Remote work at Dytbaat: how distributed teams ship games
Distributed work is normal in games now, and it works well when it is treated as a set of habits rather than a location. We have built our studio around the discipline that remote collaboration demands, because a small team spread across places cannot rely on overhearing things in an office. This is how we make remote work actually work.
Writing as the default
The foundation of remote work is writing. When a decision is not written down, it exists only in the memory of whoever heard it, and a distributed team cannot afford that. So we default to the written word: briefs, notes, decisions and reviews all live somewhere a colleague can find them later, in their own time.

Writing has a second benefit that matters more than record-keeping. It forces clarity. An argument that looks convincing in a meeting often falls apart when it has to be written as a sentence, and a distributed team gets that reality check earlier and more often than one that lives on conversation.
Meetings, kept rare and short
Meetings have their place, and in a remote team that place is small. We use them for the things writing cannot carry well: resolving a genuine disagreement, making a decision that needs everyone at once, or simply maintaining the human contact that keeps a team together. Everything else is written.
- Every meeting has a purpose and an expected outcome.
- Notes are written and shared within the day.
- Anyone who does not need to be there is not there.
- Work that can be discussed asynchronously is.
A calendar full of calls is the clearest sign a remote team has imported an office habit it does not need. Protecting long stretches of unbroken time is the single most valuable thing a distributed studio can do for its people.
Where collaboration happens
Remote collaboration needs a few places to live, and each one should have a clear job so that nothing gets lost between them. The table below is how we arrange the surfaces a distributed team relies on, and what each is for.
| Surface | What it holds | How it is used |
|---|---|---|
| Written briefs | The goal and the constraints | Read before work begins |
| Shared board | The state of the work | Updated as things move |
| Review notes | Feedback and reasoning | Written, not spoken |
| Short calls | Decisions and disagreement | Reserved, not routine |
Trust and the quiet week
Remote work runs on trust, and trust is built by keeping promises rather than watching hours. We do not track activity; we track whether the work moved and whether people said clearly when it did not. A quiet week is fine as long as nobody is surprised, and surprises only happen when communication has slipped.
That means the most important remote skill is not independence but candour. Someone who says early that a task is stuck is worth more to a distributed team than someone who quietly hopes to catch up. The delay is survivable; the silence is what breaks trust.
Keeping the human part
A team that only ever talks about work slowly stops being a team. We make room for the ordinary social contact an office would provide by accident, because a distributed studio has to create it on purpose. A short weekly catch-up, a channel for things that are not work, and time taken to mark a finished project all keep the human side from disappearing.
We also bring people together in person when we can, because some conversations and some relationships simply work better face to face. Treating those moments as important rather than optional is what keeps a remote team feeling like more than a set of screens.
Onboarding into a distributed studio
A remote team has to teach by writing, because a newcomer cannot absorb the culture by sitting nearby. So we keep a written welcome: how we work, where things live, who owns what, and what a first month should feel like. A new colleague should be able to find the answer to most questions without interrupting anyone.
We also pair new people with a single point of contact for their first weeks, so they always know who to ask. That small structure replaces the corridor conversations a distributed studio does not have, and it makes the difference between someone who settles in quickly and someone who spends a month quietly guessing.
The discipline that makes it work
Remote collaboration is not easier than working in a room; it is a different craft with its own discipline. It rewards clarity, written thinking and the willingness to say the truth early, and it punishes vagueness and silence. A team that builds those habits can work from anywhere, and one that does not will struggle even when everyone is in the same building.
For a small studio, that is the real dividend. Good remote habits make us better at our work regardless of geography, because a team that can explain itself in writing can explain itself to players, to clients and to each other. The distance is not the point; the clarity is.
Read next
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Roles in a game studio: who does what
Design, engineering, art, data and marketing, and how the roles overlap.
Our hiring process, step by step
The stages of an application at Dytbaat and how long each one usually takes.