The GameMakers podcast publishes deep discussions on F2P game development. Topics that we cover include F2P monetization, liveops, game design, game development processes, team structure, and more. The podcast will cover 3 types of content: 1. F2P Game Dev: Game development topics focusing on the business of F2P games 2. Philosophy Friday: Deep dive discussions on philosophical industry and business issues in the games industry 3. LILA Games Story: The real world and real-time story of LILA Games as we start a new games studio
Why $200M games flop — and how LiveAware's “always-on” player insight flips the odds.• Echo-chamber dev culture & launch disasters• Quant vs qual data gap killing velocity• LiveAware's one-click capture → AI analyze → auto-Jira flow• Surfacing bugs & sentiment from Discord, YouTube, surveys• Dashboards that feed artists, designers, engineers the clips they need• Case studies: Dead as Disco, S.T.A.L.K.E.R. 2, Treehouse competitive intel• Indie-friendly pay-as-you-go pricing + roadmap to multi-channel feedback nirvanaOUTLINE:0:00 Underwhelming game launch failures4:00 Vision vs player expectation gap8:00 Quantitative vs qualitative data gap12:00 LiveAware capture analyze share workflow16:00 One-click streaming and transcription20:00 AI clusters themes and clips24:00 Tailored dashboards and auto Jira28:00 Multi-channel feedback aggregation explained32:00 Indie vs AAA use cases36:00 Dead as Disco success story40:00 S.T.A.L.K.E.R. 2 QA integration44:00 Signal vs noise management48:00 Feedback philosophy continuum debate52:00 Future roadmap and pricing plansSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.substack.com/
Simon from Goat Gaming shares how his team is leveraging AI and Telegram to build games in just 2-3 weeks, reaching 5.5 million users. Learn why he believes AI will be an "extinction-level event" for studios that don't adapt, and how Telegram offers a billion-user opportunity similar to early Facebook gaming.Content Outline:00:00 – AI vs. Legacy: “Extinction-level event” for slow studios02:45 – AlphaGoats & Agentic Play: How players train and deploy AI agents07:41 – History Repeat? Sports sims & idle games parallels10:08 – Why Telegram? 1B users starved for games (like early Facebook)18:12 – Telegram Strategy: Gaming as a priority on Telegram/TON19:33 – AI Dev Pipeline: 37 Fortnite maps in 37 weeks; 2–3-week game builds23:46 – Rethinking AAA: 50-person teams vs 500+ for similar quality25:25 – Team & AI: Organizational changes for AI adoption27:56 – Founder's Origin: From King/Non Stop to Mighty Bear Games31:58 – Telegram Takeoff: Go Gaming's 5.5M users and 100M+ events32:36 – Crypto & Ads: Token incentives and Telegram's ad network33:40 – Crypto Gaming Today: Why success lives on Telegram35:15 – Viral Mechanics: Referrals, leaderboards, NFT “Gifts” ($35M+)36:40 – Early-Stage Market: Telegram gaming ecosystem ~2010 mobile level38:02 – Singapore Startup: Betting on Asia trends (MPL influence)42:49 – Battle Stories: 150 VC rejections, Rocket Internet investor, persistenceSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.com/
Alex Seropian (Bungie co-founder) shares his experience developing for Epic's UEFN platform in this exclusive interview. Discover insights on platform capabilities, economics, audience demographics, and future predictions for Fortnite's creator ecosystem.TIMESTAMPS:0:00 - Introduction1:00 - Changes in UEFN since 20235:30 - Working with brands on UEFN10:00 - Economic challenges for developers14:00 - State of UEFN monetization19:00 - Discovery and audience building23:00 - Successful game types on UEFN26:30 - Development process differences32:00 - UEFN player demographics and personas38:00 - Development surprises and challenges43:00 - Future predictions for UEFN51:00 - Advice for developers considering UEFN56:00 - Final thoughts and podcast mentionSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.substack.com/
(0:00) Introduction (1:00) Overview of AppLovin vs Unity market situation since 2022(2:10) Discussion of current mobile UA market conditions(6:30) Introduction to AppLovin vs Unity topic(9:00) How AppLovin gained advantage through Max mediation platform(11:10) The data advantage of first-party data in AppLovin's ecosystem(13:20) The lock-in effect of AppLovin's mediation and UA offerings(17:30) The snowball effect of AppLovin's market dominance(19:40) How AppLovin captured MoPub market share(22:20) Unity's execution issues after Iron Source merger(25:00) Cultural conflicts within Unity and algorithm problems(29:00) Discussion of Unity's "Vector" AI initiative(32:40) Unity's disappearing account managers and weak sales culture(35:20) AppLovin's focus on high-value customers and resource allocation(38:20) Increasing margin for AppLovin as market share grows(40:40) Unity's potential comeback strategy with Vector(45:10) The challenge for any network to compete with AppLovin(48:40) The "must use" nature of AppLovin for ad-monetized games(52:00) The risks of having 70-80% of UA budget on AppLovin(54:30) Potential industry alternatives to AppLovin(57:00) Discussion of emerging competitors like Moloco and Integral(1:01:30) The possible path forward for Unity to compete(1:05:40) Predictions for the future of mobile UA in two years(1:10:00) Speculation about AppLovin's TikTok acquisition bid(1:14:20) Wrap-up and conclusionSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.substack.com/
