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Cover of Session: Marketing Web Shops - Chip Thurston, Fast Spring.
25 min
PocketGamer.biz25 min

Session: Marketing Web Shops - Chip Thurston, Fast Spring.

Direct-to-consumer (DTC) web shops represent a significant, underutilized revenue opportunity for mobile game developers.

  • Direct-to-consumer (DTC) web shops are a major growth channel, with Playtika reporting that 28% of its total revenue originated from these shops in its most recent quarterly report, an 8% year-over-year increase.
  • Developers must avoid prohibited direct-to-shop links within mobile apps to remain compliant with platform anti-steering policies.
  • To drive traffic legally, developers should route users to non-monetized web portals featuring community content, news, or leaderboards before guiding them to a shop.
PocketGamer.bizApr 2025
Cover of How six million Call of Duty players sent Helldivers 2 into a tailspin
39 min
The Game Business39 min

How six million Call of Duty players sent Helldivers 2 into a tailspin

The rapid trajectory of Helldivers 2 serves as a case study in the volatility of modern live-service gaming, illustrating the challenges of scaling a surprise hit while maintaining creative integrity.

  • Helldivers 2 successfully recovered from a 19 percent user sentiment rating at launch to a 94 percent positive rating by addressing technical instability and management friction.
  • The studio avoided aggressive internal hiring in favor of strategic co-development partnerships to maintain core company culture and ensure sustainable growth.
  • Long-term player engagement is driven by the integration of dynamic Game Master features and community-driven role-playing elements.
The Game BusinessApr 2025
Cover of Is This The Easiest 3D Art Tool Ever? (Adobe Modeler Tutorial)
15 min
Thomas Brush15 min

Is This The Easiest 3D Art Tool Ever? (Adobe Modeler Tutorial)

Adobe Substance 3D Modeler serves as an accessible, voxel-based 3D modeling tool designed primarily for creating organic character assets.

  • Adobe Substance 3D Modeler uses a voxel-based, non-destructive workflow that eliminates the need for manual topology, vertex, or face management required in traditional mesh-based software like Blender.
  • The tool is optimized for rapid organic character creation by allowing users to blend, carve, and manipulate primitive shapes within organized containers.
  • Users can export finished assets in standard formats like FBX with customizable target polygon counts, making them compatible with various game engines and rendering pipelines.
Thomas BrushMar 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 To Make Indie Games In 2025 (Thomas Mahler) — Full Time Game Dev Podcast Ep. 040
84 min
Thomas Brush84 min

How To Make Indie Games In 2025 (Thomas Mahler) — Full Time Game Dev Podcast Ep. 040

The modern indie game development landscape demands a shift away from trend-chasing and bureaucratic production models toward a focus on core gameplay mechanics and distinct creative vision.

  • Prioritize core gameplay mechanics and responsive, polished controls through extensive prototyping before committing to final art assets.
  • Achieve success through relentless iteration and a willingness to fail early rather than relying on innate talent or trend-chasing.
  • Challenge established genre conventions by pursuing significant mechanical leaps, such as moving from point-and-click systems to direct, animation-based controls.
Thomas BrushMar 2025
Cover of InZOI vs. The Sims – Can Krafton’s Life Sim Take on EA’s Giant?
8 min
Deconstructor of Fun8 min

InZOI vs. The Sims – Can Krafton’s Life Sim Take on EA’s Giant?

The life simulation genre is currently facing a significant market disruption with the emergence of InZOI, a title developed by Krafton that aims to challenge the long-standing dominance of Electronic Arts’ The Sims franchise.

  • Krafton’s InZOI is currently the most anticipated game in the life simulation genre, holding the top spot on Steam’s wishlist rankings with approximately 1.2 million entries.
  • InZOI differentiates itself from the long-standing Sims franchise through high-fidelity, realistic graphics and advanced mechanics like vehicle operation and deep character customization.
  • The game is experiencing high organic engagement on TikTok, driven by user-generated content rather than paid influencer campaigns, signaling strong viral potential among younger demographics.
Deconstructor of FunMar 2025
Cover of How to win at Steam Next Fest (2025 data)
34 min
How To Market A Game34 min

How to win at Steam Next Fest (2025 data)

Steam Next Fest functions as a high-stakes algorithmic filter that disproportionately rewards titles with established momentum.

