
Irina has worked in film, gaming, and VC, which is basically the career equivalent of a triple combo move. She thinks everything should be more joyful and playful so naturally, she ended up at Codecks handling all things marketing. When she’s not helping make Codecks delightful, she’s scaling rock walls, diving into the ocean (hello new PADI certification!), or on an eternal quest for the world’s best meal. She firmly believes Ori and the Will of the Wisps, It Takes Two, and Breath of the Wild are the best games. She’s probably right about at least two of those.
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Hovgaard Games is a Danish studio behind the sim games Big Ambitions and Startup company. Big Ambitions launched in Early Access expecting modest success, but found a strong player base. Two years later, Hovgaard Games has grown to 10 people working remotely, steadily shipping updates every few months.
Same as most Early Access games though they also faced the question: how do you decide what’s core versus what’s post-launch? This isn’t about lacking vision. It’s about the reality of Early Access: every feature request feels valid, every complaint feels urgent, and saying “no” to engaged players feels risky.
I sat down with David, Producer and Community Manager at Hovgaard Games, to understand how they structure production when community feedback threatens scope, how they manage remote workflows, and how they prioritise what really matters.
Hovgaard Games initially started as a solo project but quickly attracted a strong player base, which led to the studio growing to 10 people. More players meant more opinions, more play styles, more feature requests.
David’s take: “The game did way better than expected, which is a great problem to have. But more players means more opinions, more features they want.”
Every feature request has logic behind it. Every complaint points to something real. You go from “let’s keep building” to “wait, are we just cramming in everything everyone wants?”
How they’re solving it:
They’re releasing a roadmap that draws a line: “This is Big Ambitions 1.0. This is the core game. Everything beyond this is post-launch content.”
“At what point are we just taking everyone’s ideas? We have to say, this is the scope of the game, and here’s maybe some features that can come out later.”
The question they ask: Does this feature make the game complete, or does it just make it different?
Some requests are required for the game to feel done. Others are “that feels like a post-content update—not required for the core.”
“Everyone wants something specific. They all disagree. Some would hate what others love. You always risk when you add something new—you risk alienating what some people liked.”
If you’re two years into Early Access without a locked feature list for 1.0, you’re in feature creep territory.
When Hovgaard was small, they could just start building ideas. As they grew to 10 people, that broke down. Artists waited on design. Developers waited on art. Bottlenecks everywhere.
The solution: David brought workflow structure from 15 years in TV animation. In animation, writers work on Episode 3 while storyboard artists work on Episode 2 and animators finish Episode 1.
How it works:
While the current update is in testing, designers write documents for the next update. Design must be locked before artists create assets.
“You can’t wait until you’re ready for the next update to start designing. You have to create that flow.”
“We need design documents done first. So when artists start working, we’re not still figuring things out.”
This prevents wasted work. If design changes mid-production, artists redo assets. Expensive and frustrating.
“If five people are waiting on me, and I’m only one person, four people are gonna be waiting.”
Staggered production prevents this. Work always flows. If artists are creating assets for systems still “in testing,” you’re burning money on rework.
The structure: Two-week sprints. Not rigid—they adjust for holidays or urgent patches. But mostly two weeks.
Sprint Planning:
Sprint Review:
What Goes In: They ask developers: “Here’s what we want. How much can you actually do?”
Accounts for vacations, patch work, unexpected bugs.
“We don’t plan sprints in the future. We see what we accomplished, adjust, and approach each sprint fresh.”
Designers and leads look long-term. But for individual developers: “That can be overwhelming. It’s easier to just say, I’ve got these 10 tasks. Next week is next week’s problem.”
Planning sprints 3 months out in detail? You’re lying to yourself.
Push an update, patch it, and within 3 months, the next update hits Experimental branch on Steam.
Updates go to Experimental first. Players opt in, test, find bugs. This gives time to catch issues before full release.
“If we release too fast, there’s not enough time to test. If it’s too long, players feel like the game is dead.”
“We pick main features, then have quality of life items. If something needs extra weeks, we have flexibility.”
Been in Early Access over 18 months and your roadmap keeps growing? You’re in trouble.
The setup: 10 people, fully remote, scattered time zones.
Always-on Discord. Not just meetings—it’s their office.
“We try to make sure everyone feels like they can show off. People want to have something cool to show.”
Once a year, entire team meets. Critical.
“That first time you meet in person, something clicks. After that, you feel so much closer even on camera.”
Not everything needs a meeting. They use cards for feedback, questions, tracking conversations.
“That lets us desync our syncs. We can communicate fluidly without all being online simultaneously.”
If your remote team only interacts in formal meetings, you’re missing human connection.
The factory feature didn’t land well. Players like the concept but certain elements hurt experience.
Why: “Some things weren’t quite landing, but structure wasn’t in place, and things kept going forward.”
Design wasn’t locked before production started.
The fix: Current update reworks factories. They learned. Now design locks first.
How they recovered: Transparent communication. “We didn’t hit it out of the park the first time. We need to try again.”
Players gave them grace: “We’ve had players say they’ll wait till we fix it to play again. Not great, but they’re saying ‘wait until you fix it’ not ‘I’m done.’”
If you’re afraid to admit mistakes to your community, you’ve already lost trust.
Scope Control:
Staggered Production:
Sprint Structure:
Update Cadence:
Remote Connection:
Organization:
What struck me most wasn’t Hovgaard’s Codecks setup or sprint cadence. It was David’s clarity about why structure exists.
It’s not about perfect processes or hitting every deadline. Structure exists to make people’s work lives better. To prevent bottlenecks. To let people focus. To make sure nobody’s waiting around.
As David put it: “Sometimes work sucks. But listening to that frustration and saying ‘I hear that’—that’s the difference between feeling motivated like ‘let’s make it better as a team’ versus ‘I’m just writing code into a void.’”
Your production structure should do the same.
Woww you read all the way through! 😻👏
You now have a blueprint for stopping feature creep. If you want more tactical breakdowns, check out our YouTube channel and join our Discord where game devs share real systems.
And if you need project management for remote teams, check out Codecks—built by game devs who get it.



Codecks is a project management tool inspired by collectible card games.