I have officially begun my second module of my MA in Indie Game Development at Falmouth University! 🎉🎉
In the next 12 weeks, I will develop my first ever playable Demo of "The Last Propagator" with the intent of creating a full, playable version for Steam in future.
Because this is part of a module, I have been encouraged to follow the concept of T-shaped people.
But what does that mean?
Well, the T model is defined by two intersecting axes:
The horizontal bar (breadth): This consists of touching upon every area of your discipline with superficial, basic knowledge. In Game Dev terms, that means having an understanding of game design, programming, narrative design, art, animation, level design, and sound design.
The vertical stem (depth): This represents a specific area of specialisation, your mastery of a specific skill within your discipline.
However, the concept is not limited to just this; it goes much further.
Beyond the T
I-Shaped people: These are people who focus on 1 technical skill in one area, but lack that "connective tissue", the general knowledge that could help to work effectively in multidisciplinary teams.
Dash-Shaped (-): These are "generalists" who lack the depth of a skill to solve more complex, high-level problems.
Pi-Shaped (π) or M-Shaped: As developers mature, they often develop a second or third "stem" of expertise (e.g., a programmer who becomes a master of technical art), creating a multi-pillared foundation.
Square-shaped: here, I believe, falls the solo-indie game developer, as a square-shaped person or a team where the "breadth" and "depth" are so well-developed that they form a solid block of expertise across all necessary domains.
After reading Jason Yip"Why T-Shaped People" on Medium, I have learned that being a T-shaped person is a survival strategy. In game development, especially as it's a multifaceted discipline, you have to be able to handle problem-solving in all areas. After prototyping five games, it didn't take me long to understand that a large percentage of game development consists of fixing bugs; as an animator, my coding skills have to be developed—perhaps beyond the surface—to become more of a π- or M-shaped person.
Jason Yip calls this being a "Generalising Specialist." By learning the "language" of other areas, I can solve my own problems and communicate better with others. For a solo developer, being T-shaped means you never truly get stuck; you must change hats and keep building.
Recently, I had the pleasure of conversing with a professional game programmer who added a layer of industry reality to these shapes. While being a generalist or "square-shaped" developer is a superpower for a solo indie, the traditional industry often looks for a very clear, deep vertical stem.
He pointed out that major studios rarely hire generalists straight out of university; they look for specialists they can easily identify as "an animator" or "a game designer" to fit into a specific "box." This highlights a crucial balance: while I am building my horizontal bar—learning Unity, C#, and level design to ensure I don't get stuck—I must also make sure I am showing my vertical depth.
This conversation has shifted my perspective on the "T-shape." It’s not just about being able to do everything; it’s about having a "home" in one skill while being curious enough to speak the language of others.
I have included my own Graph, it's fun! I'd recommend having a go, here's a template I've made.


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