The Gaming Playbook w/ Harry Phokou

Harry Phokou

On The Gaming Playbook, Harry Phokou sits down with experts in the games industry who have never been interviewed before. Through these in-depth conversations, Harry unpacks the "Playbook" that made them so successful. Skip the line on Tuesdays and download the real-life cheat codes every gaming industry pro needs to know. LinkedIn: @hphokou Instagram: @hphokou Newsletter: https://join.thegamingplaybook.com/ Business and guest inquiries: playbook@phokou.com

  1. #69 - Pontus Maehler: Indie Game Funding, Deal Terms and New Markets in 2026

    3 days ago

    #69 - Pontus Maehler: Indie Game Funding, Deal Terms and New Markets in 2026

    Why are indie game funding deals getting harder in 2026? In this episode, I'm joined by Pontus Maehler, games industry advisor and Co-Founder of Agora Gaming Partners, an advisory firm focused on video gaming M&A, publishing, and fundraising. He breaks down the real state of game publishing, project financing, China publishing opportunities, and how indie studios can survive the current market. We cover how publishing deal terms have changed, why vertical slices matter more than ever, common mistakes developers make when pitching publishers, and what actually gets games funded today. If you're an indie developer, game founder, or anyone trying to understand the business side of the games industry, this episode is for you! Connect with Pontus: LinkedIn: https://www.linkedin.com/in/pontusmahler/ For pitching a game: scouting@agoragamingpartners.com For Chinese publishing: lili@agoragamingpartners.com Connect with Harry: LinkedIn: https://www.linkedin.com/in/hphokou/ YouTube: https://www.youtube.com/@hphokou Instagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters: 00:00 Intro 03:45 The current state of game funding in 2026 05:20 Why VC funding for indie games is collapsing 08:41 Is the VC model dead for indie developers? 11:08 Bootstrapping vs raising money for indie studios 14:07 Why publishers now demand vertical slices and validation 15:50 How publishing deal terms changed after COVID 16:32 Understanding recoup structures and revenue splits 24:15 Biggest mistakes developers make with publishers 27:44 Developers intentionally underbudgeting projects 28:00 Contract clauses indie devs must understand 31:56 Product financing vs traditional publishers 33:42 Grants, tax credits, and alternative funding sources 36:15 Why developers should pay attention to China 39:18 When to approach Chinese publishers before launch 41:05 How Chinese players differ from Western audiences 46:45 What motivates Pontus to work in games 48:40 How developers should think about target audiences 53:32 Final survival advice for indie studios 54:48 Why developers waste too much time pitching at events 59:00 VC funding, scaling, and long-term strategy

    1hr 14min
  2. #68 - Jakub Remiar: Why Chinese Studios Are Taking Over Mobile Gaming

    21 May

    #68 - Jakub Remiar: Why Chinese Studios Are Taking Over Mobile Gaming

    Today, I'm joined by Jakub Remiar, Mobile F2P monetization consultant and veteran game designer, for a deep dive into the future of the mobile games industry. From why China is dominating mobile game design and monetization to how user acquisition became the real battleground, this episode breaks down the uncomfortable realities behind today’s biggest games. Jakub explains why “monetization is game design,” how Chinese studios outscale Western teams, why most mobile studios fail, and what actually separates breakout hits from copycats. If you work in gaming, product, monetization, or are building a mobile game studio, this episode is for you! Connect with Jakub:LinkedIn: https://www.linkedin.com/in/jakubremiar/YouTube: https://www.youtube.com/@2.5gamers/videosSlack: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3nua7emvr-A1AXS70f~kRGyniP1PdQjQ Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters:00:00 Intro04:42 Gamescom vs ChinaJoy and why the industry is changing06:47 Why mobile gaming trends move from East to West09:17 Why Western studios ignore massive Asian games11:25 Chinese studios taking over 4X and merge games14:06 Why user acquisition now decides who survives16:12 Supercell, Clash of Clans, and the missed 4X opportunity18:34 How Jakub would build a modern game studio22:44 The modular game development strategy behind hit mobile games26:32 Why paid UA beats “just making a great game”28:19 Balatro, streamability, and viral indie success stories34:06 AI-generated creatives and the future of mobile marketing36:33 Why top studios create thousands of ads every month38:18 Fake ads, King Shot, and the reality of mobile advertising39:39 How mobile games are designed around monetization systems43:52 Product leadership, game economies, and monetization mistakes49:33 Why game design knowledge is so hard to learn publicly53:33 Why even experienced game studios still fail55:47 Is the gaming industry actually doomed?58:27 Career advice for aspiring game designers

