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. Aug 6

    #76 - Doug Pennant: How to Build a Career That Lasts in the Games Industry

    Today, I'm joined by Doug Pennant, a Senior Producer at Infinity Ward, drawing on 16 years across Alien: Isolation, Total War, and Call of Duty, who explains how game developers can build resilient, long-term careers in an industry shaped by layoffs, changing technology, and increasingly project-based employment. We talked about transferable skills, difficult managers, networking before you need a job, adapting your CV to the market, and why MobyGames could become an important hiring tool for game developers. If you're a game developer, producer, or an industry professional who wants to build a career that lasts, this episode is for you. Connect with Doug: LinkedIn: https://www.linkedin.com/in/doug-pennant/ Substack: https://dougpennant.substack.com/ His book: https://www.amazon.com/Pocket-Mentor-Production-Mentors-Careers/dp/1032785608 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 01:46 Why personal resilience matters in the game industry 04:02 Why growing game studios struggle with management 11:56 What new developers should know about difficult bosses 20:31 What career resilience actually means 23:05 The producer interview test for adaptability 25:42 Why investing in skills creates career security 29:45 Why game industry jobs for life are disappearing 31:55 What caused the game industry layoffs 40:17 Smaller studios and the future of game development 43:43 Why networking matters before you need a job 45:26 Job hunting and the hidden game industry job market 51:01 When your skills no longer match the market 55:06 Codev and outsourcing as more durable career paths 56:09 Using MobyGames to get discovered by recruiters 1:02:24 What a producer does 90 days before launch 1:04:26 Why game teams must stop adding features 1:08:30 Why every visionary needs strong brakes 1:10:53 Self-care and staying optimistic about games 1:12:20 How cultural grants can fund video games 1:13:20 Doug’s book, Substack, and where to follow him

    #76 - Doug Pennant: How to Build a Career That Lasts in the Games Industry
  2. Jul 30

    #75 - Adam Selcuk: Why Steam Alone Isn't Enough to Sell More Copies of Your Game

    Today, I'm joined by Adam Selcuk, CPO at VaultN, who explains why game studios are leaving significant revenue on the table by ignoring third-party PC game distribution. Drawing on 20+ years in digital game retail, Adam breaks down how publishers can sell more copies, reach new markets, improve discoverability, and maintain control over pricing and distribution. We discuss why Steam alone isn't enough, how third-party distribution can significantly increase game sales, and what developers should do before launch to maximize revenue. If you're an indie game developer, publisher, or studio founder looking to sell more copies of your game, this episode is for you. Connect with Adam:LinkedIn: https://www.linkedin.com/in/adamselcuk/Website: https://vaultn.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 Intro02:43 How PC game distribution has evolved07:50 Why Steam isn't enough anymore11:18 The biggest distribution mistake developers make15:24 How third-party distribution increases sales20:34 Why cheap game keys end up on grey-market websites25:07 Why discoverability is everything29:22 Pre-orders, wishlists, and where to send players31:39 Why modern game distribution took so long to evolve36:01 Why solo developers should care about third-party stores39:24 How local storefronts create more sales42:27 The future of PC game distribution46:49 The biggest misconception about game distribution47:55 Adam's best marketing advice for indie developers53:36 Where to connect with Adam

    #75 - Adam Selcuk: Why Steam Alone Isn't Enough to Sell More Copies of Your Game
  3. Jul 23

