13 episodes

How Games Make Money is a podcast where host and GamesBeat editor Jeff Grubb talks to people in and around the business of video games. The purpose of each episode is to find out how different people are bringing in cash from games. Jeff talks with developers, publishers, executives, content creators, tool makers, and more.

Look for new episodes every Friday.

How Games Make Money Jeff Grubb

    • Video Games
    • 5.0, 6 Ratings

How Games Make Money is a podcast where host and GamesBeat editor Jeff Grubb talks to people in and around the business of video games. The purpose of each episode is to find out how different people are bringing in cash from games. Jeff talks with developers, publishers, executives, content creators, tool makers, and more.

Look for new episodes every Friday.

    How publishing indie games is like building a band

    How publishing indie games is like building a band

    Guillaume Jamet is the VP of publishing and marketing at Dear Villagers, which is the indie-publishing division of game-distribution company Plug-In Digital. Guillaume joins How Games Make Money host Jeff Grubb to talk about the kinds of studios he wants to work with. He also explains what Dear Villagers looks for in games. Join us, won't you?

    • 33 min
    How gaming YouTubers make money

    How gaming YouTubers make money

    games+podcast@venturebeat.com
    @HGMMShow
    @JeffGrubb
    gamesbeat.com
    Rate us on Apple Podcasts

    YouTuber and video producer Jake Baldino of Gameranx joins host Jeff Grubb this week to talk about that job. Jake explains how he came to accept the "YouTuber" job title over time. He also explains the back-and-forth relationship that Gameranx has with YouTube's algorithm, viewer expectations, and sponsorships. 

    Join us, won't you?

    Theme music:

    Blippy Trance by Kevin MacLeod
    Link: https://incompetech.filmmusic.io/song/5759-blippy-trance
    License: http://creativecommons.org/licenses/by/4.0/

    • 30 min
    How developers can still squeeze opportunity from a crowded mobile gaming market

    How developers can still squeeze opportunity from a crowded mobile gaming market

    games+podcast@venturebeat.com
    @HGMMShow
    @JeffGrubb
    gamesbeat.com
    Rate us on Apple Podcasts

    On this week's episode, host Jeff Grubb talks with Idil Canal, the general manager of Max at AppLovin. She oversees a product that enables developers to monetize their games with ads. She also explains how that process has improved over time and whether there's still room for innovation in mobile gaming. 

    Join us, won't you?

    Theme music:

    Blippy Trance by Kevin MacLeod
    Link: https://incompetech.filmmusic.io/song/5759-blippy-trance
    License: http://creativecommons.org/licenses/by/4.0/

    • 25 min
    How Xbox Game Pass freed Microsoft to make Gears Tactics

    How Xbox Game Pass freed Microsoft to make Gears Tactics

    Microsoft is releasing Gears Tactics for Windows 10, Xbox Game Pass for PC, and Steam next week, so host Jeff Grubb sits down with the company to talk about it. How did The Coalition settle on a PC-first Gears game? And what does Games Pass enable the studio to do that it otherwise wouldn't? We talk about all that and more. Join us!

    • 27 min
    How to make an indie game that can survive (with Rootpew)

    How to make an indie game that can survive (with Rootpew)

    games+podcast@venturebeat.com
    @HGMMShow
    @JeffGrubb
    gamesbeat.com
    Rate us on Apple Podcasts

    On this week's episode of How Games Make Money, host Jeff Grubb talks with developer Rootpew, who is the creator of prisoner's-dilemma simulator Split or Steal. While Split or Steal has found an audience, it's not a huge source of income for Rootpew. And he talks about how he overcame the costs of keeping the game up and running. 

    • 30 min
    Rami Ismail on why games aren't "recession proof"

    Rami Ismail on why games aren't "recession proof"

    games+podcast@venturebeat.com
    @HGMMShow
    @JeffGrubb
    gamesbeat.com
    Rate us on Apple Podcasts

    Over the last three weeks, 17 million people filed a jobless claim in the United States. The country is certainly in a recession (or even a depression) -- as is the rest of the world. But hey -- at least video games are "recession proof," right? That's the line Activision chief executive officer Bobby Kotick gave investors back in 2008. But indie developer Rami Ismail doesn't agree with that. Ismail is one half of indie studio Vlambeer, and the executive director of the online multilingual GameDev.World event. And this week he joins the How Games Make Money podcast to talk about all of that and more.

    • 40 min

Customer Reviews

5.0 out of 5
6 Ratings

6 Ratings

Anti-Top ,

This podcast should’ve existed a long time ago

The video game industry moves so much money and product, and this show is an elegantly assertive way to take a look at how serfs become lords in the industry, by looking at how people make a living in games. Really looking forward to the variety of future guests to come and help grow this podcast’s kingdom, and Jeff is a great guy to lead the conversations. Good stuff.

Projectsparks ,

Good insights, excellent conversations

I really get a lot out of this podcast; it’s the best you’ll find on the business of making games. With so many different ways to build a game publishing business in today’s market, it’s fascinating to get a breakdown of how people get paid.

It humanizes the part of the game creation process that rarely gets visibility (outside of insider events like GDC).

So far, all the conversations have been funny, accessible, and interesting.

GeorgieboysAXE ,

Eloquence meets hilarity

Ever ask yourself “Man, I could really go for a mix of some acerbic wit that’s dropped with the deadpan delivery of a 2 ton anvil right about now”?

Ask no more! Jeff Grubb is a delight to the ears as he tirelessly works to shine a light on the business end of the video game industry, and the profits it yields for the layers of workers and trades that make the industry go ‘round.

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