Player Driven

Greg

Welcome to Player Driven, the hub where gaming insights and community collide.We believe that behind every great game is a thriving community and an unforgettable player experience. Whether it’s building inclusive environments, exploring the latest tech, or diving into the art of storytelling, our mission is simple: to empower the creators, communities, and players that make the gaming world extraordinary.What We’re About:🎮 Insightful Conversations – Through our podcast and community clubhouse, we bring industry leaders, creators, and innovators together to explore the cutting-edge of gaming.🌍 Player-Centric Focus – From accessibility to trust and safety, we champion the initiatives that keep players at the heart of the industry.📈 Data Meets Creativity – With a knack for combining KPIs with compelling narratives, we highlight strategies that don’t just work but resonate.🤝 Community Building – We celebrate what makes the gaming community special: its people. From indie developers to AAA veterans, every voice matters here.Join us as we explore what drives games, empowers communities, and defines success in the ever-evolving gaming landscape.Your Game. Your Story. Your Community.

  1. 1d ago

    Earnings Everywhere: GTA's Netflix Stunt, Nintendo's Flat 130 Million, and Roblox's Safety Bill

    Three of the biggest names in games reported inside a single week and the headline numbers pointed three different directions. Nintendo's profit nearly doubled. Roblox missed on revenue while its player count rose. Take-Two was hours from reporting a loss. Underneath all of it sat the same question, and it's the one worth asking about your own game: is the pool of players getting bigger, or are you just getting better at extracting from the pool you already have? Greg Posner and Colan Neese are joined by Simeon McMillan, founder of the media and tech stocks newsletter Accrued Interest, who came up through TV, radio and cable ad sales before he started writing about the companies. Plus the debut of Bull or Bear, where we assign the side and make you argue it whether you believe it or not. In this episode 00:00 Cold open and intros 03:05 Rockstar announces a trailer, and premieres it on Netflix 09:27 Greg thinks it's a stunt. Colan doesn't. 12:26 The black hole: why games launching before GTA are already losing share 14:51 Bull or Bear, round one: can GTA 6 hit investor expectations? 18:35 13% attention share against a 2% field 22:16 How to actually read an earnings call, and why EPS is the wrong line 27:51 Nintendo: profit doubled, forecast unchanged, and the tariff asterisk 29:05 The number nobody leads with: 130 million players, flat for three years 37:02 Ocarina of Time, the Zelda film, and Nintendo's two-ponds problem 43:22 How Switch became the value machine by standing still 49:13 Bull or Bear, round two: has Switch 2 already proven itself? 52:35 House notes 53:42 Roblox: what trust and safety actually costs a platform 55:11 Trapped in kid land, and the ad ceiling Roblox can't move 01:00:50 Where to find everyone Numbers worth keeping GTA 6 at roughly 13% demand share against a field where most fall titles sit near 2%. Nintendo's total player relationships flat near 130 million for about three years. Roblox averaging around a minute and a half per experience. Demand-share figures are Colan's own MindGame data at Screen Engine/ASI. Guests Simeon McMillan writes Accrued Interest at accruedint.com, also on Substack. Colan Neese is SVP of Gaming at Screen Engine/ASI and writes Patch Notes on LinkedIn and Substack. Correction: Greg refers to Roblox reporting "yesterday." Roblox reported its Q2 2026 results on July 30, a week before this conversation. Player Driven Live runs every Thursday. Get the week's argument in The Operator's Briefing at playerdriven.io/level-up, or argue it out with us in Discord.

  2. Aug 4

    How AI erased the barrier to cheating (and why trust is the real fix)

