The Evolution of Game Development: Lessons from id Software Alums on Going Indie
In a bold move, Doom Eternal art director Tony Garza and fellow id alum Richard O’Neal have taken a leap of faith by co-founding Turnkey Games, an independent studio that’s crafting a third-person horror adventure called Apart. This daring decision comes at a time when the gaming industry is witnessing unprecedented layoffs and studio closures. We spoke with Garza and O’Neal to learn about their journey into indie development and the valuable lessons they’ve picked up along the way.
After over a decade working under the triple-A monolith of id Software, Garza felt increasingly disconnected from the direction of the industry. This sentiment proved prophetic when Microsoft announced plans to lay off 3,200 employees earlier this year. With their careers on hold, Garza and O’Neal saw an opportunity to build something new and innovative. “We wanted to create a studio that prioritized creative freedom and risk-taking,” explained Garza. Their goal was clear: craft a game that would leave a lasting impact without the constraints of a major publisher.
One key factor in Turnkey’s success has been their decision to bootstrap the studio, keeping overheads down by gradually building the team and planning development with caution. As O’Neal noted, “We didn’t need to immediately find a publisher to absorb production costs. Smart spending can buy you time – and that’s a hugely valuable commodity.” By focusing on the essentials, Garza and O’Neal have been able to put more of their budget directly into making Apart, rather than investing in unnecessary expenses.
Another crucial aspect of Turnkey’s approach is their willingness to adapt and simplify features when needed. As Garza noted, “We’ve been careful about how we’ve grown the team. Every person we’ve brought on has been a deliberate addition that made the game better, not just bigger.” By prioritizing what truly matters, the studio has avoided scope creep and focused on delivering an exceptional player experience.
So, what does this mean for the future of game development? Garza’s time at id Software taught him a valuable lesson: “Always question why you’re making a specific decision. Is the game better for it?” This mindset is a refreshing change from the industry’s focus on “bigger is better.” By embracing constraints and finding innovative solutions, indie studios like Turnkey can create truly unique experiences that captivate players.
The story of Turnkey Games serves as a powerful reminder that even in uncertain times, creativity and determination can lead to groundbreaking success. As Garza and O’Neal continue to push the boundaries of what’s possible, we can’t help but wonder: what other innovative projects will emerge from this new era of indie game development?
Source: Game Developer XR — 2026-09-10