Start in a garage in 1990 and build a studio. Pick what to make and who to make it for, learn which ideas belong together, and try to win Game of the Year before the money runs out.
Welcome to the garage.
Every week costs money, so keep something in development. Reviewers care about matching the sliders to the genre, and about whether the topic and genre actually suit each other — that pairing is hidden, and your notebook fills in as you find out.