From Sound to Studio – Building Devhouse with Jim Welch

Podcasts

June 3, 2025

What does it take to go from scoring anime trailers to building an innovative game studio?In this episode of Player Driven, we sit down with Jim Welch, founder and creative director of DevHouse Agency, to talk about the messy, honest, and rewarding path from creative work to co-development and original IP.

Jim’s journey is a masterclass for anyone looking to start a game studio, scale with intention, or break into the world of second screen games and WebGL game development.

🎧 Listen to the Full Episode

Who Is Jim Welch?

Before founding DevHouse, Jim was deep in the world of sound design—composing music for Dragon Ball Z and Fullmetal Alchemist trailers at Funimation. But his story didn’t stop there. Jim taught himself to code, became a generalist engineer, and eventually launched DevHouse Agency, a hybrid studio doing client work and developing original titles like the upcoming Trash Heist.

The Transition from Creative to Founder

Jim didn’t wake up one day and decide to start a studio. Like many founders, he began freelancing and slowly scaled through necessity.

“I was overloaded with freelance work. So my first few hires were just clones of myself—generalist engineers to keep up with the demand.”

Key takeaway: Hire for the bottleneck, not the job title you think you need.

Why Building Your Own IP Is a Strategic Move

DevHouse is now working on Trash Heist, a second screen party game where raccoons and possums perform chaotic heists. It’s fun, unique, and strategically built using the team’s prior expertise in WebGL and networked multiplayer.

“We realized we had an edge—our team already knew the tech behind second screen games. Why not lean into it?”

Beyond the creative joy, Jim sees building original IP as a hedge against market volatility and a chance to diversify revenue.

The Business of Co-Development in Gaming

Co-development work pays the bills, but it’s not without challenges. Jim talks candidly about:

  • Why small clients are often the hardest to manage

  • The emotional weight clients place on “small” budgets

  • Balancing creative passion with client expectations

  • When to say no—and why it matters

“Just because it’s 50K to you doesn’t mean it’s not everything to them.”

Trends Shaping Game Development in 2025

Jim shares insights on key trends developers should watch:

📌 Rise of Second Screen Experiences

Second screen gaming is having a moment. Think Jackbox, but fresh, weird, and full of chaos. With players joining via phone and watching on a main screen, this format is perfect for social gameplay and casual nights in.

📌 Return of "Triple-I" and Mid-Tier Games

AAA budgets are becoming harder to justify. Meanwhile, the market is hungry for mid-budget, creatively bold games—a sweet spot where indie spirit meets polish.

📌 Community and Marketing Start at Day One

It’s no longer enough to build a great game and market later. Jim emphasizes the need for community building and content strategy from day one, especially for studios without publisher backing.

Final Takeaway: Being Human Sells

Jim doesn’t think of himself as a salesperson—but he closes deals through honesty and connection.

“If you’re not a ‘sales’ person, find someone on your team who is. Relationships drive everything.”

Jim’s journey is a masterclass for anyone looking to start a game studio, scale with intention, or break into the world of second screen games and WebGL game development.

🎧 Listen to the Full Episode

Who Is Jim Welch?

Before founding DevHouse, Jim was deep in the world of sound design—composing music for Dragon Ball Z and Fullmetal Alchemist trailers at Funimation. But his story didn’t stop there. Jim taught himself to code, became a generalist engineer, and eventually launched DevHouse Agency, a hybrid studio doing client work and developing original titles like the upcoming Trash Heist.

The Transition from Creative to Founder

Jim didn’t wake up one day and decide to start a studio. Like many founders, he began freelancing and slowly scaled through necessity.

“I was overloaded with freelance work. So my first few hires were just clones of myself—generalist engineers to keep up with the demand.”

Key takeaway: Hire for the bottleneck, not the job title you think you need.

Why Building Your Own IP Is a Strategic Move

DevHouse is now working on Trash Heist, a second screen party game where raccoons and possums perform chaotic heists. It’s fun, unique, and strategically built using the team’s prior expertise in WebGL and networked multiplayer.

“We realized we had an edge—our team already knew the tech behind second screen games. Why not lean into it?”

