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In Episode 44 of Venture Games, my guest Kristian Segerstrale, CEO at Super Evil Megacorp discusses his decades-long career in gaming; co-founding Glu Mobile and Playfish; leading the seed investment round in Supercell; and the learnings from Vainglory.
In this episode, we interview Olya Caliujnaia, the CEO and co-founder at Sanlo.io, on a mission to help game businesses thrive revenues. Olya shares her entrepreneurial journey, from growing up in a family of resilient entrepreneurs, to eventually founding her own company in the gaming industry. Before Sanlo, Olya managed product and growth at Playfish, EA, Getty Images, SigFig, Wells Fargo and worked with early-stage companies as an entrepreneur-in-residence at XYZ Venture Capital. Olya shares her process, trial and error of finding the right co-founder, the early stages of customer discovery, and the importance of building a committed and complementary co-founder team. Olya also talks about the products Sanlo offers, including web shops and capital financing for gaming companies, and emphasizes the importance of financial health and sustainable monetization, as vital components of a game business. More on Sanlo.io: https://www.sanlo.io/ 01:33 CEO Olya Caliujnaia's Journey: From Product Leader to Gaming Entrepreneur 02:12 The Entrepreneurial Path: Olya's Journey to Founding Sanlo.io 09:41 The Co-Founder Search: Lessons Learned and Finding the Right Match 12:40 Customer Discovery and Product Development Insights, Pivoting to PMF 18:01 Building a Team and Overcoming Challenges in the Gaming Startup World 24:36 SanloToday: Products, Vision, and the Future 29:08 Closing Thoughts and Future Directions
Our guest this week was a founder of Glu and Playfish and an early investor in Supercell. Now he's CEO of Super Evil Megacorp working on TMNT for Switch. We talk the early days of mobile, the great Vainglory and roguelites in a very educational episode this week!Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainEdited and mastered at https://noise-floor.comFeaturing the music track Liberation by 505
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/
This is a repost from a few years back and it's definitely one of my favorite episodes of all time. Kristian Segerstrale is the CEO Super Evil Megacorp, a games company based out of San Francisco. Kristian is a legend in gaming. He started his first games company Macrospace twenty years ago, which IPOed as Glu Mobile a few year later. Later he sold his second company Playfish to EA in 2009. We talk about being an entrepreneur in gaming, and how Kristian's beliefs have evolved over the years, in what it takes to succeed in gaming.
In this podcast episode, I'm talking to Carolin Krenzer, who is the co-founder and CEO of TrailMix, a mobile games studio well known for their hit merge game Love & Pies. Caro has an extensive background in free-to-play and mobile, and she has been doing her startup now since 2017. We talk about so many things, like what Caro learned from working at Playfish and building the London studio for King, then on hiring, team building, and how execution on your core gameplay matters so much when you are building games in established game genres.
King.com cofounder Riccardo Zacconi (developer of Candy Crush Saga) and Glu/Playfish cofounder Kristian Segerstrale (now the CEO of Super Evil Megacorp) discuss trends in the games industry, failing fast, and building enduring startups with a16z partner Jonathan Lai, Indie MEGABOOTH founder Kelly Wallick, and Stillfront SVP Andrew Green on Games Club.