Dive into the future of AI in game development with this insightful panel from GDC featuring Aaron Farr (CTO at Jam and Tea Studios) and Liam Dean (Principal Analyst, Games at Omdia). They explore AI-native games, emergent gameplay, development acceleration, and how AI is transforming both game creation and player experiences. Essential viewing for game developers, executives, and anyone interested in how AI will reshape the gaming landscape.Timestamps0:00 - Introduction and panel overview1:50 - How revolutionary will AI be for gaming?3:30 - Current limitations of AI in game development5:10 - The concept of "AI native games" explained8:00 - Retail Mage: A real example of an AI native game11:10 - Emergent gameplay with AI - The painting IOU story14:20 - AI games vs. multiplayer games comparison17:40 - The controversy around AI in the games industry18:50 - Ethics of AI in game development22:20 - Who wins and loses with AI in game development?24:40 - The "organizational meta" and how AI will reshape studio structure27:40 - AI's impact on product development velocity30:20 - How traditional game studios will adapt (or fail)34:00 - Behind the scenes of an AI-native studio36:10 - How AI dramatically reduces development time (8 weeks vs 4 years)38:10 - The AI Dungeon Master example43:30 - Practical AI applications available right now47:10 - Q&A: Examples of AI-native games in the market49:30 - Q&A: Impact on staffing and team sizes52:40 - The future of game development organizationsSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.substack.com/
Join us for an in-depth discussion on the Game Developers Conference 2025 with industry veterans as they share their perspectives and what was learned during GDC on the current state of the gaming industry. This candid conversation explores attendance trends, market challenges, investment landscapes, and what's next for game developers in a changing economy.Our panel discusses:⭐ GDC attendance trends and the shift to more exclusive, executive-focused events⭐ The "age of efficiency" and austerity measures affecting game studios⭐ Investment challenges and the evolving VC landscape for gaming⭐ Platform dynamics between developers and companies like Apple and Google⭐ AI's current and potential impact on game development⭐ Unity's latest developments and challenges⭐ The changing nature of GDC itself and its future prospectsFeatured Speakers:
This week I share thoughts from my years in game development about why teams often struggle with addressing their most critical problems. I discussed this with Ben Carcich in a pod I published a couple of weeks back: the "Building Better Games" episode.Some questions came up and I wanted to try something new, a bit of a rant on this topic.Is it lame? Is it useful? Let's try it and find out.
Dive deep into Battle Pass design with industry experts discussing Overwatch 2's approach, player psychology, and monetization strategies. Learn essential insights about progression systems, player choice, and value perception from game developer Ted Park and former Riot meta-systems expert Chris Cobb, hosted by Joseph Kim of Lila Games.Content Overview0:00 - Introduction and Battle Pass Overview3:35 - Hero-Based Games: The Main Character Problem7:20 - Battle Pass Progression and Grindiness13:15 - Value Perception and Premium Options18:40 - Customization vs Production Realities24:10 - Battle Pass Currency and Mythic Rewards System31:25 - Loot Boxes: Their Surprise Return38:15 - IP Integration and Themed Content43:50 - Ideal Battle Pass Design: Expert Recommendations52:15 - Conclusion and Key TakeawaysSUBSCRIBE TO GAMEMAKERS:- Newsletter: https://gamemakers.substack.com/
In an industry where development costs have skyrocketed, and market success has become increasingly challenging, understanding the true drivers of successful game development has never been more crucial. In this discussion with Ben Carcich from Building Better Games, we highlight the counter-intuitive patterns of success and practical frameworks for modern game development leadership.Key Focus Areas:
Join gaming industry veterans as they break down the unprecedented transformation of mobile 4X games. Featuring insights from Joseph Kim (Lila Games), Justin Yau (Wharton MBA), UA specialist Matej Lancaric (2.5 Gamers) and game design specialist Jakub Remiar (2.5 Gamers) on how Chinese gaming companies are achieving $8M+ daily revenue through innovative UA strategies and product design.Key Topics:
Learn the insider strategies from industry legends Frank Yan (Brawl Stars), Dafna Ben Onn (SciPlay), and Ivan Trancik (Superscale) on mastering mobile game operations!
