🚀 3 Months. 3 People. 1 Steam Release.
This is the story of how a three-person team, without a publisher, without a budget, and while balancing jobs and studies. They managed to ship a full game on Steam in just 90 days.
Theodor Filotii, 2nd-year ECHO student and studio lead, shares how the project started from scratch and turned into a full release. He handled design and production, his sister created the entire visual world, and their programmer built the systems that made everything work.
In this session, you’ll get a real behind-the-scenes look at what it actually takes to go from idea to Steam release while still attending classes and managing daily responsibilities.
🎯 What You’ll Learn
- The moment the studio was created and why the project started
- How to balance coursework, studio work, and a job
- How the team scoped and split responsibilities in a 3-person pipeline
- What it takes to publish a game on Steam
- What was cut, what broke, and what almost stopped the project
- What the hardest development week looked like before launch
- What was learned at ECHO and directly applied to production
- People, lecturers, and moments that helped shape the project
🧠 Behind the Project
This workshop is not just about game development, it’s about execution under constraints. No funding, no publisher, no large team, just scope control, discipline, and consistency over 90 days.
It also explores the emotional side of shipping: pressure before launch, uncertainty during production, and the reality of finishing something while still being a student.
👤 Who This Workshop Is For
- Students interested in game development or game design
- Creators who want to ship their first game
- Anyone curious about indie development in real conditions
- People who feel they “don’t have enough time or resources” to start
🚀 Takeaway
If you’ve ever thought “I can’t do this because I don’t have enough time, experience, or a big team,” this session is meant to challenge exactly that assumption.