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In today's newsletter:
Latest Podcasts: What You Missed
The 10 Money Skills Every Microteam Should Master - You’re great at what you do. But if the money side of your business feels confusing, stressful, or weirdly fragile, this episode is required listening.
What Can You Learn from 22 Microteam Success Stories? (…Plus 1) - Real microteams, real results, and the repeatable patterns behind outsized growth with tiny teams… and one notable failure.
Interview with Wade Foster, CEO of Zapier - How Zapier scaled with leverage, automation, and focus instead of hiring and organizational bloat.
Interview with Fabian Veit, CEO of Make - How advanced automation helps microteams remove busywork and scale faster without added headcount.
Scalebrity Spotlight: Terraria (Re-Logic): Team Versatility Over Headcount
"You're looking at job postings, thinking: "I need a designer. A backend engineer. A QA specialist. A community manager. A producer."
Five roles. Five salaries. Five coordination headaches.
Meanwhile, a game called Terraria has sold 60+ million copies, generated over $500 million in revenue, and maintained a 10+ year development cycle with consistent free updates.
Their team size? Never more than 11 people at peak. Often as few as 8.
While AAA game studios employ hundreds (sometimes thousands) to ship titles, Re-Logic, the team behind Terraria, proved that versatile generalists beat specialized headcount every single time.
They didn't build departments. They built a team where everyone could wear multiple hats, pivot quickly, and own outcomes end-to-end.
The Game Built by Generalists
Terraria launched in 2011. Created by Andrew "Redigit" Spinks as essentially a solo project with minimal help, it became an instant indie hit.
But here's what's remarkable: as Terraria grew into a cultural phenomenon, Re-Logic stayed small. Intentionally.
The numbers:
60+ million copies sold across all platforms
$500M+ revenue estimated
Peak team size: ~11 people
RPE (Revenue Per Employee): $45M+
Compare that to typical AAA game studios:
AAA studio average: 200+ employees, $100M-500M revenue = $500K-2.5M RPE
Re-Logic: 8-11 employees, $500M+ revenue = $45M+ RPE
They were 18x more efficient than traditional game studios.
How?
By hiring versatile generalists who could do multiple jobs, not specialists who could only do one.
Andrew Spinks didn't just code—he designed, balanced gameplay, created content, and managed community feedback. His team didn't have "lanes." They had ownership areas that overlapped and flexed based on what the game needed.
"We never wanted to be a big studio. We wanted to be nimble enough to pivot when players wanted something different, and small enough that everyone felt ownership over the entire game."
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Versatility as a Competitive Advantage
Most companies hire for specialization: "We need a React developer. And a Node.js engineer. And a DevOps person."
This makes sense in traditional corporate environments. But for microteams, it's a trap.
Here's why:
The specialist model:
Each person owns a narrow domain
If that person is unavailable, work stops
Coordination overhead scales with headcount
People become bottlenecks ("waiting on Sarah to finish the backend")
The versatility model:
Each person can flex across multiple domains
If someone is unavailable, others can cover
Coordination is minimal (people own outcomes, not tasks)
No bottlenecks. Everyone can unblock themselves
Think of specialists like a factory assembly line: Each worker does one thing. Fast. But if one person is sick, the line stops.
Think of versatile generalists like a pit crew: Everyone has a primary role, but they can jump in anywhere when needed. The team adapts in real-time.
Re-Logic operated like a pit crew. And that's why they shipped updates faster and more consistently than studios with 50x their headcount.
Why This Matters for Microteams
You can't afford to hire specialists for every function. You don't have 200 employees. You have 3, 5, maybe 10 if you're scaling.
That means every hire needs to be a force multiplier, not a single-purpose tool.
Here's what versatility gives you:
Advantage #1: Faster Shipping
When everyone can code, design, write, and debug, you don't wait for "handoffs."
Big team workflow: Designer creates mockup → waits for engineer → engineer builds → waits for QA → QA finds bugs → waits for engineer to fix → ships in 3 weeks
Microteam workflow: Designer/engineer creates and ships in 3 days because they can do all the steps themselves
Advantage #2: No Single Points of Failure
If your only backend engineer quits, you're in crisis mode.
If you have 3 people who can all do backend work (even if one is "the best" at it), you're resilient.
Advantage #3: Better Decision-Making
Versatile people understand the full system. They see how their work impacts everything else.
Specialists optimize their domain without considering downstream effects.
Advantage #4: Lower Coordination Costs
The more specialists you have, the more meetings you need to keep everyone aligned.
Versatile teams communicate less because everyone understands the context.
Re-Logic's success was because they were small, and versatile.
The Versatility Hiring Framework
Here's how to build a team of versatile generalists (not narrow specialists):
Step 1: Define "T-Shaped" Skills for Each Role
A T-shaped person has:
Depth in one core skill (the vertical line of the "T")
Breadth across adjacent skills (the horizontal line of the "T")
Example: Backend Engineer
Depth: Expert in Node.js, databases, API design
Breadth: Can do frontend (React basics), DevOps (deploy to AWS), design (understand UX principles)
Example: Designer
Depth: Expert in UI/UX, visual design, prototyping
Breadth: Can code basic HTML/CSS, write marketing copy, understand product strategy
When you hire, look for people with one spike (depth) and wide surface area (breadth).
Step 2: Ask "Versatility-Testing" Questions in Interviews
Most interviews test for depth: "Tell me about your experience with Kubernetes."
Add questions that test for breadth:
"Tell me about a time you had to do something outside your core skill set. How did you figure it out?"
"If our designer quit tomorrow, could you mockup a basic feature and ship it?"
"Walk me through how you'd debug an issue that spans frontend, backend, and database."