Leading mobile gaming experts break down everything you need to know about Mobile Measurement Partners (MMPs) in 2025. Get insider perspectives from AppsFlyer, Wildcard Games, and industry veterans on when to use MMPs, how much they really cost, and where the industry is heading. Perfect for mobile game developers, UA managers, and studio executives looking to optimize their marketing strategy and understand the evolving role of MMPs in today's privacy-first environment. OUTLINE: 00:00 - Introduction & Overview 03:43 - What is an MMP? Core Functions Explained 05:28 - SDK Integration Benefits 08:02 - Attribution & Performance Tracking 12:24 - Impact of IDFA Deprecation 16:32 - When Do Studios Need an MMP? 24:42 - Cost Breakdown for Studios 27:54 - Self-Attributing Networks (SANs) 32:45 - Working with Multiple Ad Networks 38:59 - Creative Optimization & AI Tools 43:08 - Data Clean Rooms & Privacy 51:09 - Open Source MMP Projects 53:52 - Future Trends in Mobile Marketing 57:47 - Industry Changes & Consolidation 1:01:02 - Final Thoughts & Recommendations SPEAKERS: ✅ Josh Chandley. Co-founder and COO at WildCard Games. ✅ Joseph Kim. CEO at Lila Games. ✅ Brian Murphy. Head of Gaming and New Product Strategy at AppsFlyer. ✅ James O'Claire. Former COO at Bubbleye. Founder Open Attribution. For links and additional info go to Gamemakers.com
Join us as we explore the future of user-generated content (UGC) in gaming with Playmakers, diving into why community-created content converts 30% better than studio content and how AI fits into the UGC ecosystem. Essential insights for game developers looking to scale content creation through community engagement. #GameDev #UGC #gaming Co-hosted with Anton Bernstein, CEO at Pocket Worlds. OUTLINE: 0:00 Intro 0:40 Best game examples of UGC cosmetics 1:20 How cosmetics work in Counterstrike 3:05 The Playmakers UGC platform business 6:52 Dealing with the biggest UGC problem: Time To Penis (TTP) 9:10 Other problems: Trademarks and duplicates 10:18 Economics of enabling a UGC cosmetics platform 12:06 Balancing professional content vs. UGC content in a game 13:52 The kinds of games better adapted for UGC content 16:10 AI as a complement or competition to UGC: UGC vs. AGC vs. UGAC 20:37 In a world of infinite free content, how to give UGC items value 22:40 Biggest concerns to integrating UGC content in their games 24:40 Integration issues for integrating UGC in games 26:16 The functions required for a UGC platform 27:48 Getting over the cold-start problem getting creators to start making UGC 32:40 Can UGC content be cross-game content? 34:00 Big upcoming UGC macro trends 37:15 Depth vs. shallowness of UGC support Roblox vs. Minecraft 39:20 The trend of UGC remixing 41:35 Future Playmakers roadmap
The gaming industry experienced seismic shifts in 2024, from record-breaking layoffs to China's rising dominance. In this comprehensive analysis, we break down the five key developments that shaped gaming in 2024 and what they mean for 2025. We'll explore:
We discuss the impact, economics, and advantages of mobile web stores in a deep discussion with Gil Tov-ly, the CMO of AppCharge, a company that partners with game studios to build optimized web stores. OUTLINE: 0:00 Intro 1:13 Motivation and economics of mobile web stores: Huge 20-30% total revenue lift 3:42 Amount of transactions through web stores vs. direct IAP, what impacts more web store transactions? 9:34 How web stores can support VIP spenders 10:40 Typical web store support provided by companies like AppCharge 11:40 impact of web stores 13:48 The player experience with web stores 18:32 breakdown of support services to help developers roll out a web store 25:25 How to evaluate webstore partners 28:25 Current legal and regulatory environment around web stores - what are the limitations? 31:18 Rise of alternative app stores and side-loading 32:30 Building direct relationships with customers by having your own web store 36:25 What does the future look like for player monetization channels in 5-10 years 39:30 More info about AppCharge - what is their promotional pitch?
A deep dive into the most pressing topics in gaming with industry veterans discussing recent developments, challenges, and future outlooks. ⏱️ Timeline/Chapters: 00:00 - Introduction 01:05 - Ubisoft's Current State & Challenges 14:35 - Unity's Turnaround Story 31:20 - AppLovin Deep Dive 39:15 - China Gaming Market Update 49:40 - Microsoft-Activision Deal Impact 56:10 - Roblox & Hindenburg Report Discussion
Warren Woodward, co-founder and CMO at Upptic, provides real, no-nonsense advice about the current state of mobile performance marketing. What are the current problems and issues in the market and how can studios grow their player base through mobile user acquisition today? OUTLINE: 0:00 Intro 0:47 Why Warren is great to talk to about UA 2:00 Current state of mobile marketing & UA: What's working and not working 12:50 What IDFA really did to mobile marketing 15:30 What happens if fingerprinting goes away 21:50 The problem with imprecise data 25:10 What are the channels and tactics that are currently successful Applovin vs. Unity 31:37 Modern-day performance marketing team structure and staffing 40:19 The importance of unifying teams and data for success - avoiding the “blame game” 45:30 Advantages of UA at massive scale 52:37 Is the future of UA all about “brutal efficiency”?
We dive deep into the fierce competition between Tencent and NetEase—two titans shaping the global gaming landscape. Discover how these companies are navigating the challenges of the Chinese market and their strategies for international expansion. We also share our personal experiences about Tencent and provide insider insights you can't find anywhere else. Don't forget to like, comment, and subscribe for more industry insights!
