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Cover of TWiG #370: Supercell’s Annual Letter, Reading Between the KPIs
65 min
Deconstructor of Fun65 min

TWiG #370: Supercell’s Annual Letter, Reading Between the KPIs

The global gaming industry is currently defined by a stark consolidation of market share, where established live-service titles dominate revenue and monthly active users across PC and console platforms.

  • Supercell’s Squad Busters failed to achieve long-term viability despite reaching 75 million downloads and receiving a $100 million marketing investment.
  • Supercell is restructuring into a startup-like model with tighter budgets and profit-sharing to address internal complacency and move away from a reliance on high-spend user acquisition.
  • Roblox is struggling with low unit economics and market saturation due to a user base primarily under the age of 18, prompting a strategic pivot toward older, higher-income demographics.
Deconstructor of FunFeb 2026
Cover of How To Make "Zelda: Breath Of The Wild" Workshop: Day 1
112 min
Thomas Brush112 min

How To Make "Zelda: Breath Of The Wild" Workshop: Day 1

Replicating the distinct visual aesthetic of The Legend of Zelda: Breath of the Wild within the Unity engine requires a disciplined approach to asset management and color theory.

  • Establish a consistent color scheme for environments and biomes early in the development process to create a cohesive visual foundation, even if deviations occur later.
  • Implement Level of Detail (LOD) groups for all exterior assets to manage poly counts and texture sizes, preventing performance issues when rendering large-scale environments.
  • Maintain strict folder organization for all imported assets to ensure project scalability and prevent workflow bottlenecks during development.
Thomas BrushJan 2026
Cover of Fireside Chat with Mike Seavers at the Online Services Summit
72 min
Gaming Founders Podcast72 min

Fireside Chat with Mike Seavers at the Online Services Summit

Hypergrowth in the gaming industry necessitates a fundamental shift from startup-driven improvisation to standardized, enterprise-grade engineering practices.

  • Scaling a studio from 300 to 5,000 employees often leads to a 80% turnover rate in leadership, as only about 20% of managers successfully adapt to the evolving demands of hypergrowth.
  • Engineering leaders must shift their focus from individual technical contributions to team enablement and long-term organizational health once they reach the director level, as failing to delegate effectively is a primary cause of leadership burnout.
  • The gaming industry should adopt mature, pragmatic operational processes from enterprise software development—such as rigorous production cycles and structured outsourcing management—rather than resisting them due to a desire to remain 'different' or 'creative'.
Gaming Founders PodcastNov 2025
Cover of Mike Morhaime on Blizzard's Iteration Culture that Built Starcraft, Warcraft, and Diablo
57 min
Gaming Founders Podcast57 min

Mike Morhaime on Blizzard's Iteration Culture that Built Starcraft, Warcraft, and Diablo

The core philosophy driving long-term success in the gaming industry centers on an iterative development process that prioritizes execution and gameplay quality over rigid adherence to initial concepts.

  • Blizzard’s success was driven by an iterative development culture where few games followed their original plan, proving that 90% of success relies on execution rather than initial concepts.
  • The transition from Warcraft I to Warcraft II resulted in an order-of-magnitude increase in success, achieved by adding features like fog of war, naval units, and higher resolution graphics.
  • Blizzard’s early growth was fueled by a $25,000 initial investment—$15,000 borrowed from a grandmother and $10,000 from a graduation gift—before the company was eventually acquired by Davidson and Associates.
Gaming Founders PodcastAug 2025
Cover of Cyberpunk: Legends FIRST GAMEPLAY LOOK with Mike Pondsmith and James Portnow
117 min
Extra Credits117 min

Cyberpunk: Legends FIRST GAMEPLAY LOOK with Mike Pondsmith and James Portnow

Cyberpunk: Legends represents a strategic effort to translate the high-stakes, narrative-driven essence of the Cyberpunk tabletop RPG into an accessible, cooperative card game.

  • Cyberpunk: Legends is a cooperative card game for one to four players that utilizes poker-inspired mechanics and restricted communication to emphasize team synergy over individual heroics.
  • The game is developed through a partnership between Talsorian and CD Projekt Red to ensure strict adherence to established franchise lore and the master timeline.
  • The design features a modular, scenario-based structure that supports non-linear storytelling and long-term character progression without the need for a game master.
Extra CreditsJun 2025
Cover of Why VC Bets on ex-Riot & ex-Blizzard Founders Are Failing
7 min
Deconstructor of Fun7 min

Why VC Bets on ex-Riot & ex-Blizzard Founders Are Failing

Venture capital investment in PC gaming startups founded by former Riot Games and Blizzard Entertainment developers has faced a recurring pattern of failure, characterized by high-budget projects that struggle to gain market traction.

  • Venture capital investment in studios led by former Riot and Blizzard developers is failing because high-budget, traditional development models are struggling to gain traction in the current PC gaming market.
  • Elodie Games shuttered its studio and cancelled its MOBA extraction title, Seekers of Skyveil, only 18 days after launch despite having secured $32.5 million in funding.
  • Founder pedigree is no longer a reliable predictor of success, as modern players prioritize gameplay innovation and accessibility over the historical industry credentials of studio leadership.
Deconstructor of FunMar 2025
Cover of How StarCraft 2 fans helped Dreamhaven sign a game
21 min
The Game Business21 min

How StarCraft 2 fans helped Dreamhaven sign a game

Dreamhaven, a developer and publisher founded by former Blizzard co-founder Mike Morhaime, is navigating the current gaming landscape by prioritizing high-quality, genre-distinct titles and community-driven development.

