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Independent studio and title review

Every greenlight has a blind spot.

In 30 years of making games, I’ve watched good teams and good games get lost for the same reason: by the time everyone could see the problem, the easy fixes were gone. An early, honest read on two questions changes that: can this team deliver, and is this game worth delivering?

Insomniac · LucasArts · Double Fine · Activision · Lucasfilm · Xbox · Krafton40+ shipped titles · Three Game of the Year awards · Emmy nomination

Nobody lied. The truth just arrived late.

Every publisher has lived some version of it. A game is green for eighteen months, and then it isn’t. The date moves, the budget grows, and by the time the truth reaches the top, the cheapest options are gone.

Everyone reporting on that game was telling the truth as they saw it, and each of them had a stake in it: the studio head, the producer, the executive who championed it, the finance model built on its date. Milestones measure deliverables, not delivery. What’s missing is a read from people with no studio to protect, no budget to defend and no greenlight to justify.

Where it matters most

Partner selection and pre-signing · Greenlight · When a project slips or asks for more time or money · Acquisition diligence · A regular portfolio cadence, so the first look is never a crisis

Two questions. Each can fail without the other.

Can this team deliver?

Studio Assessment

A Studio Assessment looks beyond the milestone presentation to how the team actually operates: leadership, decision-making, scope, production reality, dependencies, and the ability to deliver the game being funded.

Is this game worth delivering?

Title Review

A Title Review looks at the game itself: whether the core experience has been proven, whether there's a credible audience, whether scope and production math work, and whether the game and business model still fit together.

A healthy team can ship the wrong game. A great game can sit with a team that can’t ship it. You need to see both, early.

What an independent read can change

Don’t sign

A veteran-led team with an impressive pedigree, but dual-role leadership and loyalty-driven hiring. The budget went somewhere better. Pedigree doesn’t predict performance. Structure and discipline do.

Recommendation: Pass.

Keep funding

Surface chaos and real issues, but a team with exceptional self-awareness and the discipline to course-correct. Funding continued, backed by evidence instead of hope.

Recommendation: Proceed.

Proceed, with changes

The opportunity was viable; the structure wasn’t. A small team with conflict-averse leadership, approved on the condition that it restructure first.

Recommendation: Proceed with conditions.

Each of those decisions would have been made anyway. The review changed how well, and how early.

What makes a review independent

Independent doesn’t mean outside the company. It means non-stakeholder.

01

Outside the line.

It reports to the CEO or portfolio leadership, never to the organization whose titles it reviews. No budget, no headcount, no title of its own and no vote.

02

Advise, never decide.

The review writes the recommendation: proceed, proceed with conditions, or pass. The owner makes the call, and keeps the accountability.

03

The studio’s ally.

Findings go to the team before leadership sees them. Good reviews surface problems teams already sense but can’t escalate, and earn great teams more room, not less.

Colin MacKie

I’ve been on the other side of the table.

I’ve spent 30 years making games: shipping more than 40 titles, running development teams, and now leading a division whose teams embed inside partner productions for companies like Xbox, Netflix, Sony and Disney. I’ve sat in the seat of the maker, the vendor and the partner, and worked inside the kinds of production problems I’m now asked to assess.

That experience lets me recognize patterns quickly. Just as important, it changes the conversation. I come in as another developer, not an auditor, and findings go to the team first. That’s what makes the read accurate.

Earlier truth. Better games.

My aim is a more collaborative, more honest relationship between the people who fund games and the people who make them. If you’re building an independent review function, or wondering whether you should, I’d welcome the conversation. colin@cmackie.com