Anton Bernstein, CEO of Pocket Worlds, discusses the intricacies of cosmetics monetization in free-to-play games. Learn about player motivations, game design considerations, primary vs. secondary markets, and cultural differences in monetization strategies. Gain valuable insights on key metrics and best practices for successful cosmetic-based revenue in games like Fortnite, CS:GO, and High Rise. OUTLINE: 0:00 Intro 0:45 Most important topics around cosmetics monetization 2:11 Anton Bernstein background and Pocket World business 3:17 The kinds of games that sell cosmetics well: 6:20 How does Fair to play vs. free to play impact cosmetics sales 11:48 How necessary is high engagement to cosmetics sale? 14:16 How does 1st vs. 3rd person perspective impact kinds of cosmetics sales? 16:38 How does motivation around vanity vs. speculation impact cosmetics sales? 21:00 The best games to study for F2P cosmetics monetization 23:40 ARPU and spend depth for cosmetics sales 27:50 Form of cosmetics sales that perform best: Battle pass, loot box, etc. 31:50 The importance of big IP and scale to sell cosmetics well 35:00 Player motivations behind buying cosmetics 38:55 Cosmetics monetization East vs. West 45:00 Primary vs. secondary markets - developer business model 52:47 KPIs and metrics to watch for cosmetics sales 55:50 Dangers of selling cosmetics 57:32 Final message and contacting Anton
We partnered with Liquid & Grit to discuss the Brawl Stars Godzilla event, which had a massive impact on Brawl Stars' revenue and downloads. - Highest weekly revenue ever - 59% revenue increase and 107% downloads increase 3Wo3W We review the event and discuss the implications and lessons learned. Discussion Outline: 00:00 - Introduction of the roundtable, Joseph Kim, and the participants. 00:12 - Introduction of Joseph Kim and his work. 01:18 - Overview of Brawl Stars and its game modes. 02:07 - Discussion on the popularity of Brawl Stars among kids. 03:08 - Joseph Kim discusses game design and the success of isometric games. 03:50 - Comparison between Brawl Stars and Wild Rift in terms of game depth and modes. 04:42 - Observations on the female player base in Brawl Stars. 05:50 - Insights on why kids prefer Brawl Stars, focusing on game modes .06:37 - Discussion on the decline of Fortnite and its impact on Brawl Stars. 07:33 - Introduction to the Godzilla event, its content, and game modes. 09:38 - Analysis of the event's impact on revenue and downloads. 11:18 - Explanation of event mechanics, including Monster Eggs and mutations. 13:02 - Discussion on player reactions to the temporary nature of mutations. 14:52 - Community reactions to pay-to-win elements and their temporary nature. 16:26 - Speculation on the potential return of the Godzilla event in the future. 17:18 - Discussion on the game mode experience and its balance. 18:40 - Participant's experience with the event and mutations. 20:53 - Discussion on club engagement and the club event mechanics. 21:46 - Description of the Godzilla City Smash game mode. 23:36 - Thoughts on the choice of the Godzilla IP for the event. 25:55 - In-depth discussion on the temporary nature of mutations and player perceptions. 27:04 - Considerations on event mechanics and their impact on player engagement and revenue. 28:30 - Speculations on legal implications of temporary in-game purchases. 30:17 - Discussion on the complexity of the event and its execution. 32:14 - Participant's views on the event's entertainment value and economic impact. 52:05 - Final thoughts on the event's design, economy, and player engagement. 53:41 - Closing remarks and thanks to participants.
0:00 Intro 1:42 Background on FunPlus 2:35 Embracer Group - Historical context and current status, including breakup 6:06 Why did Embracer break up? What form of game industry consolidation makes sense? 7:40 When do company synergies make sense for game studio consolidation? 9:40 Comparison of Zynga vs. Embracer M&A strategy, Zynga's historical M&A context 14:00 Could Embracer's consolidation strategy have worked out? How? 16:00 Embracer's lack of centralization functions and impact of debt to break up 19:31 Impact of easy money on M&A in 2021/2022 and then after 21:45 Outlook for Embracer split-off companies 25:38 Lars' role in the new split-off Embracer companies 26:50 Impact of trading on the Swedish exchange 29:08 Importance of post-acquisition integration 36:22 Chris' take on advantages of scale for gaming studios - ideal level of scale 41:08 Matt's thoughts on game studio scale 42:30 Value from sharing best practices 47:09 Thoughts on how big studios will consider Roblox more seriously 50:05 Will FunPlus consider acquiring one of the Embracer companies? 51:47 What is the outlook for M&A in 2024 and beyond? SUBSCRIBE TO GAMEMAKERS: - Spotify Podcast: https://spoti.fi/3Cpyq7i - Newsletter: https://gamemakers.substack.com/
Purnendu Mukherjee, CEO of Convai, shares insights into innovative approaches to developing human-like AI characters that can intelligently interact with users, perform actions, and engage in natural and responsive conversations. This discussion sheds light on the future of interactive gaming, educational tools, and real-world applications of AI NPCs, from Mukherjee's personal journey, which sparked his deep interest in the mechanics of the human mind and AI, to the technical challenges and societal impacts of integrating AI within virtual spaces. OUTLINE: 0:00 Introduction to Convai and AI NPCs 1:19 Purnendu's background and how he got into working on AI NPCs 04:22 - Current limitations of AI NPCs and what's needed to make them indistinguishable from humans 5:00 - Technical Challenges and Innovations 07:34 - Overcoming latency issues with AI NPCs 08:50 - Potential AI applications in gaming and why AI NPCs are attracting significant funding 15:17 - Differentiating factors and focus areas for Convai compared to competitors 19:19 - Steps for developers to integrate Convai's technology into a game 24:12 - Comparing effort and impact of using AI NPCs vs traditional dialogue trees and behavior trees 29:25 - Economics and business model of Convai - pricing for different types of games 34:31 - Bringing down costs for games with massive usage and appeal to global audiences 38:48 - Early traction and use cases Convai is seeing from customers today 43:18 - Potential for AI to enable new kinds of gaming experiences 47:55 - Feasibility of doing a fully AI-driven Dungeons & Dragons game with current technology 50:16 - Optionality if Convai solves AI NPCs for gaming to expand to other domains 53:14 - Purnendu's entrepreneurial learnings and the meaningful suffering of a startup journey 59:04 - Constructive criticism from GDC and Convai's commitment to enabling great art 59:55 - Conclusion