    #74 - Quentin Cobb: How to Build a Fundable Indie Studio in 2026

    What does it really take to get an indie game funded? After 17 years in AAA game development, Quentin Cobb left studios behind to found Ironroot Games. In this conversation, he shares what he's learning while actively pitching publishers and investors, raising funding, building a vertical slice, and navigating today's publishing landscape. We discuss publisher expectations, angel investors, AI in game development, pitching a game studio, and why investors often back founders as much as games. If you're an indie game developer, studio founder, or anyone trying to fund your next game, this episode is packed with practical advice from someone living it today. Connect with Quentin:LinkedIn: https://www.linkedin.com/in/quentin-cobb/Website: https://ironrootgames.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 00:00 Intro01:45 Quentin's AAA background and founding Ironroot Games04:25 Why funding is the biggest challenge for indie studios06:25 How Quentin survived after the Microsoft layoffs09:03 Angel investors, friends & family, and early funding11:29 Building a team before funding exists15:44 What publishing deals are possible in 2026?19:01 Why publishers invest in founders, not just games22:22 Becoming a first-time CEO and earning investor confidence26:35 Publisher pitches vs investor pitches28:27 AAA vs indie development: biggest differences29:55 Lessons from developing The Last of Us33:03 Finding the features players actually care about36:08 Why Ironroot Games is focused on single-player37:29 AI in game development and publisher expectations47:24 China, Europe, and finding the right publishing partners57:07 How to get honest feedback from publishers59:49 Making games that are personal1:08:54 Gamescom plans and pitching the prototype1:12:00 Final advice for every indie game developer

    #74 - Quentin Cobb: How to Build a Fundable Indie Studio in 2026
  4. Jul 2

    #73 - Michael Szklarski: Why Rockstar Bought His Mod Instead of Fixing GTA Online

    Multiplayer doesn't have to be built on day one. Today, I'm joined by Michael Szklarski, Co-Founder of ReadyM, who explains how community-driven multiplayer mods have transformed games like GTA V and why the future of gaming may belong to player-created experiences. From the origins of GTA multiplayer mods and FiveM to Black Myth: Wukong, Oblivion Remastered, Minecraft, Roblox, Skyrim, and Hytale, this conversation explores how UGC (User-Generated Content), modding, and multiplayer communities can dramatically extend a game's lifespan. Whether you're a game developer, publisher, aspiring game designer, or modder, you'll learn how successful games evolve into long-lasting platforms, why some games attract thriving modding communities while others don't, and what it takes to build the next generation of community-powered games. Connect with Michael: LinkedIn: https://www.linkedin.com/in/michalszklarski Website: https://docs.ready.mp/ Forum: https://forum.ready.mp/ Oblivion Multiplayer Mod: https://oblivionmp.firstlook.gg/ 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 01:23 ReadyM and the vision behind community multiplayer 02:47 What is UGC multiplayer? 05:32 The origins of GTA multiplayer modding 07:43 How multiplayer mods work under the hood 10:03 How GTMP became FiveM 15:17 Why Rockstar acquired FiveM 20:11 How UGC extends a game's lifespan 25:03 Can developers design games for modding success? 29:11 Should studios build official modding tools? 35:17 Michael's journey into modding 38:58 When modding became a business 42:56 Building ReadyM and multiplayer technology 46:56 Raising investment and proving the vision 53:52 Why Red Dead Redemption Online never reached FiveM's success 56:42 Advice for AAA game developers 58:41 Advice for aspiring modders

    #73 - Michael Szklarski: Why Rockstar Bought His Mod Instead of Fixing GTA Online
  5. Jun 25

    #72 - Frank Lofaro: The Hiring System Every Studio Founder Needs (Before the Next Mis-Hire)

    Hiring isn't guesswork. In this episode, I'm joined by Frank Lofaro, who has helped over 1,700 businesses hire better, from zero-employee startups to companies scaling past 100 people. Before founding Tank Recruiting, he spent three years at AeroTech (one of the largest private staffing firms in the world) and was an employee #12 at Acquisition.com, where he worked as an internal recruiter and hired across an entire portfolio of companies. We talked about how to make your first hire, avoid costly hiring mistakes, identify A-players, create better interview processes, improve candidate experience, and build a team that can scale with your business. Whether you're a founder making your first hire or leading a growing company, this conversation is for you. Connect with Frank: LinkedIn: https://www.linkedin.com/in/frank-lofaro/ Instagram: https://www.instagram.com/franklofaro/ YouTube: https://www.youtube.com/@TankRecruiting Website: http://tankrecruiting.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 05:03 How Frank got into recruiting and joined Acquisition.com 08:50 Why hiring speed and candidate experience matter 14:13 Making your first hire: where founders should start 15:59 The mistake of hiring a COO too early 20:12 Why over-titling employees creates problems 23:20 Biggest hiring mistakes from 0–10 employees 26:53 Accountability meetings and managing performance 32:13 The hiring framework: Qualify, Amplify, Evaluate 36:02 How to review resumes and screen candidates efficiently 40:13 Structured interviews and objective hiring decisions 47:39 Take-home assessments and hiring tests 52:31 Frank's favorite interview question 53:49 Who should run first-round interviews? 56:59 The biggest hiring lesson: never compromise on culture fit 01:00:22 Why Frank started Tank Recruiting

