Former id Software Veterans Discuss Transition to Indie Development and New Horror Game Apart
Doom Eternal art director Tony Garza and fellow id alum Richard O'Neal discuss founding Turnkey Games, managing indie development constraints, and building their upcoming post-apocalyptic horror game Apart.

Former id Software developers Tony Garza and Richard O'Neal left the Microsoft subsidiary to establish the Dallas-based independent studio Turnkey Games. Garza served as the art director for Doom Eternal before co-founding the new venture alongside his cousin. The studio is currently developing a third-person horror adventure titled Apart. In this project, players traverse a post-apocalyptic world while controlling a nimble severed arm and a modular zombie child.
Reflecting on their departure, Garza stated that they felt increasingly disconnected from corporate decisions and industry directions. Microsoft later confirmed major layoffs affecting thousands of employees across its gaming divisions. Opting to bootstrap their company, the founders aimed to keep overhead costs low to maintain financial independence. O'Neal noted that this self-funded approach eliminated the immediate pressure to secure an external publisher for production costs.
To manage their limited resources, the team focused on strict scoping and deliberate team growth. Garza emphasized the importance of cutting features that did not meaningfully improve the player experience. Drawing from their time at id Software, both developers applied lessons in craftsmanship and strong project identity, noting that franchises like Doom succeed by focusing on a distinct niche rather than trying to appeal to everyone.
Operating as an independent studio also required unlearning certain triple-A habits, such as building massive scalable frameworks or chasing absolute perfection at the expense of momentum. While acknowledging that indie development introduces personal financial and operational risks, Garza and O'Neal expressed that ownership and creative control make the transition rewarding.
Sources
- Game DeveloperEstablished publication · recorded Sep 11, 2026'Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software