Today we’re here to talk about the biggest challenges and mistakes early stage companies have in order to scale their companies and achieve success. To speak to these issues we have arguably 3 of the best people in the world to talk about this: #1. Travis Boatman: Travis has held senior leadership positions at a bunch of major gaming and mobile gaming companies including Mattel, JAMDAT, EA, and Zynga. And most recently Travis founded Carbonated Inc. a mobile and PC games studio located in Southern California. Carbonated also raised an $8.5M seed venture financing round led by Andreessen Horowitz. https://www.linkedin.com/in/travis-boatman-3bb593/ #2. Gigi Levy-Weiss: Gigi has been a founder, senior executive, and investor in like a billion companies.But some notable companies in particular includes Playtika and Plarium. And Gigi today is a general partner at one of the most exciting venture capital firms NFX (https://www.nfx.com/). https://www.linkedin.com/in/gigilevy/ #3. Kristian Segerstrale: Kristian was a co-founder of Glu mobile, CEO of Playfish acquired by EA, was a seed investor in Supercell, was a senior exec at EA, and now is the CEO of Super Evil Megacorp which will soon release their new MOBA shooter called Catalyst Black (https://catalystblack.com/). https://www.linkedin.com/in/segerstrale/ Topics Covered: Biggest Mistakes to Avoid Creative vs. Data vs. Tech? Impact of Data in Games Hiring for Cultural Fit Initial Focus Post Funding You Need to Plan + Panic! How to Build Culture Individual Contributor vs. Manager vs. Leader How to Avoid Day 2 --- Support this podcast: https://anchor.fm/deconstructoroffun/support
In this episode we had a chance to grill Sanjay from https://www.elatedate.com/ (elatedate.com) to find out how dating apps really work and how to make them work for you. Transcription Welcome to honest talk about heartbreak, dating and relationships, relationships, the podcast helping you navigate your path to happy ever after with your host, Rob McPhillips. Sanjay is the creator of a dating app called Like If I just pass you over, Sanjay, you want to just give people a little bit of details about what what I can find out from you. And yeah. So yeah. So I think I'm seeing some of you guys on this floor. But yes, I'm the founder of a dating app called a late just kind of launching at the moment. And I not traditionally from the dating world, like I actually worked in kind of marketing and business. And it's kind of different companies I go to and stuff. But we got into the dating world more recently and working with a kind of a company called Nucleated to build this app and trying to build something a little bit different. So, yeah. So it would be really interesting to hear what you guys kind of think and what your frustrations and stuff with the generally. And then I'll try and give you a little bit of an insight on what it's like to kind of build one and what it's like to kind of try and match people in an app. Okay. Well, thank you for being here, Sanjay. Well, while we're waiting for everyone to get on, what we'll do is we'll breakout into breakout rooms. And a topic of discussion is what what is your biggest frustration with dating apps? Hi, and I would say for me on my personal experience, like over the past, I'll say eight years, like it started off with plenty of fish and plenty of fish. And eventually, I got to say, this was like a year ago, I finally decided I just gave up without and deleted it off of delete. It did not, like, clear my whole profile on the actual site. So I just delete the app because basically. On plenty of fish, for example. I was just never getting any messages from girls that I was interested in. I was just so basically I would always browse through girls close close to my area and I'll drop a message. I'll drop a message I try to make. I tried my best to make the message. The first message, like how you call. Not to basic, but some to some until I start a conversation, and even now I still get I don't get a single message. I know they've seen my message. They've lots of high profile, but they don't respond back. So that's one. That's one. That's one frustration. Okay, I'll just put you there. That's what we're going to do, is we're going to go into breakout rooms so we can discuss this in smaller groups. So if you want to discuss it there and what we're going to do is come back to Sanjay's brains of how to find a solution for you. OK, OK, so I'm just going to send everyone in, will go for 12 minutes, so I'm going to force you should be about four minutes each. I cut you off. I don't know if you want to carry on where you were. Lost from my screen tastelessness. OK, I'll start off like I've been I've been on pretty much every social media to dating sites over the over the years, and for me, me and girls is basically just anything I do to try and like, I just try and get any girls I want. It's just nothing seems to work for me because I never get anywhere because. Do you think I get with girls it's just endless rejections or time wasters who they're not interested, but they enjoy, like wasting my time one way or another. So I've tried many dating sites from 10 to from Playfish to tender to Cupid to him, you name it. And as I mentioned before, with with plenty of fish, I've actually had plenty of fish over a year ago because I was I wasn't getting nowhere like. And every girl that I've met on that, no no one wanted to say basically, I just got one girl have got back to me, lots of my profile, but none of them got back to me. So I finally gave