We compare two major gaming companies, Embracer and Ubisoft, on this episode of Pixels and Profits. ✅ Business performance ✅ Valuation ✅ Future outlook of both companies We analyze their strategies, financials, and potential for growth. Timeline Summary: 00:00 - Introduction to the topic and overview of Embracer's business 03:00 - Discussion of Embracer's financials and debt situation 10:15 - Embracer's restructuring efforts and asset sales 13:45 - Embracer's tabletop gaming business and profitability 16:20 - Outlook for Embracer's PC and console division 21:20 - Embracer's mobile gaming business and challenges 24:25 - Valuation and investment potential for Embracer 26:45 - Introduction to Ubisoft's business and strategy 29:55 - Ubisoft's financials and revenue per employee issues 37:10 - Ubisoft's upcoming titles for fiscal year 2024 42:40 - Ubisoft's future outlook and titles for fiscal year 2025 49:50 - Valuation and investment potential for Ubisoft 52:05 - Concerns about Ubisoft's development strategies and efficiency 56:10 - Ubisoft's mobile gaming efforts and challenges 58:30 - Closing thoughts on Embracer and Ubisoft's future prospects SUBSCRIBE TO GAMEMAKERS: - Spotify Podcast: https://spoti.fi/3Cpyq7i - Newsletter: https://gamemakers.substack.com/
We discuss key themes & trends, critical takeaways, GDC panels/talks, and rumors from GDC 2024. OUTLINE: 0:00 Intro 2:35 VC, publisher investment in gaming is down 3:50 Moving to tighter efficiency in game development 7:05 More pain coming, 3-6 more months of industry rationalization 15:30 UA deterioriation since beginning of year 17:17 AI & Liveops key areas of focus 21:40 Importance of marketing and UA for mobile game success 23:45 Sensor Tower acquisition of data.ai 30:45 GDC Talks 37:10 Frank + Frank Supercell Brawlstars talk 41:20 King's AI Talk - how they improve liveops on Candy Crush Soda Saga 43:15 Epic's UEFN talks 49:05 Ken's GDC tips 55:10 Key takeaways 1:05:40 GDC rumors SUBSCRIBE TO GAMEMAKERS: - Spotify Podcast: https://spoti.fi/3Cpyq7i - Newsletter: https://gamemakers.substack.com/ --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Ludovic Bodin is an entrepreneur, investor, and now author of the book Atomic Scaling. Ludovic has learned lessons from the titans of the games industry and created a framework he believes can be applied to any other industry. Learn more about the lessons from Supercell, Valve, Zynga, and others and how they can apply to your games studio or company outside of games. OUTLINE: 0:00 Intro 1:20 How Ilkka Paananen, CEO of Supercell inspired Atomic Scaling - Keeping teams small for as long as possible 7:08 How Gabe Newell, CEO of Valve, further inspired Atomic Scaling - Lessons from the games industry are widely applicable 9:35 Ludovic's great book endorsements, learning from game industry experts, and the sharing culture in gaming 12:21 Motivation to write Atomic Scaling 14:10 3Ps 3Rs framework explanation- People, Prediction, Playbook and Revenue, Reach, Retention 14:52 People principle 22:00 Prediction principle: prediction vs. prophecy - hypothesis, measurement, then change 34:22 Playbook principle - getting the team on the same page 42:13 Revenue, Reach, and Retention 44:05 LiveOps and the LOVE framework - Live product development, Organized event calendar, Very special sales & offers, Engagement and re-engagement 47:10 What should readers take away? --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Eve Chang shares her invaluable experiences and lessons from working on iconic mobile games like Temple Run and Bejeweled Blitz. Get ready for a session full of actionable insights and strategies that could redefine your approach to game development and live operations. Outline: [00:00] Introduction to Eve Chang and Overview [01:10] Eve Chang's Journey in Game Development [02:10] Eve's Approach to LiveOps [06:55] Designing and Product Decisions for Live Games [13:45] Biggest Lessons Learned from LiveOps [22:55] Eve's Take on the Current Market Environment [26:35] Final Thoughts and Where to Find Eve Online Key Highlights:
Matthew Kanterman, Joseph Kim, and Brian Peganoff discuss Nvidia as well as gaming related offerings from the company: Nvidia business overview Future growth drivers Valuation Competitive landscape Future outlook --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
We are seeing severe impacts around privacy and the ability to measure any post-device ID kind of fingerprinting world. So, we wanted to put together a five-part series helping advertisers understand the measurement crisis and the different tools and measurement signals available. #1. The first podcast in the series will be the overview of the measurement crisis. #2. The second podcast will be the actual state of last touch and the real value that last touch is bringing you. #3. The third podcast will educate on incrementality testing and how it can be leveraged in a privacy-first world. #4. The fourth one will be the promise of MTA 2. 