Start with a Scope You Can Actually Finish
The first mistake small teams make is aiming too high. You’ll see ideas that sound amazing in a pitch meeting but require 18 months and a team of 12. That’s not your reality. Your scope needs to match your actual capacity.
Think in terms of what you can ship in 6 to 12 months with your current team size. A small game with depth beats a massive game that never gets finished. We’re talking about something players can complete in 3 to 8 hours, not an open-world experience with 200 hours of content. That focus matters more than you’d expect.
The team that built Disco Elysium was roughly 15 people. Hollow Knight? About the same size. Both games are phenomenal because the scope matched the team. You don’t need hundreds of people. You need realistic expectations.