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How to run an indie game studio: Part 4, Setting (and hitting) quarterly rocks

Previously in this series, we've defined your studio purpose, set clear goals for the future, and looked at how to catch and solve the problems that get in the way. This week, we're tackling one of the crucial tools for managing the work that needs to happen to hit your goals. Read more

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How to run an indie game studio: Part 4, Setting (and hitting) quarterly rocks — SignalPop