Beyond the creative joy, Jim sees building original IP as a hedge against market volatility and a chance to diversify revenue.

The Business of Co-Development in Gaming

Co-development work pays the bills, but it’s not without challenges. Jim talks candidly about:

  • Why small clients are often the hardest to manage

  • The emotional weight clients place on “small” budgets

  • Balancing creative passion with client expectations

  • When to say no—and why it matters

“Just because it’s 50K to you doesn’t mean it’s not everything to them.”

Trends Shaping Game Development in 2025

Jim shares insights on key trends developers should watch:

📌 Rise of Second Screen Experiences

Second screen gaming is having a moment. Think Jackbox, but fresh, weird, and full of chaos. With players joining via phone and watching on a main screen, this format is perfect for social gameplay and casual nights in.

📌 Return of "Triple-I" and Mid-Tier Games

AAA budgets are becoming harder to justify. Meanwhile, the market is hungry for mid-budget, creatively bold games—a sweet spot where indie spirit meets polish.

📌 Community and Marketing Start at Day One

It’s no longer enough to build a great game and market later. Jim emphasizes the need for community building and content strategy from day one, especially for studios without publisher backing.

Final Takeaway: Being Human Sells

Jim doesn’t think of himself as a salesperson—but he closes deals through honesty and connection.

“If you’re not a ‘sales’ person, find someone on your team who is. Relationships drive everything.”

Jim’s journey is a masterclass for anyone looking to start a game studio, scale with intention, or break into the world of second screen games and WebGL game development.

🎧 Listen to the Full Episode

Who Is Jim Welch?

Before founding DevHouse, Jim was deep in the world of sound design—composing music for Dragon Ball Z and Fullmetal Alchemist trailers at Funimation. But his story didn’t stop there. Jim taught himself to code, became a generalist engineer, and eventually launched DevHouse Agency, a hybrid studio doing client work and developing original titles like the upcoming Trash Heist.

The Transition from Creative to Founder

Jim didn’t wake up one day and decide to start a studio. Like many founders, he began freelancing and slowly scaled through necessity.

“I was overloaded with freelance work. So my first few hires were just clones of myself—generalist engineers to keep up with the demand.”

Key takeaway: Hire for the bottleneck, not the job title you think you need.

Why Building Your Own IP Is a Strategic Move

DevHouse is now working on Trash Heist, a second screen party game where raccoons and possums perform chaotic heists. It’s fun, unique, and strategically built using the team’s prior expertise in WebGL and networked multiplayer.

“We realized we had an edge—our team already knew the tech behind second screen games. Why not lean into it?”

Beyond the creative joy, Jim sees building original IP as a hedge against market volatility and a chance to diversify revenue.

The Business of Co-Development in Gaming

Co-development work pays the bills, but it’s not without challenges. Jim talks candidly about:

  • Why small clients are often the hardest to manage

  • The emotional weight clients place on “small” budgets

  • Balancing creative passion with client expectations

  • When to say no—and why it matters

“Just because it’s 50K to you doesn’t mean it’s not everything to them.”

Trends Shaping Game Development in 2025

Jim shares insights on key trends developers should watch:

📌 Rise of Second Screen Experiences

Second screen gaming is having a moment. Think Jackbox, but fresh, weird, and full of chaos. With players joining via phone and watching on a main screen, this format is perfect for social gameplay and casual nights in.

📌 Return of "Triple-I" and Mid-Tier Games

AAA budgets are becoming harder to justify. Meanwhile, the market is hungry for mid-budget, creatively bold games—a sweet spot where indie spirit meets polish.

📌 Community and Marketing Start at Day One

It’s no longer enough to build a great game and market later. Jim emphasizes the need for community building and content strategy from day one, especially for studios without publisher backing.

Final Takeaway: Being Human Sells

Jim doesn’t think of himself as a salesperson—but he closes deals through honesty and connection.

“If you’re not a ‘sales’ person, find someone on your team who is. Relationships drive everything.”

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© Player Driven

2025

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© Player Driven

2025

Blog

Podcasts

Communities

Subscribe

Subscribe for player.driven updates

© Player Driven

2025

Blog

Podcasts

Communities

Subscribe

Subscribe for player.driven updates