re:Play with Greg Off

Gregory Off

re:Play is a conversation‑driven podcast about the ins, outs, and upside downs of the games industry — game development, publishing, marketing, and everything in between. Hosted by industry veteran Greg Off, it’s where gaming’s behind‑the‑scenes stories finally step into the spotlight.

  1. 6d ago

    Michael Rubinelli — Business Models Are Extinction Events

    In this episode of re:Play, Greg Off sits down with Michael Rubinelli — a 30-year veteran of the publisher and platform side of the games business. Across EA, THQ, Midway, Capcom U.S.A., Playdom, Disney, Kixeye, WAX, and now Tyranno Studios, Michael has been the person deciding which games get made, on which platforms, under which business models. From a video-game rental side hustle at 24, to a mock company letterhead that got him into CES, to an EA job offer in December '91 on Tony La Russa Baseball, Michael traces the whole arc — Madden's early franchise years, a Midway VP seat alongside arcade veterans Mark Turmell, Ed Boon, John Tobias, and Eugene Jarvis, running Capcom U.S.A. through a business-model inflection, joining Playdom in early 2010, overseeing Marvel Avengers Alliance, the Disney acquisition, a Facebook-to-mobile transition at Kixeye, an Australian public-company CEO seat, WAX, and finally Tyranno Studios as CGO — where he is working with Richard Garfield on Dirty Dealing, a heads-up card battler set in 1974 Chicago. In this episode: Wading into the deep end — the David Bowie quote that shaped a 30-year career philosophyFinding his place on Madden — the pass-interference exploit and the field-goal bug he caught before shipThe arcade masters who taught him to earn the next coin in sixty secondsMarvel Avengers Alliance — and why a JRPG-shaped Marvel game worked on FacebookThe signature framework: why platform and business-model transitions are extinction eventsCapcom, Konami, Sunsoft, Hudson Soft — who made the jump and who didn'tScratch: The Ultimate DJ — the game he calls his favorite that never shippedPlaydom, the free-to-play mental unlock, and being a "cultural czar" through DisneyKixeye as a cautionary tale about missing a transitionPlayer ownership, the "off ramp," and where Web3 gaming fell shortTyranno Studios, Dirty Dealing, and a lean studio around Richard Garfield's designRecorded in-studio at Off Base's Berkeley studio on July 22, 2026, this is a candid conversation about a career built on deliberate discomfort — and one line from Michael that anchors the whole thing: "Making games I look at as a calling, not really a job." Links & References Michael Rubinelli on LinkedIn — https://www.linkedin.com/in/michael-rubinelli-gaming/ Tyranno Studios — https://www.tyranno.io/ Electronic Arts — https://www.ea.com Midway Games — https://en.wikipedia.org/wiki/Midway_Games Capcom U.S.A. — https://www.capcomusa.com/ Playdom — https://en.wikipedia.org/wiki/Playdom Marvel Avengers Alliance — https://en.wikipedia.org/wiki/Marvel:_Avengers_AllianceScratch: The Ultimate DJ — https://en.wikipedia.org/wiki/Scratch:_The_Ultimate_DJ