    Most anti-cheat scans your game. Anybrain watches how you move. Andre Pimenta, CEO and cofounder of Anybrain, joins Player Driven to explain why your mouse and keyboard are a fingerprint, how AI just made cheating easy for everyone, why consoles are no longer safe, and why the real product isn't detection, it's rebuilding player trust. Episode summary (longer, for YouTube / site) Cheating touches every player, and almost nobody covers it well. In this episode Greg sits down with Andre Pimenta, CEO and cofounder of Anybrain, a company that takes a completely different approach to anti-cheat. Instead of scanning your game's memory, Anybrain reads your inputs, your mouse, keyboard, and controller, because the way you play is effectively a signature that a human can't fake. Andre traces the unlikely path from his PhD on detecting mental fatigue, through workplace wellness and esports performance coaching, to catching aimbots, bots, smurfing, and boosting. Then the conversation gets to the part every operator needs to hear: AI has collapsed the barrier to cheating. You used to hunt a forum or GitHub for a script. Now an LLM writes it and computer vision lines up the shot, and new input-injection devices bring the same techniques to consoles that everyone assumed were safe. But the through-line is trust. Most players genuinely can't tell if they were beaten by a cheater or by someone better, and that doubt is what erodes a game. Andre makes the case for transparency (publishing ban numbers, like Crytek did on Hunt: Showdown), explains how humans stay in the loop on every ban, and shares one of the most surprising uses of the tech: flagging a likely adult on a kids' server from behavior alone, without ever revealing an identity or an exact age. What you'll learn Why behavioral anti-cheat reads your inputs, not your game's memory, and why humans aren't randomHow AI (LLMs plus computer vision) lowered the skill floor for cheating, and why volume is risingWhy "you can't cheat on console" is no longer trueWhy the real damage from cheating is the doubt, not the lossHow transparency and published ban numbers rebuild community trustHow Anybrain estimates a player's age band from behavior to help keep kids' servers safe, without revealing identityWhy cheaters are still bad players (you can automate aim, not game sense)Chapters / timestamps 1:30 The most impossible cheat patterns you'll ever see4:19 From a burnout-detection PhD to anti-cheat9:39 How a cheater looks in the data14:18 Beyond aimbots: bots, parallel economies, smurfing, boosting18:48 The cat-and-mouse game, and why you can't fake a signature20:08 AI erased the barrier to cheating21:18 Consoles aren't safe anymore23:55 Fireball round26:42 Why you can't tell a cheater from a good player31:32 Crytek, Hunt: Showdown, and the case for transparency34:51 Where the humans fit in (appeals and evidence)37:36 Age verification with no ID41:56 Where to find Anybrain, and one thing operators should understand(Times are on the raw-recording timeline. They'll shift by a few seconds once your edit cuts land, re-stamp against the final export.) Notable quotes "As humans, we are not random. We have our own way of playing, and the random is possible to detect, because the way we play games is not random. We have our own signature.""In the past, you needed to look for a forum or a GitHub to get your script. Nowadays, you can use an LLM that will help you create a program.""Most people have no idea if they were killed by someone good or a cheater. At the end, it's about trust that we need to build."About the guest Andre Pimenta is the CEO and cofounder of Anybrain, which he cofounded almost eleven years ago out of his PhD on using AI to analyze human-computer interaction. Anybrain's behavioral platform monitors millions of players and works with studios including Crytek (Hunt: Showdown) and Embark. Andre is based in Portugal. Links Anybrain: https://www.anybrain.gg/Andre Pimenta on LinkedIn: https://www.linkedin.com/in/andrepimentaribeiro/Full episode: [full episode link]Get The Operator's Briefing (weekly, Tuesdays): https://playerdriven.io/level-upJoin the Player Driven Discord: https://discord.gg/GC5PkbKFHCall to action If you design, run, or rebuild live games, this is the conversation to send your trust and safety and community team. Subscribe, drop your take in the comments, and join the operators talking it through in our Discord.