0 and data clean rooms. So you understand some of the more fringe benefits of tools coming to you that may impact last touch. #5. The last podcast is a summary roadmap to measurement success, helping you, the advertiser, take everything you've been educated on, turn it into action and succeed. OUTLINE: 0:00 New series: State of Measurement in a Privacy-first World introduction 2:24 Intro to the Measurement Crisis in mobile user acquisition (UA) 4:30 Recap on why we have problems attributing installs today 8:17 How incentives exacerbate the measurement problem 11:42 What is the actual impact of IDFA deprecation to UA? 16:43 Andrew believes that incrementality shows that the impact of IDFA may be a perceived rather than actual problem 22:12 Warren's dynamic polling approach, how to make goal based buying work, and overview of IDFA workarounds 31:16 What does Kwalee and other game studios do for UA now? 33:30 How to react to loss of fingerprinting 40:00 What are limitations of MMM or incrementality? 46:35 Who will be impacted most by loss of fingerprinting? 47:40 What does the future state of measurement look like? SUBSCRIBE TO GAMEMAKERS: - Newsletter: https://gamemakers.com/ --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Doom loops are a cycle of self reinforcing negative decisions and behaviors that lead to bad outcomes. In this episode I talk about my own experience trying to break my doom loop impacting both my professional and personal life. --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
At most companies doing the hard thing is uncomfortable and we avoid addressing some of the most critical issues that can mean the difference between success and failure. This is an audio read of my Philosophy Monday newsletter post. If you want to hear an audio version of those posts, let me know! Go to gamemakers.substack.com and comment there and I'll do more of these in the future. --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Dive into the future of game development with Joseph Kim as he interviews Ben James, CEO of Atlas, a groundbreaking company at the forefront of integrating AI into the creative process of game design. In this exclusive interview, discover how Atlas's cutting-edge technology is transforming 2D reference images into fully-realized 3D models, propelling the development of immersive 3D MMO worlds into new realms of efficiency and creativity. What You'll Learn: ✔️ The innovative AI technology behind Atlas and its ability to revolutionize the creation of 3D assets. ✔️ How Atlas's platform is making the game development process faster, more efficient, and boundlessly creative. ✔️ The practical applications of Atlas technology in early game concept testing and beyond. ✔️ Ben James's insights on the potential for AI to augment rather than replace human creativity in game development. ✔️ The future of game design and how Atlas is positioning itself to empower developers with new tools for creative expression. Key Takeaways:
Supercell's Brawl Stars recently had a huge surge in downloads and daily revenue. How did they do it? We discuss with Matej Lancaric and Jakub Reimar from 2.5 Gamers and Ken Landen (former Kongregate, Scopely, Blizzard, and Hit Factor PM). --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
We explore AI's significant impact in tech, especially game development. Let's discuss adapting to AI as a major technological shift, a technological change potentially as big as the impact of the Internet. --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
3 days before launching Palworld, Takuro Mizobe from Pocket Pair, published a blog post with the riveting story behind Palworld. Mistakes, lessons learned, and much more. Check it out: https://note.com/pocketpair/n/n54f674cccc40#2251bc9e-24bc-4539-8c0c-df500654bf43 --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Livestreaming trends: 1. Which genres are the best? 2. Nostalgia for Baldur's Gate and Fortnite "OG" 3. Indies benefit 4. Multi-platform simulcasting e.g., Ninja Esports: 1. Esports rising again in 2023 2. 5 most watched titles: League of Legends, Mobile Legends: Bang Bang, CS:GO, Dota 2, and Valorant Get the report here: Gaming, Esports, & Social Trends Report | 2024: https://insights.streamhatchet.com/2024-gaming-esports-social-trends-report --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Will games become more like movies and music with focus on subscription rather than ownership? An Ubisoft director thinks so. --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Epic vs. Apple articles: The house always wins Apple to collect fees from Epic Games Supreme Court denied both sides' appeals of Epic v. Apple antitrust case. iOS will not have competing stores or payments. Apple releases new policy making 27% from external payments regardless. JK + Tim Sweeney Interview: https://youtu.be/h6ClJxjuRvw?si=21bGX3Qv2LAgDc5U --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Pocketgamer reported on GDC's State of the Industry report held every year before GDC. 3,000 game devs input about various topics. We cover: Concerns about AI Where AI is being used Game engine usage --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
What happened? Brawlstars after years of doing well, grew massively from December to January! --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
More Layoffs: Layoffs confirmed at Choices: Stories You Play maker, Pixelberry Studios Google lays off 1,000+ employees in stealth as AI takes on the workload Report: Behaviour Interactive lays off 45 employees Youtube Chief Gaming Guy Laid Off --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Arthur Trusov and Joseph Kim discuss the latest gaming news from the past week. Layoffs: Unity to lay off 1,800 staff as it continues company reset Twitch is cutting one-third of its staff Playtika to cut 300 - 400 more jobs in latest rounds of layoffs Discord is laying off 17 percent of employees 11 Days Into 2024 And 2700+ Video Game Layoffs Have Been Announced Nacon exec says industry's problem is "too many games" UE5-Powered New Halo Reportedly in Development at 343 Industries – Rumor Epic finally claims top spot for publisher MAU share on console The State of UGC Games (2024) SAG underfire for supporting AI game voice actors AI took stage of CES and was a mess! China easing fears of another video game crackdown Cheating accessory — GameShark — is back. Steam broke its concurrent user record over the weekend --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