    Michael Rubinelli — Business Models Are Extinction Events
  2. Aug 25

    The Bridge — 30 Years Between Japanese and Western Games

    In this episode of re:Play, Greg Off sits down with Kyoko Yamashita — founder of Cassis Communications, XSEED co-founder, former SVP of Marketing Communications at Enhance, and the credited cultural consultant on Forza Horizon 6. For 30 years, Kyoko has been the person Japanese studios call when they need someone who can hold both sides of a creative conversation at once, usually without ever putting her own name on the box. From a bilingual LA-to-Tokyo-to-LA upbringing to a paralegal job at Honda to a 1997 leap of faith into a tiny Squaresoft US office, Kyoko traces the whole arc. Along the way she led PR through Final Fantasy VII, VIII, IX, X, XI, and Kingdom Hearts, produced the first US Final Fantasy orchestral concert at Walt Disney Concert Hall, co-founded XSEED, spent a decade helping Tetsuya Mizuguchi grow Enhance from three people to a global publisher, and became the first credited cultural consultant on a AAA Western production set in Japan. In this episode: Growing up bilingual on two continents — and how it became the backbone of a 30-year career The corporate class called "Cyberspace Law" that led to Squaresoft Day one at Squaresoft: two manila folders, HTML for Dummies, and a "hit a million or we shut it down" mandate The real origin of Kingdom Hearts — a shared elevator in a Meguro office building Co-founding XSEED and launching Cassis Communications The "female ninja" nickname from her Team Ninja and Tecmo years A decade at Enhance shipping Rez Infinite, Tetris Effect, and Humanity Becoming the credited cultural consultant on Forza Horizon 6 — and what that job actually is Why "help me help you" is the honest answer to almost every cultural-consulting question Originally recorded remotely on August 6, 2026, this episode is a long, generous conversation about being the person who makes big things possible from behind the scenes. Links & References Kyoko Yamashita on LinkedIn — https://www.linkedin.com/in/kyokoyamashita/ XSEED / Marvelous USA — https://marvelous-usa.com/Enhance — https://enhance-experience.com/Playground Games — https://playground-games.comKingdom Hearts — https://na.square-enix.com/kingdomheartsRez Infinite — https://www.rezinfinite.com/Tetris Effect — https://tetriseffect.gameHumanity — https://humanity.game/Forza Horizon — https://forza.netNinja Gaiden — https://teamninja-studio.com/ng/de/Pole Position — https://en.wikipedia.org/wiki/Pole_Position_(video_game)

    The Bridge — 30 Years Between Japanese and Western Games
  3. Aug 18

    How a Cafeteria Dinner Became Indie's Global Discovery Engine

    Justin Woodward has spent 14 years helping independent game developers find the audiences, press, platform partners, and publishing relationships that can change a project’s trajectory. In this episode of re:Play, Greg Off sits down with the founder of The MIX, co-founder of Interabang Entertainment, and founder of XPerience Studios to trace the journey from an art-school kid in San Diego making his own comic-book characters and action figures, to a $30-an-hour contractor at THQ’s Incinerator studio, to one of the people who has helped create real visibility for independent games. From Super Comboman and an early video game Kickstarter to the GDC 2012 dinner in IGN’s cafeteria that became The Media Indie Exchange, Justin shares the lessons, mistakes, mentors, and persistence behind a career built around giving great games a chance to be seen. Greg and Justin discuss the origins of The MIX, the line around the building that proved the event had found an audience, the evolution from physical showcases to live broadcasts, and the 2020 pivot that brought the Guerrilla Collective together when the industry needed a new way to reach players. In this episode: How Justin’s art-school beginnings and homemade action figures led him toward games The $30-an-hour contractor lesson at THQ’s Incinerator studio Super Comboman, early Kickstarter, and building Interabang Entertainment The IGN cafeteria dinner that became The MIX Why relationships with press, platforms, publishers, and peers matter The Guerrilla Collective and the shift to online showcases Why community remains essential when hundreds of games launch every day What Justin looks for when curating games for The MIX The Legend of Zelda: A Link to the Past and Final Fantasy VI as Justin’s re:Play answersLinks & References The MIX — https://mediaindieexchange.com Justin Woodward — https://www.linkedin.com/in/justinwoodward/ re:Play Podcast — https://replaypodcast.com Greg Off’s Substack — https://gregoff1.substack.com

    How a Cafeteria Dinner Became Indie's Global Discovery Engine
  4. Aug 4 ·  Bonus

    Bonus — SXSW: Tetris & Sega on What Makes IP Last (Maya Rogers + Shuji Utsumi)