    1hr 3min
  3. #67 - Alexandre Amancio: Why Small Game Teams Are Starting To Beat AAA Studios

    14 May

    #67 - Alexandre Amancio: Why Small Game Teams Are Starting To Beat AAA Studios

    AAA games are getting too big, and it’s breaking the industry. In this episode, game director Alexandre Amancio (Assassin’s Creed, Far Cry) breaks down why massive teams, bloated scope, and risk-averse design are hurting modern game development, and why smaller, focused teams may be the future. We dive into building high-performance game teams, creating new IPs, community-first development, the hidden cost of AAA production, remote vs in-person culture, and how Alexandre is applying these lessons to his new horror game, Nightholme. If you care about game design, indie studios, AAA development, leadership, AI in gaming, or the future of the industry, this episode is packed with hard-earned insights from 20+ years in games. Connect with Alex:LinkedIn: https://www.linkedin.com/in/alexandre-amancio-2250b42/Nightholme: https://store.steampowered.com/app/4108680/Nightholme/Website: https://www.studioellipsis.com/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Timestamps00:00 Intro02:15 Why the games industry is at a crossroads03:08 Alexandre’s new horror game: Nightholme04:10 What’s broken in AAA game development08:26 Why now is still a great time to make games09:40 How explosive industry growth weakened teams10:55 Building a studio differently from day one12:58 Over-specialization is killing creativity14:34 Why small teams are winning again15:27 The biggest mistake new studios make17:51 Why shipping together builds elite teams19:24 Far Cry 2 and the power of underdog teams23:18 Passion vs commercial reality in game development26:10 Why hybrid teams work best30:49 The Assassin’s Creed “three circles” framework36:22 How to prioritize game features correctly37:38 Designing NightHome’s core fantasy and mythology40:59 Why new IP creation is brutally difficult44:42 Why so many ambitious game projects fail49:42 Community-first game development explained54:50 Responding to community criticism the right way56:15 NightHome closed beta and future plans57:01 Building a real game community on Discord58:46 Premium games, live content, and post-launch plans1:00:45 Designing games for streamers and viral moments1:03:40 Alexandre’s advice for game developers1:05:10 Wishlist NightHome and join the community

    1hr 6min
  4. #66 - Maria Maunula: How Supercell Made Retros Actually Improve Teams

    7 May

    #66 - Maria Maunula: How Supercell Made Retros Actually Improve Teams

    Why do most retrospectives fail, and how do you turn them into a real driver of team performance? In this episode, I sit down with Maria Maunula, Senior Game Producer at Supercell, to break down how to run retrospectives that actually lead to change, not just empty discussions. From vague action items and anonymous feedback to team trust and accountability, we uncover why most teams get this wrong and how to fix it. We dive into practical frameworks for running better retros, how to structure them for small and large teams, and why frequency, ownership, and follow-up are the difference between stagnation and growth. If you're a game developer, team lead, or working in a fast-paced creative environment, this episode will fundamentally change how you think about improving your team. Connect with Maria:LinkedIn: https://www.linkedin.com/in/mmaunula/Supercell's games: https://supercell.com/en/games/Join Supercell: https://supercell.com/en/careers/#join Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters:00:00 Intro01:51 From selling toilets to becoming a game producer03:40 What does a producer actually do?05:56 What are retrospectives and who needs them?07:55 Why most retros fail (and what goes wrong)11:21 Real example: connecting work to meaningful outcomes13:21 Should retros be emotional?14:45 Common mistake: focusing on behavior vs outcomes16:58 How often should you run retros?19:27 Ideal team size and retro duration21:25 Structuring a retro: what went well, challenges, actions24:05 Case study: fixing a real team workflow26:00 Missing link in remote teams (and how retros fix it)29:34 Avoiding bottlenecks and empowering the team32:04 Making retros engaging (Miro, visuals, themes)36:45 Timeboxing and participation techniques38:44 Biggest risks: blame culture and conflict40:37 How to follow up on action items properly43:19 Should all teams join the same retro?46:28 Measuring retro success with simple metrics48:59 Using data to influence leadership decisions51:29 Hiring insights: how to stand out in applications59:26 Final advice: making retros actually work

    1hr 1min
  5. #65 - Tom Dusenberry: How Indie Devs Can License Big IPs Like Star Wars & Harry Potter

    23 Apr

    #65 - Tom Dusenberry: How Indie Devs Can License Big IPs Like Star Wars & Harry Potter