  3. Jul 28

    Games Can Be Positive in Ways You Can't See | Games for Change 2026

    Mats Steen spent most of his short life indoors in Oslo. To his parents he looked like a young man with no one. When he died, hundreds of people reached out to say they had known him for years, inside World of Warcraft, as a character named Ibelin. His parents had no idea. That story sits at the center of this episode, and so does the question underneath it: how much of what games actually do is invisible to the people measuring them? Recorded on a rooftop in New York at Games for Change 2026, this episode brings together three people running the organization. Susanna Pollack on twenty-plus years of arguing that games carry purpose beyond entertainment. Then Dr. Rachel Kowert and Arana Shapiro on brand-new research that says the panic about kids and gaming is not coming from the evidence. Guests Susanna Pollack, President, Games for ChangeDr. Rachel Kowert, Research Director, Games for ChangeArana Shapiro, Chief Program/Operating Officer, Games for ChangeInterviews by Lewis Ward. Chapters 00:00:00  Cold open: the story of Mats Steen 00:00:42  Games for Change 2026 00:04:38  Susanna Pollack, and this year's awards 00:06:30  What Games for Change actually is 00:09:05  Rebuilding the festival: workshops and the Playtest Lab 00:12:23  The argument the industry keeps failing to make 00:14:37  Games are one of the few places failing is fine 00:15:41  The education spine, and kids in 92 countries 00:18:25  Raising Good Gamers: the 2019 origin 00:22:11  Going global, and working with the UN 00:27:54  What's coming next 00:28:57  Dr. Rachel Kowert and Arana Shapiro 00:30:00  The white paper, and 200,000 articles 00:31:43  Why bad news about games travels further 00:32:52  Stop counting hours, start asking why 00:33:55  Most media is passive. Games are not. 00:35:17  SPACE: the five moves 00:36:25  60% of kids want their parents to play 00:36:57  What Raising Good Gamers ships 00:41:53  Self-determination theory and the Proteus effect 00:43:41  Academy, Intel, and the Discord What you'll take away There is more positive coverage of games than negative. The negative just gets shared further, which leaves parents inside what Dr. Kowert calls a biased information ecosystem.A game does not need to be designed for impact to have it. Joy, stress relief, connection, and a space where age, gender and location stop deciding anything.Games are one of very few activities where failing is acceptable and repeatable. That is how mastering a system quietly builds resilience.The parental concerns have not changed in fifty years. What changes is the question: not how many hours, but what purpose the play is serving.SPACE, the framework: Start with curiosity. Play together. Adjust for context. Cultivate digital citizenship. Establish boundaries together.60% of kids want their parents to play with them. What stops most parents is assuming they'll be bad at it.Mentioned in this episode Raising Good Gamers, and the white paper by Dr. Rachel Kowert. Free, along with a conversation guide and a family gaming code of conduct template. Workshops rolling out through the PTA, Boys and Girls Club, and libraries.The Remarkable Life of Ibelin, the Netflix documentary about Mats Steen. A feature film is in development.The Games for Change Student Challenge, 10+ years, participants from 92 countries.2026 award winners: South of Midnight (Compulsion Games), the Vanguard Award to Jenn Panattoni, and the Giving Award to SpecialEffect for their adaptive controller work.The Proteus effect, first described by Nick Yee, who joined us back in February.Katie Salen, professor of informatics at UC Irvine, co-creator of Raising Good Gamers.Disclosure: the FTI Consulting media analysis underpinning the white paper was commissioned by Tencent. Where to go next Academy — free, built in short packs you can finish on a commute. academy.playerdriven.ioIntel — our prediction game. Call what the industry does next and see if you were right. intel.playerdriven.ioDiscord — where this conversation actually continues.The Operator's Briefing — Tuesdays, if you'd rather it come to you.

  4. Jul 14

    Microsoft's Xbox reckoning: layoffs, the Minecraft raid, and the case for ad-funded discovery

    Xbox just laid off thousands, spun off four studios, and cancelled games it had defended a day earlier. Greg Posner and games-industry analyst Colan Neese take apart Microsoft's restructuring memo and land on an uncomfortable read: this wasn't a bad week, it was the bill coming due for a decade of running gaming as a lifestyle business. They dig into the losses (64 cents gone on every dollar spent), the decision to starve Minecraft to prop up everything else, the Game Pass numbers that never made the memo, and the blame pie: how much lands on Phil Spencer, and how much on CEO Satya Nadella. Then they split hard on the future. Colan makes the case that the fix is an ad-funded, one-to-one discovery engine. Greg goes down swinging for a different read of why players won't leave the games they already know. Two live games along the way: ranking Microsoft's biggest IP by revenue (and where the AI got it wrong), and an invest-or-sell round on Xbox's dormant franchises. In this episode (0:00) Cold open, and the week that broke Xbox (9:00) The layoffs and studio spin-offs: Avowed cancelled, a new Fallout greenlit (11:54) The memo: losing 64 cents on every dollar, and starving Minecraft (18:15) Phil Spencer, the "wayward son with a credit card" (19:07) Restructuring, and the Game Pass numbers that never got named (23:49) Colan's "script for Asha Sharma," and why Xbox is a distant fifth platform (29:24) The pitch: ad rev-share, the way YouTube pays creators (32:00) Game: rank Microsoft's biggest IP by revenue (37:35) Game: invest or sell Xbox's dormant franchises (44:49) The blame pie: how much is on Satya Nadella (49:56) The debate: is discovery broken, or are players just comfortable? (1:09:00) Games for Change NYC, and what's next Quotables Colan Neese: "You lost 64 cents on a dollar, and you took from the profitable engine that was Minecraft." Colan Neese: "Ads are just content. It's just a different kind of content." Links and mentions Player Driven: https://playerdriven.io The Operator's Briefing, our weekly newsletter: https://playerdriven.io/level-up Join the community on Discord: https://discord.gg/GC5PkbKFH Games for Change, NYC, July 21 About Player Driven Live breaks down the business behind the games every week, for the people who build, run, and rebuild them. Hosted by Greg Posner with analyst Colan Neese. If this is your kind of conversation, subscribe, and come argue with us in the Discord.

