درباره این پادکست 🔗
The GameMakers podcast publishes current, entertaining, and in-depth discussions on F2P game development. Topics that we cover include the business of games, F2P monetization, liveops, game design, game development processes, team structure, and more.
فرکانس به روز رسانی:
monthly
میانگین طول صدا:
52 minutes
انگلیسی
ایالات متحده آمریکا
191 قسمت
از سال 24 نوامبر 2020
episodic
AUDIENCE OF THIS PODCAST 🔗
~78.84% of listeners are from Ireland.
🇮🇪
IE
78.84%
🇰🇪
KE
13.79%
🇺🇸
US
6.28%
🇸🇪
SE
0.36%
🇵🇭
PH
0.14%
Others
0.59%
* Data source: directly measured on Listen Notes. بلادرنگ
آخرین اپیزود 🔗
Pedro Esparza, Head of Growth at Bisect Hosting, has spent about 20 years on the business side of game servers (MC Pro Hosting, Tebex, Overwolf). We dig into his community validation loop: how studios can read real demand from what players do instead of what they say, which signals to trust (retent…
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اپیزود قبلی 🔗
Ask ChatGPT for the best mobile puzzle game and it does not say Candy Crush. It says Monument Valley, a game from 2014 that is not on any top grossing chart.Kalie Moore has spent the last year working out why, and this is the version a game studio can act on.I keep getting the same question from st…
Unity just made direct-to-consumer payments free for every developer on its IAP SDK. No take rate, no fees. So what's the catch?I sat down with Steve Ganem, VP of Product at Unity, to unpack the real strategy — and it turns out the story isn't about payments at all. It's about data.Steve brings a r…
Epic spent five years and over $100M breaking the platforms' 30% tax — then cut V-Bucks by 20% to "pay the bills." If the company that won the fee war still gets squeezed, what does that say about everyone else?
The answer isn't about fees. When AI makes content infinite and attention sta…
AI is making it cheaper to build games. It's doing nothing for the cost of building the right game. That distinction is about to crush more studios than any technology shift in the past decade.
Ran Mo is the CEO of Proxima and creator of Suck Up — arguably the fir…
Last month, I sat on a panel about where the gaming industry is headed. The conversation was good — but there was one thing I didn't say out loud.
In this episode, I break down the key trends I think will define gaming in 2026:
The noise problem is about to get much, much worse — and it's hitting …
AppLovin just crossed $250 billion in market cap. Stock up 127% YTD. EBITDA margins at 82%. Is this the beginning—or the top?
We assembled the most qualified panel possible to break it down: an operator running millions through AppLovin's platform, a gaming-focused financial analyst, and an instit…
Most game studios either skip validation entirely or waste hundreds of thousands on academic testing that doesn't move the needle. Both approaches kill products.
In this episode, we discuss why product validation is the difference between success and years of wasted development—and introduces two f…
Most game studios waste weeks of runway on the wrong analytics decision—here's how to avoid that mistake.
Traditional analytics SDK vendors like Amplitude, Mixpanel, and Braze promise plug-and-play simplicity but deliver silent failures, contract negotiations, and escalating costs that can destroy …
Most game studios think they have a talent problem. They don't. They have a structure problem.
Chris Casanova spent 15+ years as a producer across Microsoft Xbox, Mojang (Minecraft), Relic Entertainment, Offworld Industries, and Hypixel Studios. He's watched talented teams fail repeatedly—not from…
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