    What does it actually take to build successful games in 2026 and beyond? Today, I'm joined by Tom Dusenberry, former Hasbro Interactive CEO, who shares hard-earned lessons from shipping 300+ games, navigating M&A, and working with some of the biggest IPs in the world. We break down the realities of game development today, from licensing and funding to AI, discoverability, and what truly drives long-term success. If you're a game developer, studio founder, or just curious about how the games industry really works behind the scenes, this episode will challenge how you think about building, scaling, and sustaining games. Connect with Tom:LinkedIn: ⁠https://www.linkedin.com/in/tomdusenberry/⁠Websites: ⁠http://www.dusenberryentertainment.com/⁠Email: ⁠tom@tomdusenberry.com⁠ Connect with Harry:LinkedIn: ⁠https://www.linkedin.com/in/hphokou/⁠YouTube: ⁠https://www.youtube.com/@hphokou⁠Instagram: ⁠https://www.instagram.com/hphokou/⁠ Join our industry events: ⁠https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/⁠ Chapters:00:00 Intro02:30 What is licensing in games (in-licensing vs out-licensing)05:00 Can indie devs work with big IPs like Disney or Star Wars?08:00 Minimum requirements before approaching IP holders10:00 When NOT to use a license in your game11:30 How licensing deals actually work (funding, marketing, value)12:30 State of the games industry in 2026 (growth, AI, layoffs)16:00 Why layoffs happen even during record profits17:00 Should you build the next Fortnite?18:30 Systems-based games vs narrative games (replayability debate)20:30 Building vs using engines (Unreal, Unity, custom engines)21:30 Why Hasbro shipped 300+ games (strategy & categories)23:40 Why most indie games fail (and how to avoid it)25:00 What makes games addictive (repeat play & engagement)27:00 Mobile vs PC/console: where the opportunity is29:00 AI in gaming: tools, workflows, and competitive advantage33:00 Should studios train teams or hire AI-first talent?34:30 Funding games: why to avoid venture capital (strong opinion)39:00 Better alternatives to VC (publishers, family offices)44:00 M&A: what to know if you’re selling or acquiring47:00 Career advice: what actually matters long-term52:00 Work-life balance in games (family vs work reality)56:00 What has changed vs what hasn’t in gaming57:30 How to measure “fun” in a game01:00:00 Testing games: how many players is enough?01:01:00 Final advice: how to build a game that lasts 10+ years

    1hr 3min
  6. #64 - Dru Erridge: Building a Sustainable Game Studio in an Unsustainable Industry

    9 Apr

    #64 - Dru Erridge: Building a Sustainable Game Studio in an Unsustainable Industry

    How do you build a sustainable studio in an unsustainable industry? In this episode, I sit down with Dru Erridge (ex-Riot Games) to break down how he built a profitable, self-funded game studio in an industry driven by risk, layoffs, and hit-driven outcomes. We dive into why co-development is the hidden backbone of the games industry, how to build a remote team that actually works, and why chasing your “dream game” too early can kill your company. If you're a founder, game developer, or studio lead trying to build something sustainable in games, this episode is for you. Connect with Dru:LinkedIn: https://www.linkedin.com/in/druerridge/Websites: https://bespokeci.dev/, https://www.gamebreaking.com/contact-usGame: https://store.steampowered.com/app/3053950/Dungeon_Rampage/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokou Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters:00:00 Intro02:35 How Game Breaking Studios is structured04:54 Why the games industry is unsustainable07:31 Why co-development became the sustainable path10:58 What Dru would tell himself on day one13:32 The opposite of the VC playbook14:51 Lessons from Riot’s self-sustaining teams18:30 Why they built the studio remotely from day one20:48 How Gather helped them make remote work actually work23:56 Scaling a remote studio from 3 to 30 people28:48 Why backend matters so much in modern games32:01 In-house vs outsourced backend34:29 Should co-dev studios build their own IP?37:01 Why original games should be a separate business line40:06 Who hires studios to build games from scratch43:23 Their first original-IP push and why it failed46:15 The Dungeon Rampage revival story50:43 Rebuilding the game with a tiny team52:38 Launch results and what happened next01:00:31 Why there is still opportunity in games

    1hr 3min
  7. #63 - Andrei Podoprigora: Indie Publishing, Pitching & Systems-Driven Games

