Proposed practice-research project
Organizational Leadership and Narrative World-Building in Independent Game Studio Production
MPhil/PhD · Practice Research
Loptr Lab · Primary practice site
Independent game production
Primary research question
How do leadership and production structures in small, founder-led independent game studios shape — and get shaped by — the narrative worlds they build?
The question is intentionally bidirectional. The project does not treat organizational leadership
as a management layer applied to creative work from outside. Instead, it asks whether the
organization and the fictional world being built can develop as mutually influential systems.
Research context and rationale
Independent game development presents a distinctive organizational environment. Small studios
frequently operate with limited capital, fluid teams, blurred creative and managerial roles,
and founders who may simultaneously function as creative director, producer, designer,
programmer, strategist, business lead, and custodian of intellectual property.
Leadership and organizational research often concentrates on larger organizations or more
conventional employment structures. Creative-industry research provides an important
counterpoint, but there is an opportunity to examine the founder-led independent game studio
as a specific organizational form.
This project therefore asks what can be learned about leadership when organizational structure
is being created at the same time as the creative work itself.
A particular area of investigation is the possibility that the fictional world developed by a
studio can function as organizational infrastructure.
Lore may provide shared vocabulary; factions may provide conceptual models for conflict and
cooperation; mission structures may encode priorities; narrative principles may become creative
constraints; and world identity may become intertwined with studio identity.
This is a proposition to investigate rather than a conclusion to prove.
Supporting questions
What the study will investigate
RQ2
How does a studio's internal narrative framework — including lore, factions, mission
language and shared conceptual vocabulary — function as an organizational tool for team
alignment and external identity, particularly under conditions of changing team composition,
resource constraints and production uncertainty?
RQ3
How do founder-led creative practices evolve across a multi-year production trajectory,
and what does that evolution reveal about sustainable leadership models for solo and
founder-driven studios?
Practice-research site
Loptr Lab will serve as the primary longitudinal
practice-research site. The research will not be a study of one game. Projects including
Veiled Dominion, Violet's Revenge,
Returning to the Void, and related experiments will function as
interconnected examples within a longer trajectory of creative and organizational practice.
The continuing history of Returning to the Void, extending back
to 2016, provides a particularly useful longitudinal thread. More recent Loptr Lab work adds
contemporary evidence of changing technical, creative, accessibility, and organizational
approaches.
The practice archive may include:
- game and systems prototypes;
- design and world-building documents;
- production and architectural decisions;
- development repositories and version histories;
- pitch and presentation materials;
- studio and project documentation;
- reflective accounts of leadership decisions; and
- changes in production priorities and project structures.
Methodology
One research design, multiple evidence streams
01 · LONGITUDINAL PRACTICE ARCHIVE
Ongoing Loptr Lab development will form the primary case. Rather than constructing a single
artefact specifically for the doctorate, genuine production activity will be documented and
critically examined as the studio develops.
02 · REFLEXIVE PRACTICE
As founder-practitioner and researcher, I will maintain a structured reflective record of
significant decisions, tensions, changes in direction, organizational experiments, and
responses to production circumstances. Reflection will be analysed rather than treated as
evidence by assertion.
03 · COMPARATIVE CASES
Approximately two to three independent or founder-led creative organizations will be
selected using explicit criteria. Public postmortems, interviews, development records, and
other appropriate material will provide external comparison.
04 · SEMI-STRUCTURED INTERVIEWS
Subject to ethics approval, interviews may be conducted with founders, collaborators, or
other practitioners involved in independent game production. Consent, confidentiality, and
anonymization will follow institutional requirements.
05 · THEMATIC ANALYSIS
Practice documentation, reflective material, comparative evidence, and interviews will be
analysed against relevant literature in organizational leadership, creative industries,
independent game production, narrative/world-building, and practice research.
Analytical loop
Practice / Artifact → Question → Method → Evidence → Analysis → Finding → Contribution
Potential contribution to knowledge
The project has the potential to contribute across four related areas.
Organizational leadership
It may contribute to understanding founder-led leadership within the particular constraints and
opportunities of independent game production.
Creative practice
It may demonstrate how organizational decisions can become embedded within narrative, mechanics,
world-building, and systems design, while creative structures can in turn influence
organizational decision-making.
Practice research
It may offer a model for treating longitudinal independent studio practice as a sustained site
of doctoral inquiry, combining development artefacts with reflexive and comparative evidence.
Industry practice
It may generate a framework through which independent founders can better understand the
relationship between organizational structure, creative identity, production sustainability,
and intellectual property.
A central concept to be tested is therefore the game world as
organizational infrastructure: a creative world may operate not only as an output for
players but also as a framework through which the people producing it understand identity,
values, conflict, priorities, collaboration, and direction.
Researcher position
The project grows directly from an interdisciplinary academic and professional trajectory.
I hold two Master's degrees and have pursued doctoral study in Organizational Leadership while
developing a sustained practice in interactive media and independent game production.
This combination creates an opportunity to bring organizational leadership into dialogue with
practice research. My position as founder-practitioner is central to the methodology, while
also requiring explicit reflexivity concerning positionality, potential bias, and the distinction
between professional decision-making and research interpretation.
A key issue to resolve before formal application is the relationship between this proposed PhD
and my existing doctoral study in Organizational Leadership. The project must establish clear
intellectual non-duplication and an appropriate disciplinary and methodological rationale.
Indicative trajectory
From practice archive to contribution
YEAR 1Research questions, literature, methodology, ethics, archive, case selection.
YEARS 1–2Reflective documentation, comparative research, interviews, early analysis.
YEARS 2–3Thematic synthesis, theoretical contribution, integration of practice and writing.
FINALConsolidated thesis, practice component, contribution, examination.
Proposed practice-research project · Dominique Devereaux · Loptr Lab · 2026