The last time we spoke with Callum Godfrey, we had a blast covering the intricacies of game production in an evolving world. This time around, he's joined by Anil Das-Gupta, a highly experienced product manager with an enviable mobile gaming background. These guys give us an incredible wealth of insights around the difference between production and product management, with a focus on understanding the latter.Callum has worked as a Head of Production at Bossa Studios and done the rounds at EA, Wargaming, Microsoft, Playfish, Activision etc. Meanwhile, Anil has served his time at MindCandy, GREE, Capcom, NaturalMotion and Wargaming, before setting up his own studio, FirstLight Games:https://firstlight.games/If you come from a traditional game development background, this chat will be a game-changer. If you're a product manager and wishing there was more understanding and knowledge around the role, the chaps deliver and then some.Topics covered include:03:40 Setting the scene: the overlaps between production and product management07:00 Business-driven product development - is it heartless compared to making games?09:20 Prototyping and the power of fast feedback and iterationProduct Manager Deep-Dive13:25 What is a product manager? 18:00 The natural conflict of who is really in charge20:05 Inserting someone with no game experience into your team as a PM24:30 The focus on making a scalable business34:40 The Producer's role and how to work with a PM36:30 Creative Direction and the Vision - who owns it when you have a PM?42:00 Lowering risk and rapidly testing game 'improvements' is what PMs do56:00 Evolving a PM from inside your team - can it work?61:30 What do you lose if you remove the Producer from the mix?67:40 Do Indies need a PM?81:20 When bring in a PM to a PC/console game?85:30 How to join a team as a PM and win their trust92:00 How can you learn to be a PM?Quick-fire round:96:40 Can Publishers, Indies and a PM all get along?100:50 Is a PM needed if you're just launching a game and publishing DLC?102:20 Is a PM involved in the creation of a new game? How?104:50 How does a PM and a Marketing Team work together?106:00 Advice on bringing in a PM without alienating the team107:50 Loot Boxes are evil - the Kinder Egg ControversyFinal Thoughts and farewellsAnil mentions that this is a good place for learning analytics and the like:https://gopractice.io/We would love feedback - leave it anywhere we can reach it! For more articles and interviews with producers and others in the games industry, check out:http://www.game-production.comABOUT GAME-PRODUCTION.COMOur Vision is to enable games industry professionals to plan better, lead better and stop the crunch culture, through building a community of support, knowledge and training.Please visit the website, which exists as a place to gather and chat, swap ideas and learn from each other, accumulate expertise and even accreditation. We are gradually building a library of podcasts, videos, training, articles and guides. Please join us.http://www.game-production.comFOLLOW US:Facebook: https://www.facebook.com/groups/gameproductioncommunityWebsite: https://www.game-production.com
Kristian Segerstrale is the CEO Super Evil Megacorp, a games company based out of San Francisco. Kristian is a legend in gaming. He started his first games company Macrospace twenty years ago, which IPOed as Glu Mobile a few year later. Later he sold his second company Playfish to EA in 2009. We talk about being an entrepreneur in gaming, and how Kristian's beliefs have evolved over the years, in what it takes to succeed in gaming. Watch Kristian's talk from 2011 by going here https://elitegamedevelopers.com/egd-news-26/
The transcript can be found here:https://www.game-production.com/post/callum-godfrey-podcast-episode-full-transcriptThis being my first ever attempt at recording and editing a podcast, please forgive the obvious amateurish mistakes! However, that is made up by the quality of our first ever guest, Callum Godfrey, Head of Production at Bossa Studios. You might know Bossa from Surgeon Simulator and I am Bread. Previously, Callum worked for Wargaming Mobile as an Exec Producer then Head of Studio at Wargaming Helsinki. Callum has found the fun at such esteemed gaming companies as King, EA, Microsoft, Playfish, Activision and Codemasters. He has dwelled mainly, but not exclusively, within the mobile gaming space for the last decade.In a very long and interesting chat, we cover the following topics:04:20 What makes a natural producer?08:38 The hierarchy of production roles in modern game development12:30 Your potential career path and specialisation17:25 Diversified roles and skillsets19:00 Agile servant leader roleWe talked for a long time about mobile game development and the differences between that and PC/console.21:00 The differences between developing on mobile and PC/Console30:10: Habits, addiction & dopamine, oh my36:00 Complexity and scale of game dev now41:00 The difference between making a product and a game46:20 Innovations in mobile48:00 Big data, grinding and mobile games = maths54:20 Monetisation strategies57:40 Can mobile games be as 'pure' as PC/console?We then skipped around some areas around production roles and skillsets.58:40 What is a Program Manager and what do they do? The importance of communications as a core skill.62:20 A maturing industry66:00 What was the Head of Studio role in Helsinki all about?68:50 All about the production role at Wargaming, working with mobile product managers and a lot more about mobile Product Managers73:30 A lot of discussion around project management and what is expected of producersTen minutes of quickfire questions to end off.83:30 Callum's 3 biggest joys and headaches at Bossa90:20 Do successful producers need to be obsessed with games?93:26 Advice for new producers on what to do and what not to do96:00 Did Callum