  5. Jul 7

    Are private servers piracy? Inside the ESA fight with Nodecraft's Jonathan Yarbor

    Episode description (full): A trade group that speaks for nearly every major game publisher told California lawmakers that running a private or community server is piracy. The catch: you can download a Minecraft server from Minecraft's own website, for free. So what did the ESA actually mean? We brought back Jonathan Yarbor, co-founder of game-server host Nodecraft, to cut through the outrage with the actual law and economics. We break down the difference between a bootleg server that steals an MMO's revenue and the licensed community and private servers most players actually use, why AAA studios walked away from private servers in the first place (hint: 10 to 25 cents per player, per month), and the four-word fix Jonathan thinks changes everything: license, don't litigate. We also get into City of Heroes coming back from the dead, why Minecraft's real magic was never the game itself, and the legal-plus-technical-plus-revenue "trifecta" that's finally making publishers say yes. Context: the ESA's comments came while opposing California's AB 1921, the Protect Our Games Act, which failed committee on June 29 but was granted reconsideration, and the Stop Killing Games campaign says it's taking the fight national. Short description (for feeds/Shorts): The ESA called private servers piracy. Nodecraft's Jonathan explains what it actually meant, why studios killed private servers, and why "license, don't litigate" beats suing your own fans. Chapters 00:00 Cold open: "Running a private server is piracy?"00:35 Meet Jonathan and Nodecraft, and why this got muddied02:30 Bootleg vs community vs private: the terminology the ESA fumbled04:10 Your town's Minecraft server is fine (and legal)07:20 Why AAA studios really killed private servers: follow the money10:00 The 10-25¢ per player problem and the live-service runway11:40 License, don't litigate: what the mod lawsuits actually show13:30 Rockstar, FiveM, and licensing IP like it's Roblox19:00 Games don't have to die: City of Heroes, Project 1999, Black Mesa22:30 The trifecta: legal + technical + revenue, and Nodecraft Studio28:00 Trust & safety, tooling, and why publishers are leaning back in34:00 Minecraft was never built as a model game: forever fans37:00 Where to find Jonathan and NodecraftMentioned in this episode Nodecraft — game-server hosting: nodecraft.comAB 1921, the Protect Our Games Act — California's Stop Killing Games-backed bill (Assemblymember Chris Ward)The ESA (Entertainment Software Association) and its private-servers clarification

  6. Jun 30

    The Biggest Gaming Platform You've Never Heard Of (100M Players a Month)

    Web games went from the thing you played to kill time in study hall to a platform pulling 100 million monthly active users. So why are so many developers still thinking about it like it's 2008? In this episode, Greg sits down with Stein, COO of Poki, the world's largest web gaming platform, to dig into the 2026 State of Web Gaming Report. Poki went from 10 million to 100 million players in six years, runs about a billion gameplays a month, and is the market leader in over 100 countries — and yet it's arguably the biggest gaming platform nobody's talking about. The conversation gets into the gap the report exposes: developers still tend to see web as a nostalgia or legacy channel, while players are rating these games high quality, coming back daily, and treating web as a genuine discovery engine. Stein and Greg unpack what actually makes a web game sticky, why zero-install friction changes everything about how games get made, and how "competing for attention" now means competing with Netflix, TikTok, and YouTube rather than other games. It's a good one for anyone in player support, community, live ops, or game dev who wants a clearer picture of where casual and accessible gaming is actually heading. What we get into: Why web games aren't "casual" anymore, and the data that pushes back on the not-sticky myth (37% of players returning daily, 86% weekly)The perception gap between what developers think web is and what players actually experienceHow players hop through four to five games a session, and why curation beats open uploadWeb as the top of the funnel: discovery, IP and franchise fandom, and players who own consoles and spend real moneyThe attention economy reality, with players multitasking across music, social, and shows while they playWhy rising console and hardware prices are quietly making web the most accessible platform there isThe "it's easy to publish but I'm not sure it's worth it" hesitation, and Stein's pitch to the cautious 36%HTML5, fast update cycles, and how a trending meme can be live in a game an hour laterWhy content updates, not gimmicks, are what keep players coming backCuration as player safety, and why an AI-slop free-for-all isn't the answerAbout Poki: Poki is a browser-based gaming platform built on the idea that the easier you make play to access, the more people get to enjoy it. No downloads, no installs, no account required — just click and play. They work with a global community of developers to curate and release new games daily. Find the report: Head to poki.com/blog to read the 2026 State of Web Gaming Report.