  • A minimum of 2,000 wishlists is required prior to the event to achieve the algorithmic visibility necessary for top-tier performance.
  • Steam Next Fest functions as an amplifier for existing momentum rather than a debut platform, meaning developers must treat the event as the culmination of prior marketing efforts.
  • The first 48 hours of the festival are critical for algorithmic placement, necessitating high-quality capsule art and a demo released months in advance to capture immediate engagement.
How To Market A GameMar 2025
Cover of Watch THIS If You Want To Make Indie Games (THE RIGHT WAY)
10 min
Thomas Brush10 min

Watch THIS If You Want To Make Indie Games (THE RIGHT WAY)

The primary thesis of this discussion is that rigid adherence to industry-standard technical workflows and conventional wisdom is often counterproductive for independent game developers.

  • Prioritize the final gestalt of the game over rigid adherence to industry-standard technical workflows or conventional coding and modeling dogmas.
  • Adopt an '150% effort' mindset to ensure that even if the project scope is reduced during development, the final output remains substantial and high-quality.
  • Leverage the agility of small teams to outperform larger, structured AAA studios by utilizing non-traditional, unconventional development tactics.
Thomas BrushMar 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 How He Sold 2,000,000 Copies Of His Games (Dave Gilbert) — Full Time Game Dev Podcast Ep. 039
69 min
Thomas Brush69 min

How He Sold 2,000,000 Copies Of His Games (Dave Gilbert) — Full Time Game Dev Podcast Ep. 039

Achieving long-term success in the independent game development industry requires a disciplined, incremental approach that prioritizes sustainable growth over high-risk, large-scale projects.

  • Building a sustainable game development career is best achieved by starting with small, manageable projects that allow for rapid iteration and learning rather than risking all resources on a single long-term title.
  • Developing a consistent brand and universe across multiple titles helps cultivate a loyal audience of returning players, which provides a financial safety net for future, more ambitious projects.
  • Managing the psychological toll of public feedback requires a 'thick skin' that prioritizes mental health by choosing not to engage with negative criticism, even when it feels like a personal attack.
Thomas BrushMar 2025
Cover of Why You Won't Finish Your Game (And How To QUIT Quitting!)
15 min
Thomas Brush15 min

Why You Won't Finish Your Game (And How To QUIT Quitting!)

The primary obstacle preventing independent game developers from completing their projects is not a lack of technical skill or poor game design, but rather an intense, underlying fear of public scrutiny and potential failure.

  • The primary barrier to project completion for independent developers is the psychological fear of public failure and scrutiny rather than a lack of technical or design proficiency.
  • Developers often struggle to separate their personal identity from their work, causing them to perceive critical feedback or minor bugs as personal attacks.
  • The high-stakes nature of long-term development cycles creates a cycle of anxiety where the public reception of a demo is incorrectly viewed as a definitive judgment on a developer's entire career.
Thomas BrushMar 2025
Cover of Sustainable Growth: Building Studios Without External Funding
62 min
Naavik62 min

Sustainable Growth: Building Studios Without External Funding

Achieving long-term success in the independent game industry requires a fundamental shift away from venture capital and rapid, high-risk scaling toward a model of sustainable, organic growth.

  • Studios can achieve multi-million unit sales, such as those seen in the Slime Rancher franchise, while maintaining full creative control by prioritizing organic growth over venture capital.
  • Financial self-sufficiency is best maintained by deferring hiring until specific operational pain thresholds are reached, keeping teams lean and focused on stability.
  • Risk mitigation during development is achieved by prototyping core gameplay loops early to confirm engagement before committing to full-scale production budgets.
NaavikMar 2025

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