You're not looking for experts in everything. You're looking for people who are comfortable being uncomfortable—who don't say "that's not my job."
Step 3: Hire for Learning Velocity Over Experience
A 10-year specialist is often less valuable than a 3-year generalist who learns fast.
Why? Because markets change. Tools evolve. Startups pivot.
The person who can pick up new skills in weeks is more valuable than the person who's mastered yesterday's stack.
Interview for learning velocity:
"What's a skill you taught yourself in the last 6 months? How did you do it?"
"Tell me about a project where you had to learn a new tool/language/framework from scratch."
The best answers show curiosity, resourcefulness, and speed.
Step 4: Pay for Versatility, Not Just Depth
Versatile generalists are worth more than narrow specialists. Pay accordingly.
Typical market logic: "You're a mid-level designer, so we'll pay mid-level rates."
Microteam logic: "You can design, code basic features, write copy, and manage product roadmaps. You're replacing 3 people. We'll pay you like it."
Re-Logic's small team was likely paid very well because each person delivered the output of 2-3 specialists.
Step 5: Create Systems That Encourage Cross-Functional Work
Versatility doesn't happen by accident. You need to structure work so people must flex across domains.
How:
Rotate responsibilities: Every quarter, have someone own a new area (e.g., engineer owns marketing for a sprint)
Pair across functions: Designer and engineer build a feature together, not in sequence
End-to-end ownership: One person owns a feature from concept → design → code → launch → maintenance
When people are forced to do adjacent work, they become versatile by necessity.
Step 6: Celebrate Generalism, Not Just Heroics
Most companies celebrate specialists: "Sarah crushed that backend refactor!"
In a microteam, celebrate breadth: "Carlos designed, coded, tested, and shipped the new checkout flow solo in 3 days."
What you celebrate, you get more of.
Real Examples: Versatility in Action
Example 1: Re-Logic
Core team of 8-11 people
No dedicated QA team (developers tested their own work + community beta testing)
No dedicated community managers early on (devs engaged directly in forums)
Developers wore artist, designer, balance, and content creation hats
Result: Faster updates, tighter cohesion, absurd efficiency
Example 2: Superhuman (Email SaaS)
Early team: 5 people
CEO (Rahul Vohra) did customer support, design feedback, and product strategy
Engineers did frontend, backend, and user research
No silos. Everyone owned the experience
Result: 99% customer satisfaction, fastest email client in the world, built by a team of 5
Example 3: Figma (Early Days)
Founding team: 3 people
Dylan Field (CEO) coded, designed, and sold
Evan Wallace (CTO) built the rendering engine and designed the UX
Result: Shipped a browser-based design tool that beat Adobe. Built by a team that could each do multiple jobs
When Versatility Breaks Down (And What to Do)
Versatility isn't always the answer. Here's when you need specialists:
Scenario #1: You're at Scale (100+ people)
At scale, specialization makes sense. You can afford dedicated roles, and coordination costs are unavoidable.
But if you're under 20 people? Versatility wins.
Scenario #2: You're in a Highly Regulated Industry
If you're building medical devices or financial software, you need certified specialists (compliance, legal, security).
Solution: Hire specialists for the regulated parts, versatile generalists for everything else.
Scenario #3: You're Deep in a Niche Domain
If you're building AI infrastructure or quantum computing software, you need PhDs with deep expertise.
Solution: Hire specialists for the core tech, versatile generalists for product/ops/growth.
Versatility vs. Specialization: The Comparison
Specialist Model | Versatility Model | |
|---|---|---|
Team size | Large (50+ people) | Small (3-12 people) |
Shipping speed | Slow (handoffs) | Fast (end-to-end ownership) |
Coordination cost | High (many meetings) | Low (everyone understands context) |
Resilience | Fragile (single points of failure) | Antifragile (everyone can flex) |
Hiring cost | High (many specialized roles) | Moderate (fewer, but better-paid people) |
Best for | Mature, scaled companies | Startups, microteams, fast-moving orgs |
Re-Logic chose the versatility model and built a $500M+ game with 11 people.
That's the power of hiring for breadth, not just depth.
Today's 10-Minute Action Plan
You don't need to overhaul your hiring process today. Just start thinking in versatility, not specialization.
Here's what you can do in 10 minutes:
List your team members and write down their "depth" (core skill) and "breadth" (adjacent skills)
Identify gaps: Who has depth but no breadth? (They're fragile hires)
For your next hire, write a job description that requires 1 deep skill + 2-3 adjacent skills
In your next 1-on-1, ask: "What's one skill outside your core area you want to learn?"
That's it. You just started building a more versatile team.
A Final Thought
The game industry is obsessed with headcount. AAA studios brag about 500-person teams. They treat big teams as a sign of legitimacy.
Re-Logic ignored all of that.
They stayed small. They hired people who could do multiple jobs. They moved fast, shipped consistently, and built one of the best-selling indie games of all time.
60 million copies. 11 people.
You don't need an army. You need versatility.
Hire people who can wear multiple hats. Build systems that encourage cross-functional work. Celebrate generalists, not just specialists.
That's how you build a microteam that punches 50x above its weight.
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What This Is
A complete versatility hiring and development system with T-shaped skills mapping tools, interview question banks, team capability audits, cross-training playbooks, and role design templates. Everything you need to build a microteam where everyone can wear multiple hats and eliminate single points of failure.
Why You Need This
Re-Logic built a $500M+ game with 11 people by hiring versatile generalists, not narrow specialists. While AAA game studios need 200+ employees, Re-Logic achieved 18x better efficiency (Revenue Per Employee) by building a team where everyone could flex across multiple domains. This playbook shows you how to replicate their model: hire for breadth + depth, eliminate bottlenecks, ship faster, and scale without bloat.
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