    Recorded live at SXSW 2026, Greg Off sits down with two of gaming's most influential leaders: Maya Rogers, President & CEO of The Tetris Company, and Shuji Utsumi, President & COO of Sega. Together, they explore how Tetris and Sonic have remained cultural icons for decades—and what it really takes to build entertainment brands that stand the test of time. From the origins of Tetris to Sega's modern revival, Maya and Shuji share stories from behind two of the world's most recognizable gaming franchises. They discuss the philosophy of "lore and innovation," the fan feedback that reshaped Sonic's movie debut, the Tetris film, brand collaborations, licensing, transmedia storytelling, and why authenticity matters more than ever. In this episode: How Tetris has stayed timeless for more than 40 yearsSega's strategy for evolving Sonic while protecting its legacyThe making of the Tetris movieWhy "Ugly Sonic" became one of gaming's biggest success storiesThe power of community, licensing, and transmediaAudience Q&A on remakes, fan communities, and the future of iconic IPOriginally recorded as a live SXSW panel, this special bonus episode captures an engaging conversation about creativity, leadership, and building gaming brands that endure across generations. Links & References The Tetris Company — https://tetris.comSEGA — https://www.sega.comTetris (Apple TV+) — https://tv.apple.com/us/movie/tetrisClassic Tetris World Championship — https://thectwc.comTetris Effect — https://tetriseffect.gameTetris 99 — https://www.nintendo.com/store/products/tetris-99-switchPuyo Puyo Tetris 2 — https://puyo.sega.comSonic the Hedgehog — https://www.sega.com/games/sonic-the-hedgehogPersona — https://atlus.com/personaLike a Dragon — https://ryu-ga-gotoku.com

    Bonus — SXSW: Tetris & Sega on What Makes IP Last (Maya Rogers + Shuji Utsumi)
  5. Jul 28

    Mark Nash — From 15 Years at Blizzard to a New Indie Publisher in 18 Months

    Mark Nash spent 15 years at Blizzard Entertainment before helping build Humble Games into one of indie gaming's most respected publishing platforms. He later founded the Black Game Developer Fund, supporting underrepresented creators across the industry. Then, on July 23, 2024, the entire Humble Games team was laid off. Eighteen months later, Mark returned as the co-founder and COO of Balor Games, helping redefine what modern indie publishing can be.In this conversation, recorded remotely on Riverside, Greg Off and Mark trace that journey—from a pre-YouTube World of Warcraft machinima that landed him a job at Blizzard, to launching the world's first 24-hour gaming livestream, growing Humble Games into a publisher supporting more than 50 studios, and navigating one of the industry's most talked-about shutdowns before rebuilding from the ground up.They also explore the future of indie publishing, why community remains the most powerful marketing tool in games, the role publishers should play in supporting developers, and Mark's "train stations, train tracks, and trains" framework for building lasting game IP across multiple forms of media. Along the way, they discuss leadership, resilience, diversity initiatives, Game Pass, BitSummit, and what it takes to build sustainable studios in today's industry.The conversation closes with Mark's reflections on rebuilding after adversity, the lessons he'd pass on to aspiring founders and publishing leaders, and the games that continue to inspire his thinking today.For game developers, publishers, studio leaders, founders, and anyone interested in the future of indie games, this is an essential conversation about resilience, community, and building the next generation of game publishing.About re:Play:Long-form conversations with the people who built the games industry—peer to peer, not press to talent. Hosted by Greg Off.Find Mark Nash:https://www.linkedin.com/in/marknash/Learn more about Balor Games:https://balorgames.comFind re:Play:https://replaypodcast.comSubscribe to the re:Play Substack:https://gregoff1.substack.com

    Mark Nash — From 15 Years at Blizzard to a New Indie Publisher in 18 Months
  6. Jul 21

