Case Study - Lazy Lion Games · 2024-2025

Craft.
Upgrade.
Ship.

How Scrum kept a remote, cross-discipline indie team aligned - and got Mythic Merchants across the finish line on time.

Role
Scrum Master / PM
Studio
Lazy Lion Games
Timeline
Nov 2024 - Mar 2025
Platform
PC · Steam
Tools
Jira · Scrum
The Game

See it in action - Mythic Merchants trailer

Mythic Merchants Trailer
Screenshots

A colorful world of crafting & chaos

Mythic Merchants - early workshop gameplay
Early Workshop
Mythic Merchants - upgraded sci-fi workshop with goblin interns
Sci-Fi Era Workshop
Mythic Merchants - character select, Vulf
Character Select - Vulf

Click any screenshot to expand · Official screenshots from Mythic Merchants · © Lazy Lion Games

01 - Challenge

Shipping an indie game
is harder than it looks.

Scope Creep

New features and ideas kept surfacing mid-sprint. Without a clear framework to evaluate them, every good idea was a potential derailment.

Remote Collaboration

The team was fully remote across multiple time zones. Async communication made it easy for work to drift without daily visibility into blockers.

Cross-Discipline Alignment

Developers, artists, writers, sound designers, and QA all had different workflows and priorities. Keeping them in sync required deliberate structure.

First-Time Studio Pressure

Lazy Lion Games was launching its debut title. There was no playbook to fall back on - processes had to be built and iterated in real time.

02 - Team

Six disciplines.
One ship date.

💻

Developers

Core game systems, Unity builds, bug fixes, and feature implementation across the full stack.

🎨

Artists & Animators

Characters, environments, UI art, and the bright cartoon visual identity that defines the game.

✍️

Writers & Narrative

Character backstories, dialogue, and the worldbuilding that makes Tony, Mino, Rana, and Vulf feel alive.

🎵

Sound Designer

Original audio, ambient sound, and sound effects tuned to the fast-paced workshop atmosphere.

🔍

QA Testers

Systematic playthroughs, bug documentation, and regression testing across all game builds.

🦁

Studio Founder

Product vision, final decisions, and stakeholder alignment - the ultimate voice on scope and priority.

03 - Process

Structure that
actually worked.

Scrum Setup

Ceremonies from Day One

I established a full Scrum rhythm: daily standups, weekly sprint planning, sprint reviews, and retrospectives. Jira became the single source of truth for every task. The ceremonies gave the team a shared cadence - no one had to wonder what was happening next or who was blocked.

Scope Management

Protecting the Backlog

Scope creep was the biggest threat to our timeline. I worked with the studio founder to triage new requests against the existing backlog - parking valuable ideas in a "future" column rather than letting them interrupt active sprints. This kept the team focused without losing good ideas entirely.

Stakeholder Communication

Keeping the Founder in the Loop

Regular sprint reviews meant the studio founder could see progress, give feedback, and course-correct early - without disrupting the team mid-sprint. Decisions got made faster because context was never lost between conversations.

Launch Execution

Shipping on Schedule

By maintaining sprint discipline over five months, we hit our original Steam launch date. Post-launch patches were identified and prioritized in pre-launch retros, so the team knew exactly what came next the moment the game went live.

"Running Scrum on an indie game taught me that process isn't bureaucracy - it's the thing that keeps creative people free to actually create."

- Angela Clemons, Scrum Master
04 - Outcomes

We shipped.
On time.

Launched on Steam
5Months, Start to Ship
6Disciplines Coordinated
0Sprint Slip on Launch

Mythic Merchants launched on Steam on schedule - a first-time studio's debut title shipped on time, with post-launch support already scoped and ready. The Scrum framework gave the team confidence at every stage, and positive early reviews confirmed the game was in good shape.

05 - Reflection

What this project
taught me.

Leading without authority

As Scrum Master I had no formal authority over any discipline - I couldn't tell the developers what to build or the artists what to draw. My job was to create the conditions for good work: clear priorities, visible progress, and a culture where blockers got surfaced fast.

That constraint made me a better communicator and a more adaptable leader. I learned to read what each person needed from the process and meet them there.

Ceremonies are communication tools.Daily standups and retros aren't overhead - they're the fastest way to catch a problem before it becomes a crisis.
Scope creep is a leadership problem.The best ideas need a parking lot, not an immediate sprint ticket. Protecting focus is one of the PM's most valuable contributions.
Remote teams need more structure, not less.Async work is powerful, but without intentional check-ins and shared visibility, alignment erodes fast. Jira plus daily standups closed that gap.

Let's work together.

Looking for a PM or Scrum Master who's shipped a game from concept to Steam? Let's talk.

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