Schedule 1's WILD 3 Year Development Cycle

Pounder McNasty
13 Jun 202513:28

Summary

TLDRSchedule 1, developed by indie game creator Tyler from Tyler Video Games Studios, is a massive success story. Tyler, a self-taught developer with no formal education in game design, crafted a hit game that combines elements of classic tycoon games. After humble beginnings in Roblox and Unity, Tyler’s game went viral thanks to streamers like XQC and Queso, catapulting it to over 8 million sales. Despite its success, the game remains in early access, with Tyler continuously improving it and engaging directly with the community, proving that indie games can thrive in a market dominated by AAA titles.

Takeaways

  • 😀 Tyler, the sole developer of *Schedule 1*, created the game almost entirely on his own, despite having no formal education in game development.
  • 🎮 Tyler's journey began with creating mini-games in Roblox using Lua before transitioning to Unity for *Schedule 1*.
  • 📅 *Schedule 1* started development in March 2022 with Tyler focusing on a simple, fun tycoon gameplay loop of product growth, distribution, and empire expansion.
  • 👾 The game's cartoony art style was chosen to balance its grim theme, making it more approachable and fun to play despite the subject matter.
  • 🎙️ The voice acting in *Schedule 1* was recorded by Tyler and his friends while having fun and drinking, adding a casual and humorous touch to the game.
  • 🛠️ Tyler developed custom tools in Unity, including an NPC creation tool, to streamline the development process, showing his self-taught expertise and problem-solving skills.
  • 🚀 Despite a slow start, the game exploded in popularity in 2024 due to streamers like XQC and Queso playing it, which led to a significant increase in active players.
  • 💰 By May 2025, *Schedule 1* had generated over $125 million in revenue, with Tyler's cut after Steam fees amounting to $87.5 million, making him a multi-millionaire.
  • 🌍 The game remains in early access, with Tyler actively working on updates and engaging with the community through developer streams and open feedback on platforms like Ajira board.
  • 🎮 Tyler's success highlights the growing trend of solo indie developers creating hit games independently, as seen with other titles like *Expedition 33*, proving that small teams are a viable alternative to AAA studios.

Q & A

  • How did Tyler get started in game development?

    -Tyler started with Roblox, where he created small mini-games using the platform's scripting language, Lua. This sparked his passion for game development, which led him to transition into Unity and start building his own projects.

  • What was Tyler's formal education in game development?

    -Tyler had no formal education in game development. He was entirely self-taught, learning through hands-on experience, tutorials, and research.

  • How did Tyler develop the map for *Schedule 1*?

    -Tyler began by designing a rough open-world map as a prototype. From there, he iterated and expanded it by adding features like safe houses and properties that players could buy to grow their in-game empire.

  • What tools did Tyler create to help speed up the development process?

    -Tyler created several custom tools in Unity, including a custom NPC creator, which allowed him to efficiently populate the game world with non-playable characters.

  • How did Tyler manage the game's art style and assets?

    -Tyler opted for a cartoony art style to keep the game lighthearted, given the somewhat grim theme of the game. He also relied on the Unity Asset Store for many of the game's initial assets, such as the road system.

  • What was the initial reception of *Schedule 1* when it launched?

    -When *Schedule 1* first released in December 2024, it had a slow start, with less than 1,000 concurrent players and an official reveal trailer that garnered less than 25,000 views.

  • What caused *Schedule 1* to experience a rapid surge in popularity?

    -The surge in popularity was largely driven by the streaming community. Big-name streamers like XQC and Queso played the game, which led to a significant increase in players, and the game quickly surpassed 400,000 active players.

  • What was Tyler's revenue from *Schedule 1* by May 2025?

    -By May 2025, *Schedule 1* had sold over 8 million copies, generating over $125 million in revenue, of which Tyler received $87.5 million after Steam’s cut.

  • Is *Schedule 1* a completed game?

    -No, *Schedule 1* is still in early access. Tyler continues to work on the game, releasing new updates and features regularly, such as adding lockers for staff and working on console ports.

  • What lessons can be learned from Tyler's success story in game development?

    -Tyler's story emphasizes the power of self-learning, persistence, and iteration. Despite having no formal background in game development, he succeeded by leveraging accessible tools, community support, and a strong commitment to his vision.

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Related Tags
Indie DeveloperGame DevelopmentTycoon GamesSolo CreatorSchedule 1Tyler StudiosUnity EngineStreaming SuccessEarly AccessGaming IndustryIndie Games