At GDC 2026, Room 3005, West Hall. Talk starts at
10:30.
Building a Critically Acclaimed Licensed Game in 18
Months
Presented by Amanda Farough
You don't need to be a huge studio or have a big budget to make a great licensed game. Strange Scaffold Executive Producer, Amanda Farough, will break down the challenges and celebrations of creating a unique take on the Teenage Mutant Ninja Turtles. This talk will demonstrate how the pillars of psychological safety, developer-first production, creativity within constraints, and holistic process development resulted in a critically acclaimed PC and console title made with part-time developers and a modest budget. If you've been curious about how you can work with a dream IP while retaining the creative identity of both the project and your studio, let Amanda walk you through Teenage Mutant Ninja Turtles: Tactical Takedown's 18-month development cycle.
Notes:
- This is not a silver bullet for how to work with all licensors, every IP is different
- This is not about how to acquire a deal to work on an IP
- This is not a financial breakdown of how the project went
- Takeaways:
- Licensing is more accessible than you think
- Development strategies
- Production strategy
- How to retain creative identity while respecting IP
- You can do this too!
- Licensing was suggested by Doug Rosen, who offered the licensing. Was looking for a prototype that might work with a title up for licensing. This is an unusual arrangement.
- Paramount funded most of the game
- Strange Scaffold use a person-first production strategy.
- Working on a license required more rigorous processes
- One challenge was that there was not enough developers for the IP.
- 10 people was not enough, team size doubled.
- Used a buddy system
- Cross discipline developers thrived
- Buddies could cover for each other
- Everyone has someone to work with
- Communication improved
- Had a lot of trouble with time management because most people are part time
- Trauma and lack of psychological safety around missing deadlines or asking for more resoueces and being denied
- Had a painful falling out with a dev, which was a production failure.
- Having constraints are important
- Working with existing technology allowed immediate production but tech debt was underestimated.
- Didn't have to find what would make the game fun, because the prototype already had it.
- Limited timeline and budget
- even though 18mo to make the game was longer than usual, it was still tight for a licensed game
- Bigger budget, but had problems with scope creep.
- tight scope led to immense creativity
- Production differences between paramount and strange scaffold took some time to figure out.
- Important to document all approvals, especially for new employees.
- Build relationships with your licensing team
- Once you trust each other, you'll be able to collaborate.
- Limited marketing and support, still had to do marketing. Got a few good opportunities through licensing partner.
- Needed to accomodate time for the approval process
- (I am having a hard time following this talk, it doesnt seem very focused)
- (I think this talk is mostly a a sharing of the experience than it is a sharing of learned lessons)
- TMNT fans saw the game as a cash grab at first
- Had difficulty portraying the game in the trailer
- Hard to get people to start playing the game
- Strange Scaffold fans were also confused that there was a licensed work in the portfolio now
- Game was not easily recognized as a Strange Scaffold game
- Productiom changes:
- Sandbox: give people boundaries and let them make what they think is good
- Create psychological safety
- Provide guardrails
- Devs deserve having autonomy, a defined purpose, and ability to build towards mastery. People do their best work this way
- Let the devs assume responsibility over different parts of the game
- Let devs tell producer what to do
- Buddy system worked really well, devs no longer create in a vaccuum, on their own.
- If someone got sick, injured, or had to leave, someone could cover for them. It was less risky.
- Lack of Paramount marketing hurt a lot
- Only had three part time marketing employees
- License is not enough, you need marketing too.
- Should have asked for paramount marketing muscle.
- rapid fire lessons for your licensed games:
- Approach licensors with portfolio analysis. Hoe can you fill a gap in their portfolio? what problem can you solve for them?
- Negotiate a deal that works for you amd your studio. Get a lawyer. Do not negotiate on your own. Make sure you get enough money so studio doesnt sink.
- Define approval pipelines in the deal, or build them during kickoff and get it in writing and signed off on. manage expectations.
- Build a partnership with your licensing partner. Don't be scared to ask for what you need. Don't be scared to say no. Don't hide the hard stuff. Transparency is what builds trust.
- Account for the approval process in your production timelines. Pad your timelines by 20%. Document approvals. Prepare devs for increased scrutiny from licensor and fans.
- Even with a great license, success is not guaranteed. Licensed games also have baggage, communicate what it is or isnt.