In this podcast episode, Joseph Kim, Matej Lancaric, and Summer Liu discuss the profitability of the game Monopoly Go. They explore the controversy surrounding the game and the lack of a widely accepted definition of profitability in the industry. The conversation covers data analysis, marketing strategies, and the use of different creatives. The hosts also discuss the importance of understanding CPIs and the impact of scaling up advertising spend. The conversation delves into the topic of profitability in the mobile games business, exploring the nuances and challenges of defining and achieving profitability. It discusses the importance of maintaining scale and KPIs in order to sustain profitability. The conversation also highlights the differences between operational profitability and UA modeled payback profitability. Additionally, it touches on the LTV curves and payback periods in different game genres. The conversation concludes with a discussion on the profitability of Monopoly Go and the need for a clear definition of profitability. Takeaways The games industry lacks a widely accepted definition of profitability, leading to confusion and conflation of different issues. Monopoly Go has achieved significant success, with high revenue and a large number of downloads. The game utilizes various marketing strategies, including video and playable ads, to attract and engage players. Understanding CPIs and the impact of scaling up advertising spend is crucial for evaluating the profitability of a game. Maintaining scale and KPIs is crucial for sustaining profitability in the mobile games business. Profitability in the mobile games industry can be defined differently, including operational profitability and UA modeled payback profitability. LTV curves and payback periods vary across different game genres and can impact profitability. There are nuances and tricks in game profitability, including accounting practices and adjusting costs. Chapters 00:00 Introduction and Background 03:00 Defining Profitability in the Games Industry 09:00 Data Analysis and Revenue 23:00 Marketing Analysis 32:00 Creative Strategies and CPIs 43:04 Maintaining Scale and KPIs 44:03 Defining Profitability in the Mobile Games Business 45:57 Operational Profitability vs. UA Modeled Payback Profitability 49:46 LTV Curves and Payback Periods 53:56 Nuances and Tricks in Game Profitability 59:46 Is Monopoly Go Profitable? --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Recorded mid December 2023. We discuss the current and future outlook of Roblox with a focus on financials. OUTLINE: 0:00 Intro 1:11 Overview of the business 5:00 Being a social network vs. gaming platform 5:43 Financial overview 7:06 How does Roblox turn around their profitability? Biggest expense buckets 11:51 Structure and components of Roblox business, 3 primary parts: client, studio, and cloud and 8 groups 14:30 Roblox creator economics and definition of a creator 17:45 Growth opportunities: where will Roblox find user or revenue growth? 37:12 AI applications and opportunities for Roblox 43:35 Regulation risk 44:19 Biggest challenges = social competition 46:55 Roblox's stock based compensation problem 51:17 Future outlook SUBSCRIBE TO GAMEMAKERS: - Spotify Podcast: https://spoti.fi/3Cpyq7i - Newsletter: https://gamemakers.substack.com/
Discussion with Kylan Gibbs, Chief Product Officer at Inworld AI and Travis Boatman, CEO at Carbonated. We discuss Inworld's AI services around AI NPCs / conversational AI for games. OUTLINE: 0:00 Intro 2:00 Inworld AI origin story and application areas of relationships and progression 9:27 Roleplaying is biggest application area for social simulation and emergent storytelling 13:47 How Travis thinks about AI for his games at Carbonated 17:50 Personalizing content for players 20:09 JK's nice to have (tips/guide, loneliness, strange attractor) vs. fundamental integration of AI perspective 22:24 Kylan on building a personal relationship with characters and game world 25:14 Unexpected application: companion characters for FPS or MMO 26: 05 New game designs: social simulators 27:00 Interaction-focused role-playing games 27:55 Biggest area is detective-style games 28:40 Emerging application: show/game hybrid 29:32 Characterization of the market opportunity for conversational AI - gaming is core focus 31:47 Can you use AI to be a DM in a D&D campaign? 36:01 AI enables creatives to focus on story and core game 38:45 Economics of conversational AI - How much? Who pays? Cloud vs. on-device 45:06 JK and Travis on mitigating and justifying costs using AI as a dev 50:13 AI NPCs competitive landscape and how to differentiate between vendors 56:46 Addressing AI risks concerning IP ownership and data provenance 1:02:39 What other AI applications will have biggest impact to gaming? Which companies?
Joseph Kim and Arthur Trusov talk top game charts, game industry news, and games we're playing. Savvy Games Group: “Approximately 75 percent of our capital allotment has not yet been invested” The future of iPhone gaming is in trouble My personal rollercoaster of job hunting and growth in the games industry Kim Kardashian: Hollywood mobile game to shut down Netflix considers ways to make money from video games in potential pivot Predictions for 2024's gaming Star Citizen has a $48,000 DLC?? Game Studio Shuts Down due to Cyberattacks Season 2 of Arcane has been teased --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
