H,Agile Development,Iterative Development,Self imposed deadlines,Minimize cost of scrapping work,Minimal low-level project management,No documentation of requirements,Focus on visual designs,Software architecture to support independent work,Clear division of responsibilities,Frequent user testing,Beta tests,No need for a formal communication system,Speed rather than maintainability and scalability,Document management unnecessary,Manual testing,Development environment minimizes weaknesses,50,40,17,Existing expertise,Existing expertise,Low level of code documentation due to a single core developer,Weekly meet up with tester-group lead to week long iterations,No formal documentation process,Size of product supports rapid builds in search of the right feel,No time tracking for individual tasks,Trello ticketing system tracking tasks,Great uncertainty in chosen area of innovation,2 week development for initial prototype.,All founders are developers,Modularized architecture,Needs based on existing analog product,Quick and dirty implementations of features or functionality result in less loss if the feature/functionality is not fit for the game,Development team members free to make their own working hours,No formal game design or project description,Low level of design related documentation,Closed beta testing in later stages,Agile lite,Always be testing a core value of the startup,5-6 month finishing development period for final product,Rough functioning prototypes rather than documentation of functionality,Tasks defined and documented for the next few weeks,Team size of <=5 boosts cooperation,No unit testing,Clear division of responsibilities,Lack of concrete deadline elongates development period,Independent work on finishing tasks cooperation on joining independent tasks in the product.,No task time cost estimation,Iterative development,Frequent user testing both of technicalities and experience,Minimal cost of team information synchronization,Collection of unorganized notes e.g. from meetings small enough so that lookup is cheap,More programming proficient founder re-factors code from less proficient founder,Developer freedom to work according own own preferred work methods,Project broken down into parts as founders see fit,Minimizing cost of scrapping features supports rapid search of correct set of features through implementation,3-4 month core development period for final product,Iterative development based on initial prototype,Initial mockups screen-shots designed in Photoshop,Lesson learnt: Work might have progressed faster with a more concrete idea of the final product,Team refrained from final decisions on architecture to increase agility and adaptability,Focus on adaptability and agility over maintainability and scalability,Development environment supports less programming proficient team member in implementing simple behaviour,Co-location enables instant communication,Unorganized cache of documents,Lesson learnt: Work might have progressed faster with more defined work procedures,Project not broken down into sprints,Open beta testing for one month,Lesson learnt: Work might have progressed faster with a more strict production oversight,Team member most experienced in software development responsible for software design decisions.