have a clear career path in mind when he started?98:05 Future plans99:50 The question he wished I had asked him: Should producers have budgetary responsibilities? (Spoiler: yes)We would love feedback - leave it anywhere we can reach it! For more articles and interviews with producers and others in the games industry, check out:http://www.game-production.comABOUT GAME-PRODUCTION.COMOur Vision is to enable games industry professionals to plan better, lead better and stop the crunch culture, through building a community of support, knowledge and training.Please visit the website, which exists as a place to gather and chat, swap ideas and learn from each other, accumulate expertise and even accreditation. We are gradually building a library of podcasts, videos, training, articles and guides. Please join us.http://www.game-production.comFOLLOW US:Facebook: https://www.facebook.com/groups/gameproductioncommunityWebsite: https://www.game-production.com
In this episode, Teri welcomes Jeferson Valadares, the CEO and Co-founder of Doppio Games, a voice-first game studio based in Lisbon, Portugal.Welcome, Jeferson!Jeferson was the lead designer on the studio's debut title “The Vortex”, available for Amazon Alexa, Google Assistant and smartphones. Before Doppio, Jeferson was the VP/GM of mobile at Bandai Namco, studio GM at Electronic Arts and executive producer at BioWare in San Francisco; Studio director at Playfish and creative director at EA Mobile in London; and game development director at Digital Chocolate's Sumea studio in Helsinki.He has spoken many times at the Game Developers Conference and is an active member of the developer community. He is also one of the founders of IGDA Online Games SIG, and was involved in the publishing of their 2005 Mobile Games Whitepaper.BackgroundHe’s been making games for 20 years and currently likes making games for voice platforms.He used to make mobile games and moved up in his profession to work with EA Mobile, Playfish, BioWare, and Bandai Namco. Eventually he branched out to start his own company, Doppio.He was always excited about interactive stories and voice was a great way to go into that.With voice entertainment being fairly new, he sees some creative and business opportunities there, which is how he started Doppio with his co-founder Chris Barnes.They released their first game, “The Vortex” on Alexa in 2018 just to see what the market was like.They got some investors and used the money to hire a bigger team and set up an office in Portugal.They released their second game, “The 3% Challenge” in 2019.Negative Response From Traditional GamersTraditional gamers look down on voice games because they prefer high quality graphics and other features; which voice doesn’t offer.That happens with every new platform, for example, when the first mobile phone came out, they were not meant for gaming but the minute they had a screen, they had the simple snake game. Today, mobile phone games are very advanced.The VortexWhen they started out, he learnt that when making games for a new platform, things don’t always work as well as expected.They didn’t want to do a “branchy” game so they designed the game to be where someone could say anything. They also wanted it to make sense to their target audience, so they settled on a sci-fi theme where the gamer wakes up from a cryofrozen state in a colonist ship. The person is conscious but their body is frozen, so all they can do is give orders to robots in the ship.The 3% ChallengeThey wanted to do something different with this game by stretching things farther.They made it more of a conversational and social game where a gamer could interact with other people.It has both a story mode where a gamer goes through chapters depending on their choices and a branchy mode that is more conversational.They kind of developed the game with their audience because they applied a lot of what they learned from the analytics of how people spoke to the game and the words they said.They are working on releasing chapter 7 and 8 of the game.Tips for Game DesignersWatching and understanding what a platform is good for, and working with that is more advisable.An example with voice is how it evolves every few months.After watching a platform and figuring out what it’s all about, one can come up with a way to create something fun and interactive.He advises game developers not to obsess about copying successful games and focus more on creating something different.List of resources mentioned in this episodeVocal ID WebsiteThe Comprehensive Flash Briefing Formula CourseThe VortexThe 3% ChallengeDoppio Games WebsiteDoppio on TwitterDoppio on FacebookOther useful resources:Voice in Canada: The Flash BriefingComplete List of Alexa CommandsAlexa-Enabled and Controlled Devices in CanadaTeri Fisher on TwitterAlexa in Canada on TwitterAlexa in Canada Facebook PageAlexa in Canada Community Group on FacebookAlexa in Canada on InstagramPlease leave a review on iTunesShopping on Amazon.ca See acast.com/privacy for privacy and opt-out information.
Norge er i ferd med å bli en sinke i internasjonal e-sport. Det sier treneren for Fnatic Rising, Nicholas «NicoThePico» Korsgård. Forbrukerrådet tapte rettssak mot Nintendo og Kinesiske Tencent har lagt inn bud på alle aksjene i det norske spillselskapet Funcom. Spillrevyen fra Lars Richard Olsen og Jon Cato Lorentzen ser på de viktigste nyhetene i spillverdenen fra uken som gikk. Vi ser på hvordan mediene dekker nyhetene, hva de egentlig betyr og gjør noen egne intervjuer. Denne uken har vi innslag fra en av Norges mest erfarne innen internasjonal e-sport, Nicholas Korsgård. Vi snakker også med Kim Arthur Daniel som var med da Playfish ble kjøpt opp av Electronic Arts 2009.