We discuss game industry news for the past week: Joseph Kim and Arthur Trusov. 0:00 Intro - New Years Eve 2:52 Top Steam charts - Baldur's Gate 3, Lethal Company, Elden Ring and Cyberpunk 2077 big jumps 6:27 Top mobile charts - Ice Scream 8, 8 Ball Pool, Royal Match vs. Monopoly GO 9:40 8 Ball Pool Keeps Trucking from Gamemakers Newsletter, innovations and early history, opportunity in runner games 14:52 Sony Activision Riposte will involve mobile gaming from Reuters 20:27 from Owen Mahoney interview: “Nobody in the industry is happy” from Game File newsletter - game projects getting too big 32:11 Top 5 FPS mobile games for 2024: Polygon Arena, Rainbow Six Mobile, Warzone Mobile, Valorant Mobile, and Arena Breakout Season 2 40:30 China's NPPA walks back some Chinese gaming restrictions on WeChat, approves over 100 game licenses in response to backlash 44:45 Bethesda's Starfield reviews tank to mostly negative 50:55 Valve's bestselling games of 2023 54:00 Nintendo's best downloaded games on Switch for 2023: Suika + new Dragon Quest game 59:30 Ghost Runner is free on Epic Games 1:00:00 Layoffs in 2023 1:03:30 Thoughts on 2024 1:07:55 Games we're playing: Diablo 4, Block Jam 3D, Ghostrunner --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Joseph Kim (Oldie but Goodie) and Arthur Trusov (Young Blood) discuss top charts and gaming news. 0:00 Intro 2:22 Top Steam charts 5:05 Top mobile charts 7:45 China to curb gaming spend: Netease and Tencent plunge 10:13 China regulator to study concerns about the new gaming curbs 12:45 Take-Two Bet $12B Just as mobile games tumbled 19:33 Valorant Mobile Game 25:30 Insomniac Games major hacking leak 29:30 GTA hacker sentenced 30:45 More layoffs at Sony, may close studio 32:35 Steam Winter sale up to 60% off on games and other gaming deals 38:03 What're we playing? Ready or Not, Wild Rift, Coop games --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
Game over podcast Episode #3. Joseph Kim and Arthur Trusov talk top game charts, gaming news, and games we're playing. Overview: 0:00 Intro 2:19 Top Steam charts 4:32 Top Mobile charts 6:10 Netflix future games strategy 10:30 Epic Games hits all time records with Fortnite 13:12 TikTok hits over $10B in mobile IAP revenue 15:45 Epic Games wins verdict against Google for monopolistic behavior 21:40 Max Payne voice actor passed away 22:50 First home game console turns 50 years old 24:00 Sony patents dynamically adjusting game difficulty 26:09 Tencent shuts down Team Kaiju studio 28:28 E3 games conference shutting down 33:36 Twitter allowed “Artistic Nudity”, backlash 38:40 Games we're playing: Block Jam 3D (mobile), Asgard's Wrath 2 (Oculus), Grand Theft Auto Online (PC) --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
From Game Over podcast. Dual publishing here until we get a bigger audience. Joseph Kim and Arthur Trusov talk top games by market charts, gaming news, and games we're playing. Agenda: 0:00 Intro 2:11 Top Steam charts 3:25 Top Mobile charts 6:53 “Unity, I'm Done” - Fundamentally Games CEO quits Unity 13:56 Frost Giant's Stormgate RTS fully funds Kickstarter 21:22 Sega's new Super Game with an over $800M budget 25:50 GTA 6 Launch trailer and announcement 33:10 Day Before extraction shooter Top 10 worst rated game on Steam 37:50 EA's old multiplayer games getting shut down 41:25 The Game Awards 47:14 What're we playing? New Call of Duty Warzone map, Black Clover M, Spider Man 2, Alan Wake 2, Lethal Company --- Send in a voice message: https://podcasters.spotify.com/pod/show/gamemakers/message
If you were going to start a new games studio, how would you design the organization, the work environment, and work culture and values for the company? We speak with the co-founders of Gardens, who are building a shared fantasy adventure game from a veteran team that has worked on games such as Journey, Spider-Man, Skyrim, and many others. Gardens has recently announced an over $30M series A round, and we discuss how they are starting. - How are they designing their organization? Why did they make specific decisions on how to work and operate? Also joining us, is veteran game industry veteran Kristian Segerstrale. Co-founder of Glu Mobile, early investor in Supercell, cofounder and CEO of Playfish acquired by EA, senior exec at EA, and currently CEO of Super Evil Megacorp. OUTLINE: 0:00 Intro 1:38 How to deal with cofounder relationships? 2:35 Meeting Lexi for the first time and starting the company with lots of preparation 6:06 How do you fight and disagree with each other? 8:54 Most important issues to figure out as an early startup - need to resolve disagreements in a good way and personal motivations 12:42 Industry trends over next 5-10 years vs. focusing internally - strategic product decisions (platform) and fundraising strategy 20:08 Validating assumptions and asking for help 20:50 Gardens game: “an online PVPVE fantasy action adventure survival sandbox” 23:53 How to green light/validate game concepts at Garden and convincing investors of funding from Seed to Series A through prototyping 29:00 How did they think about designing their organization and establishing company culture and values? 34:06 Will Garden's employee-centric focus and support of “work-life-balance” hurt their ability to succeed? Is hard-core necessary? 40:50 How to be successful without working in office and without hardcore work ethic? 47:20 What are key concerns for success? Scaling/hiring 49:37 Hiring from 3 to 20 51:53 Objectives from Series A funding and overall ambition for the game project SUBSCRIBE TO GAMEMAKERS: - Spotify Podcast: https://spoti.fi/3Cpyq7i - Newsletter: https://gamemakers.substack.com/
There's a lot of context behind Unity's recent run-time fees and the big changes they rolled out on pricing. Find out more about Unity's business, issues & problems, and future outlook. OUTLINE: 0:00 Intro 0:52 High-level overview of Unity's business: 1. Create and 2. Grow 5:40 Financials overview: Create vs. Grow, revenue growth, impact from Ironsource 12:04 The new world requires a different management approach & dollar-based net expansion rate 21:30 The Unity China business - context behind JV 25:38 Unity management's egregious stock-based compensation (SBC) 34:44 Overview of Unity M&A activity 38:40 Unity Run-time fees/pricing changes discussion 42:48 Understanding the historical context behind the Unity pricing changes 46:18 Impact of pricing changes to Unity's business 52:30 Winners & losers 54:18 Applovin impact 55:27 Future outlook for Unity 1:05:43 Final words: Change or die!