  • Dreamhaven leverages grassroots community feedback to identify publishing opportunities, most notably signing the auto-battler Mechabellum based on strong recommendations from the StarCraft 2 player base.
  • The company operates with a lean structure of approximately 120 employees across two internal studios, Secret Door and Moonshot, supplemented by external outsourcing to maintain production capacity.
  • Dreamhaven’s market thesis is driven by the saturation of the industry, noting that 19,000 games were released on Steam last year without a proportional increase in titles selling over 100,000 units.
The Game BusinessMar 2025
Cover of ConsultMyApp’s Mike Rhodes On 4 Smart Strategies To End Q4 With A Bang
43 min
PocketGamer.biz43 min

ConsultMyApp’s Mike Rhodes On 4 Smart Strategies To End Q4 With A Bang

Mobile gaming studios must bridge the critical gap between user acquisition and long-term engagement by shifting from static analysis to a dynamic, data-driven lifecycle management approach.

  • Studios can increase monthly organic install volumes by 10-15x by effectively combining acquisition and engagement strategies to build a loyal user base.
  • Traditional ASO tools rely on 48-hour lagged data and weighted moving averages, which obscure critical intraday and intra-week keyword variances that impact search traffic.
  • Developers should utilize secondary app store categories, as many puzzle games fail to leverage this feature despite its potential to improve search rankings and visibility.
PocketGamer.bizNov 2023
Cover of Mystic Moose’s Mike Levine On Cross-Platform Games And Custom Collectibles
33 min
PocketGamer.biz33 min

Mystic Moose’s Mike Levine On Cross-Platform Games And Custom Collectibles

Mojo Melee represents a strategic evolution in the auto-chess genre by blending traditional deck-building mechanics with tactical spell stones to enhance player agency.

  • Mojo Melee prioritizes a game-first development model where high-quality mechanics and user experience take precedence over aggressive monetization.
  • Web3 features are treated as optional, secondary tools to lower the barrier to entry for mainstream audiences and encourage engagement only after long-term commitment.
  • The studio is leveraging WebGL technology to drive browser-based gaming, aiming to bypass app store friction and facilitate seamless cross-platform play between desktop and mobile.
PocketGamer.bizJul 2023
Cover of TWIG 142: Netflix Hires Facebook Gaming Executive Mike Verdu
9 min
Deconstructor of Fun9 min

TWIG 142: Netflix Hires Facebook Gaming Executive Mike Verdu

Netflix’s recent appointment of former Facebook Gaming executive Mike Verdu to lead its gaming division signals a strategic pivot toward interactive entertainment.

  • Netflix has hired former Facebook Gaming executive Mike Verdu to lead a new gaming division, signaling a strategic shift to capture consumer time share against broader entertainment platforms like Fortnite.
  • The company plans to integrate gaming as an ad-free, value-added component for its existing base of approximately 200 million subscribers.
  • Netflix intends to avoid the console-market approach that contributed to Google Stadia's failure, focusing instead on interactive experiences tailored to its own platform.
Deconstructor of FunJul 2021
Cover of How Do Asian Game Pubs (JP + KR) Bring Games to the West? | Mike Lee (Crunchyroll, SEGA, Nexon, Glu)
47 min
GameMakers47 min

How Do Asian Game Pubs (JP + KR) Bring Games to the West? | Mike Lee (Crunchyroll, SEGA, Nexon, Glu)

Japanese and Korean game publishers face distinct strategic hurdles when expanding into Western markets, often characterized by a tension between domestic design philosophies and global consumer expectations.

  • Japanese and Korean publishers often treat the West as a secondary market for incremental revenue, leaving them vulnerable to Chinese developers who prioritize aggressive, global-first strategies.
  • Successful Western market entry for Asian studios frequently relies on combining high-fidelity RPG mechanics with established anime or Western intellectual properties, as demonstrated by companies like Netmarble.
  • Asian publishers face significant financial risk due to high licensing costs and the difficulty of adapting games designed for isolated domestic markets to Western consumer expectations.
GameMakersDec 2020
Cover of Superstar Session:Ten ways that No More Robots Makes its Games Sell (that You're Probably not Doing)
30 min
PocketGamer.biz30 min

Superstar Session:Ten ways that No More Robots Makes its Games Sell (that You're Probably not Doing)

The publishing label No More Robots, led by Mike Rose, emphasizes a data-driven, non-conformist approach to game publishing on PC and console.

  • Prioritize unique, genre-defying game hooks over industry trends to ensure distinct market positioning and better algorithmic visibility on platforms like Steam.
  • Limit the marketing announcement window to four to eight months before launch to maximize hype and effectively trigger platform algorithms.
  • Conduct rigorous mathematical modeling to establish clear break-even points and avoid unsustainable development cycles, as longer production times do not correlate with higher quality.
PocketGamer.bizAug 2020