    31 Mar

    #63 - Andrei Podoprigora: Indie Publishing, Pitching & Systems-Driven Games

    Do indie game developers actually need publishers? After 20 years in the industry as a developer, studio founder, and publisher, Andrei Podoprigora breaks down the honest truth behind indie publishing, what makes a game fundable, and why RIGHT NOW is a once-in-a-generation window for small studios. We dig into systems-driven game design, why your Steam page is killing your wishlists, the one metric that matters more than wishlists, and the hard lessons from pitching 25+ VCs and hearing nothing but "no." Whether you're a solo dev trying to get your first game funded or a studio deciding whether to self-publish, this episode is packed with actionable insights you won't find anywhere else. Connect with Andrei:LinkedIn: https://www.linkedin.com/in/podopriguez/X: https://x.com/podopriguezWebsite: https://www.forklift.gg/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokou Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters: 00:00 Intro 2:05 Andrei’s 20 years in games: dev, studio, publisher, investor 5:05 Why now is still a huge opportunity for indie devs 8:07 The post-COVID industry hangover explained 12:03 Competition vs scarcity in indie games 15:07 Why small teams make avoidable mistakes 18:02 Systems-driven vs content-driven games 22:00 Why systemic games are winning now 25:02 Examples of successful systems-based games 28:05 Why designing systems is so hard 30:04 Are these the best times ever for gamers? 33:00 Why gamers complain so much 36:00 The brutal truth: most games fail to communicate clearly 39:07 How to make your game instantly understandable on Steam 42:00 The biggest misconception about publishers 45:07 Why publishing is not just one gimmick 48:15 Dino, indie publishers, and the Tim Bender debate 50:07 How to evaluate a publisher properly 53:05 Should indie devs work with indie publishers? 54:26 Roleplay: what a good developer should ask a publisher first 58:00 What a publisher actually does behind the scenes 1:01:30 What self-publishing really means 1:05:00 Why most teams underestimate marketing 1:09:30 How to think about traction before signing a deal 1:14:00 Building trust between devs and publishers 1:18:30 Indie support, content, and using media as a funnel 1:26:00 Why survival stories resonate with indie devs 1:29:00 Final thoughts for indie developers

    1hr 31min
  8. #62 - Elena Lobova: Mobile Game Publishing in 2026 and What Publishers Really Want

    24 Mar

    #62 - Elena Lobova: Mobile Game Publishing in 2026 and What Publishers Really Want

    Learn how mobile game publishing really works in 2026, from user acquisition costs to what publishers actually look for when funding games. Today, I'm joined by an industry expert, Elena Lobova (Head of Strategic Partnerships at Burny Games), who breaks down the realities of mobile game publishing, why most games fail, and how developers can stand out in a hyper-competitive market. We cover everything from securing a publisher to understanding UA and avoiding the biggest mistakes that kill game launches. If you're a mobile game developer, indie studio, or just curious about how top publishers operate, this episode is for you. Connect with Elena: LinkedIn: https://www.linkedin.com/in/olenalobova/ Website: https://www.burny.games/ Connect with Harry: LinkedIn: https://www.linkedin.com/in/hphokou/ YouTube: https://www.youtube.com/@hphokou Instagram: https://www.instagram.com/hphokou Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters: 00:00 Intro 03:01 The state of mobile game publishing in 2026 07:12 Building a game in 60 days (real example) 10:55 How to test game ideas quickly 12:32 Designing games for long-term retention 13:55 The “level 100” test for game scalability 15:14 What to prepare before pitching a publisher 19:19 Why a gameplay video is essential 20:50 What metrics matter (retention, CPI, installs) 23:40 Biggest mistakes developers make 26:40 Why marketing knowledge is no longer optional 28:42 Why great games still fail without visibility 33:33 Organic vs paid user acquisition explained 38:03 What publishers look for in teams 40:30 Revenue share, recoup, and funding realities 42:36 Where to find publishers in 2026 47:01 How to get noticed by publishers 51:50 New publishing models (UA funding, SaaS publishing) 56:21 Career advice for game developers 01:00:15 Why rejection doesn’t mean your game is bad 01:03:21 How to pitch Elena & final thoughts

    1hr 5min

About

On The Gaming Playbook, Harry Phokou sits down with experts in the games industry who have never been interviewed before. Through these in-depth conversations, Harry unpacks the "Playbook" that made them so successful. Skip the line on Tuesdays and download the real-life cheat codes every gaming industry pro needs to know. LinkedIn: @hphokou Instagram: @hphokou Newsletter: https://join.thegamingplaybook.com/ Business and guest inquiries: playbook@phokou.com

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