    #72 - Frank Lofaro: The Hiring System Every Studio Founder Needs (Before the Next Mis-Hire)
  6. Jun 18

    #71 - Chris Bain: Why Making Great Games Is Only Half the Job

    How do you build a great game company, not just a great game? Today, I'm joined by a former Xbox executive and Player One Consulting CEO, Chris Bain, who shares lessons from working with 100+ game studios, major publishers, and Microsoft. We discuss game pricing, localization, publishing deals, funding, studio growth, leadership, vision, and why so many developers focus on making games but overlook building sustainable businesses. If you're an indie developer, studio founder, publisher, or anyone interested in the business of games, this conversation offers practical insights on turning creative projects into long-term, successful companies. Connect with Chris:LinkedIn: https://www.linkedin.com/in/chbain/Website: https://www.playeroneconsulting.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 Intro02:11 From scientist to consultant to Xbox strategist08:08 Inside the Xbox vs PlayStation console wars11:45 How game pricing really works15:30 Cost control and budgeting for game studios18:17 Finding your game's unique selling point (USP)19:54 Market research and understanding player demand21:35 Localization and reaching global audiences27:31 Building games for specific audiences28:33 Common mistakes indie studios make31:09 Why every studio needs a clear vision36:32 The danger of loving development more than business38:49 Making games investable and commercially viable41:23 Funding options, investors, and publisher relationships43:23 What publishers actually do today46:17 Choosing the right publisher for your game48:24 Lessons learned from coaching hundreds of studios52:28 Why the games industry became much harder after 202254:40 Opportunities in VR and emerging markets1:00:02 Studio growth, leadership, and scaling challenges1:10:11 Building sustainable companies in a changing industry1:15:40 Game IP, transmedia opportunities, and future growth

    #71 - Chris Bain: Why Making Great Games Is Only Half the Job
  7. Jun 11

    #70 - Ben Kvalo: Why Indie Developers Give Away Too Much to Get Published

    What do game publishers actually do in 2026? Why do some indie games succeed while others fail, even with a great product? Today's guest is Ben Kvalo, founder of Midwest Games and former publishing, marketing, and technology leader at Netflix, Blizzard, and 2K. Ben breaks down how modern game publishing works, why traditional publishing models are changing, how Steam's algorithm impacts launches, common mistakes indie developers make, and why the future of game development may be shifting away from traditional industry hubs. Whether you're an indie developer, publisher, marketer, or game industry professional, this conversation provides practical insights into game publishing, Steam marketing, wishlists, launch strategy, publisher relationships, and the future of the games industry. Connect with Ben:LinkedIn: https://www.linkedin.com/in/benkvalo/Substack: https://substack.com/@benkvaloWebsite: https://www.midwestgames.com/Tombwater: https://store.steampowered.com/app/3308200/Tombwater/ 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 Intro03:00 What Midwest Games does and the concept of Shadow Publishing04:40 The current state of game publishing07:51 Why publishing is becoming modular10:28 Traditional publishers vs specialized expertise15:49 Why publishers still dominate game revenue19:59 Common mistakes indie developers make21:04 Steam page launches and market validation22:23 Demos, Early Access, and launch strategy24:50 Steam wishlists and conversion rates27:46 How external marketing impacts Steam performance28:25 Steam algorithms, launch timing, and visibility32:15 What Shadow Publishing actually includes34:31 The 40+ disciplines behind game publishing40:11 Building effective publishing teams42:55 Why recency matters in publishing expertise46:46 The reality of game development costs in the US52:28 Remote work, talent, and regional advantages55:39 MDEV and the growth of Midwest game development59:10 Industry disruption and future opportunities01:02:46 Advice for aspiring game publishers01:05:37 How to connect with Ben01:06:35 Why you should check out Tombwater

    #70 - Ben Kvalo: Why Indie Developers Give Away Too Much to Get Published
  8. Jun 4

    #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

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

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