learn how you can do the same on your journey into indie game development!
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