    Raph Koster — The Puddle, the Splat, and the Droplets

    Raph Koster has spent more than three decades shaping the way we think about games, virtual worlds, and player behavior. As the lead designer of Ultima Online and creative director of Star Wars Galaxies, he helped define the MMORPG genre and pioneered many of the systems that still influence game design today. He is also the author of the industry-defining book A Theory of Fun for Game Design, a work that has shaped generations of developers. Today, through Playable Worlds, Raph continues exploring how online worlds can become deeper, more meaningful, and more sustainable for the players who inhabit them.In this conversation, recorded in-studio at Off Base, Greg and Raph dive into the fundamentals of great game design—why games are fundamentally about learning, the psychology behind why players find systems engaging, and how timeless design principles continue to outlast every technological shift. They explore the evolution of virtual worlds, the lessons the industry has forgotten, and why building meaningful player experiences remains the hardest challenge in game development.They also tackle one of the biggest questions facing the industry today: artificial intelligence. Rather than focusing on hype, Raph explains where AI can genuinely improve game development, where it falls short, and why the future belongs to developers who understand design fundamentals first and technology second. Along the way, they discuss procedural generation, player agency, emergent gameplay, online communities, and why creating believable virtual societies remains one of the industry's greatest unsolved problems.The conversation closes with Raph's reflections on decades spent designing worlds for millions of players, the lessons he would pass on to the next generation of developers, and his re:Play picks that continue to inspire his thinking about games today.For game developers, designers, studio leaders, and anyone fascinated by the future of interactive entertainment, this is an essential conversation with one of the industry's most influential thinkers.About re:Play: Long-form conversations with the people who built this industry—peer to peer, not press to talent. Hosted by Greg Off. Find Raph: https://www.raphkoster.com Find Playable Worlds: https://www.playableworlds.comF ind re:Play: replaypodcast.com Substack: gregoff1.substack.com

    Raph Koster — The Puddle, the Splat, and the Droplets
  7. Jul 14

    Jack Buser — From Dolby to the Living Game

    Jack Buser has been on the bleeding edge of the games industry for nearly 30 years. He joined Dolby Laboratories straight out of the University of Illinois and made it his mission to push Dolby surround sound out of cinema and into games, landing Dolby Digital on PlayStation 2, GameCube, and the original Xbox. In 2008 he joined Sony Interactive Entertainment to run PlayStation Home — the first console-based virtual world, which grew past 40 million users and became the first console microtransactions platform. He went on to help launch PlayStation Plus and build PlayStation Now, the original "Netflix of games." In 2014 he left Sony for a role he couldn't be told about in advance — what would become Stadia — and today he's the Global Director for Games, Strategic Industries at Google Cloud, leading Google's global games initiative with all ten of the biggest game companies in the world plus countless indies. In this conversation, recorded in-studio at Off Base, Greg and Jack cover the full arc — the synth-engineer dream that led to Dolby, hosting Dolbycast before podcasts were a thing, the GDC 2008 call from the great Carter Lipscomb that pulled him into PlayStation Home, the 40-million-user live service that existed before the term "live service" did, the "instant game collection" aha moment behind PlayStation Plus, and the leap to Google in 2014 that Jack still calls the hardest professional decision of his life. They also dig into where Google Cloud sits with the industry in 2026 — the Iron Man suit metaphor for AI in game development (with a shout to Adam Boyes and Mark Stanley), the Capcom + Gemini announcement about saving 30,000 hours a month in human toil debugging, the 10.6 / You vs. Zombies AI character system, Square Enix's Chatty Slammy companion in Dragon Quest Online, Sony AI's Sophie in Gran Turismo, and the term Google coined for what's coming next: the Living Game. Jack argues this is the biggest transformation in game design he has seen since the 2D-to-3D transition in the late '90s, and unpacks why "the train has left the station" for studio leadership. The conversation closes on the retro side — the chunky game room with 22+ consoles from Fairchild Channel F to PS5 Pro (all RGB-modded or HDMI-converted, running through a Hydra SCART switcher and a RetroTink 4K into a Sony 4K projector), the original Asteroids and Ms. Pac-Man cabinets in his living room, and Jack's re:Play answer: PlayStation Home, DOOM 2016, and Espgaluda. For game developers, studio leadership, anyone tracking AI in production, and anyone who wants the long view of the industry from someone who has been three steps ahead of it for 30 years — this one is essential listening. About re:Play: Long-form conversations with the people who built this industry — peer to peer, not press to talent. Hosted by Greg Off. Find Jack: linkedin.com/in/jackbuser Find Google Cloud for Games: cloud.google.com/solutions/games Find re:Play: replaypodcast.com · Substack: gregoff1.substack.com

    Jack Buser — From Dolby to the Living Game

Ratings & Reviews

5
out of 5
4 Ratings

About

re:Play is a conversation‑driven podcast about the ins, outs, and upside downs of the games industry — game development, publishing, marketing, and everything in between. Hosted by industry veteran Greg Off, it’s where gaming’s behind‑the‑scenes stories finally step into the spotlight.

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