Norge er i ferd med å bli en sinke i internasjonal e-sport. Det sier treneren for Fnatic Rising, Nicholas «NicoThePico» Korsgård. Forbrukerrådet tapte rettssak mot Nintendo og Kinesiske Tencent har lagt inn bud på alle aksjene i det norske spillselskapet Funcom. Spillrevyen fra Lars Richard Olsen og Jon Cato Lorentzen ser på de viktigste nyhetene i spillverdenen fra uken som gikk. Vi ser på hvordan mediene dekker nyhetene, hva de egentlig betyr og gjør noen egne intervjuer. Denne uken har vi innslag fra en av Norges mest erfarne innen internasjonal e-sport, Nicholas Korsgård. Vi snakker også med Kim Arthur Daniel som var med da Playfish ble kjøpt opp av Electronic Arts 2009.
Hvordan blir du en spillgründer? Og hva er det som gjør oss så avhengige av spill? I denne episoden av #LØRN snakker Silvija med tidligere spillgründer, Kim Daniel Arthur, om hvordan han bygde selskapet Playfish, som han senere solgte til spillgiganten EA Sports for 2,4 milliarder kroner.— Tidligere var spillteknologi en veldig spesifik gren, men nå har den blitt blandet inn i mange andre teknologier. Jeg føler ikke spillteknologi har et eget hjem, men jeg tror nøkkelen er grensesnittet mellom underholdning og et funksjonelt teknisk produkt, forteller han i episoden.Dette lørner du:Game.TechSpillutviklingInnovasjonBusiness See acast.com/privacy for privacy and opt-out information.
Susan MacTavish Best is the founder & CEO of Living MacTavish. She hosts salons around the world on a diverse range of topics bringing together an eclectic array of influencers she knows into one room. At these salons Susan mixes cocktails and cooks for all of her guests, then interviews an expert or two on a specific topic followed by a live music performance. In an era of always-on one’s phone, always connected to technology, Susan brings people together informally and imperfectly, and encourages them to look each other in the eye and have a spirited conversation all the while tickling their senses with tasty food, yummy smells, interesting debates and live music. Susan sits on the advisory board of the Berkeley Center for New Media at UC Berkeley and the Quantitative Biosciences Institute at UC San Francisco. Susan has been on the advisory board of a handful of startups, and has worked closely mentoring many entrepreneurs.When she was 24, Susan founded Best Public Relations, a firm that specialized in influencing the public, the media and the influencers themselves around the globe. She handled the public relations needs for dozens of companies including: Bankrate, craigslist, Esurance, Founders Fund, Hampton Creek, Klout, LaLa, LuLu, MainStreet.com, Olivia, Playfish, Quid, Smugmug, Spoonflower, VentureBeat and YouNoodle. Susan was an Executive Producer of craigslistTV, the TV series that originated out of craigslist. In the mid 90’s Susan went back to night school to learn how to code and, as a result, started Posthoc, one of the first online guides to San Francisco which she grew into a local resource managing over 100 volunteer editors and writers. Susan graduated from Hamilton College with a BA in History. During a one year stint at St. Hilda’s College, Oxford University, she was co-Editor of the UK’s longest running university magazine, The ISIS, following in the shoes of past editors Evelyn Waugh, Graham Greene, John Betjeman and Sylvia Plath. While a student at Oxford, Susan won an internship at The Sunday Times (London), where she sat on the Transportation Desk outside the office of editor Andrew Neil. Here, she lasted two weeks until she realized sitting behind a desk writing about transportation news was not her calling. She left one Friday lunchtime on a train to Europe abruptly ending her journalism career. Other early jobs included Soda Jerk during summers in Connecticut at a nuclear submarine shipyard and Pickle Packer at Emandal Farm in Mendocino County. Susan lives in Soho in NYC, SF, and on the Big Sur Coast. She is a long distance trail runner. Susan grew up in Scotland, and went to school at St. Leonards in St. Andrews. She was born on Prince Edward Island after her very pregnant mother, Laurie MacTavish, flew herself unexpectedly to Charlottetown in her Cesna to deliver her daughter.
Kim Daniel Arthurs fantastiske reise startet som 6-åring i en kjeller i Tromsø, og endte med en kjempeexit da selskapet Playfish ble solgt til den internasjonale spillgiganten Electronic Arts. Nå forteller han om den store overgangen fra å jobbe i en dynamisk startup til å bli sjef i et stort selskap, med hånda på rattet i spill som Fifa og Sims - nedturen da han plutselig opplevde seg selv som en kjip prosessdude. I podcasten forteller han om sin oppskrift på kreativitet, om hvordan det var å legge ned det gamle Playfish-miljøet i Tromsø som sjef i Electronic Arts, om hva han mener er en god skole, hvordan han selv investerer i startups, og mye mye mer. See acast.com/privacy for privacy and opt-out information.
This week we were very lucky to sit down with the Co-Founder & CPO of Super Evil Megacorp, the company behind the MOBA success, Vainglory. Our guest was Q Wang, who previously worked with Playfish, and then co-founded Super Evil Megacorp. He currently runs all aspects of product management while being responsible of front-end user interface coding. In addition,…
[News] Chris, Mij and Andi discuss this week's news... Covering; OFT investigating free-to-play games, the closure of Playfish, Criterion planning to move on from racing games, UK games tax breaks are doubtful, Nintendo Direct 3DS game announcements and the additions to PSN+ for May. www.gameburst.co.ukpod@gameburst.co.ukfacebook.com/gamebursttwitter.com/gameburst
Portal Gamepad: http://gamepad.com.br Twitter do Gamepad: http://twitter.com/PortalGamepad Twitter do Ivan: http://twitter.com/IvanCarlos Notícias: Electronic Arts cancela jogos no Facebook Electronic Arts demite na Índia e Irlanda Sony pode reduzir preço do PS3 brasileiro Nintendo melhora velocidade de menus do Wii U Bethesda finaliza Skyrim e anuncia novo jogo Capcom altera projeções do ano Autoridades dos EUA […]
Talks on Entrepreneurial Leadership at London Business School - TELL Series
Kristian talks about the obstacles he faced in growing Macrospace Ltd (Glu Mobile) from its inception in 2001 to it becoming the 3rd largest mobile games company in the world. He also explains to TELL how he co-found Playfish – one of the largest and fastest growing social games companies. The TELL series is hosted by the LBS Entrepreneurship club at London Business School. http://tellseries.com/
Casual games are storming the Internet and the Cavebabble household. Tonight, we delve into the world of Zynga, Playfish and Playdom, as we babble about Facebook games. Take a break from the point 'n click, and join us! This episode is brought to you by Clicky the Mouse.
Lesser radio shows might think twice about podcasting an regretful hour of bickering, giggling and general idiocy (factual AND behavioural). But One Life Left sees it as an opportunity: this week’s mistake is next week’s hour long apology. Onwards! Also : ++ First details of the Christmas Party, which is on Friday 18th December in London. PLEASE COME. We have a venue and booze and everything ++ Microsoft’s Dan Maher neatly dances past all kinds of journalistic traps set by the cocksure One Life Left ex-ex-exclusive hunting team ++ One Life Left, you’re stupid! Farmville wasn’t made by PlayFish. Please write in and tell us that some more. You know the address Two covers for music this episode: Hot ‘n Cold [Katy Perry] – Mudkipz The Fear [Lily Allen] – Bit the Medusa Ste is away for a week taking a partially-earned holiday , but Simon and Ann will be back next week, presumably with the apologies music on a loop. See you then! Team OLL xxx
Hosts: Michael "Boston" Hannon and John "Knobs" Knoblach Special Guest: Shawn Isley Running Time: 1:12:09 Music: Katamari Forever (PS3) We kick this week off with some talk about Modern Warfare 2 (the night vision goggles get talked about a little later), Brutal Legend, Torchlight, Borderlands (just a little), WET, The Williams Collection, Star Wars: The Force Unleashed: The Ultimate Sith Edition, the PS3 NetFlix disc, and Ratchet & Clank Future: A Crack In Time. Borderlands' first DLC announced, has an island full of zombies EA buys social media game developer Playfish, spends a metric ton of money... ...and announces layoffs and game cancellations Don't forget to join the forums!
Playfish's CEO and Co-founder Kristian Segerstrale joins the show to talk about one of the largest, fastest growing social gaming companies in the world. Playfish is behind five of the top 10 games on Facebook, including "Pet Society" and "Who has the biggest brain?" Prior to Playfish, Kristian co-founded Glu-Mobile, a leading global publisher of mobile games.
Playfish's CEO and Co-founder Kristian Segerstrale joins the show to talk about one of the largest, fastest growing social gaming companies in the world. Playfish is behind five of the top 10 games on Facebook, including "Pet Society" and "Who has the biggest brain?" Prior to Playfish, Kristian co-founded Glu-Mobile, a leading global publisher of mobile games.