  7. Jun 23

    Inside Call of Duty's Matchmaking, From the Engineer Who Built It with Charlie Olson

    The system that decides whether you have a good night in multiplayer almost never gets explained by the people who actually build it. Today it does. Call of Duty just walked back the biggest matchmaking change in its history. Activision recently published internal white papers explaining parts of how their system actually works, which is rare for an industry that usually treats this stuff as proprietary. Lewis Ward and Greg Posner sit down with Charlie Olson, the engineer who helped architect Call of Duty's matchmaking rating system back in 2015, to walk through what the white papers actually said, what they left out, and what's broken about how the industry thinks about multiplayer matchmaking. "Matchmaking is part of the UX. It's not a technical problem. This is a design problem." — Charlie Olson 👤 About Charlie Charlie Olson is the co-founder and CEO of Invokation Games, a matchmaking- as-a-service company powering ranked play and skill rating systems across multiple multiplayer titles. He helped architect the matchmaking rating system used in Call of Duty starting in 2015 with Call of Duty: Online for Tencent, and the version he helped build is still running, essentially unchanged, in every mainline release since. He spent roughly ten years at Raven Software before leaving Activision in 2020 to launch Invokation. 📋 What You'll Learn - What MMR and SBMM actually are, and the difference most people miss - Where matchmaking fits inside the larger fabric of a multiplayer game - What changed at Modern Warfare 2019, and why players felt it - Why removing skill-based matchmaking makes games sweatier, not casual - The math behind blowouts, retention, and the cascade effect on a player base - Percentile-based versus MMR-based matchmaking, and the one thing Charlie   would change about Call of Duty - Why Elo breaks down when used for matchmaking at scale - What ranked play participation actually looks like across COD titles, and   what that tells you about your audience - What Invokation Games is building, and what studios get wrong about   matchmaking as a buy-vs-build decision ⏱️ Chapters 00:00 Intro: why matchmaking is the argument of 2026 01:15 Charlie's background, from medical imaging to Call of Duty 04:00 What MMR and SBMM actually are 05:00 The three-loop framework: where matchmaking fits inside a game 10:00 Modern Warfare 2019 and the move to centralized matchmaking 11:00 Inside the 2024 Activision white papers 15:00 How team balancing actually works and where it breaks 21:00 Why XP is not tied to skill, and why Charlie thinks it should be 23:00 Favorite games: Street Fighter 6, Bloodborne, and the old Sierra adventures 24:00 Blowouts, player fun, and the deprioritization-of-skill test 31:00 The cascade effect: why removing SBMM kills the player base 36:00 Marvel Rivals and engagement-optimized matchmaking 40:00 Percentile matchmaking vs. MMR-based matchmaking 45:00 The one thing Charlie would change about Call of Duty 48:00 Why Elo breaks down when used for skill-based matchmaking 53:00 Ranked play, visible MMR, and the World War II Elo system 57:00 Who actually plays ranked, and what the participation rate reveals 63:00 The compression at the top: why Iridescent isn't what it looks like 68:00 What Invokation Games is building 🔗 Links and References - Invokation Games: https://invokation.games - Activision's 2024 matchmaking white papers (Modern Warfare 3 study) - Activision's 2024 ranked play white paper - Microsoft TrueSkill (referenced) - Engagement-optimized matchmaking research (Marvel Rivals discussion) 🎯 About Player Driven Player Driven is the learning community for people who keep games running. Stories, strategy, and craft from the operational layer of the gaming industry: player support, community, live ops, trust & safety, design, and the practitioners doing the work. 💬 Connect With Us Discord:    https://discord.gg/Zxn22NG93 LinkedIn:   https://linkedin.com/company/player-driven Website:    https://playerdriven.io If this episode landed, share it with one person on your team who deals with the downstream of multiplayer matchmaking. That's how we grow. #CallOfDuty #SBMM #Matchmaking #GameDev #LiveOps #Multiplayer #FPS

  8. Jun 16

    Betting the Studio: Zach Letter on Surviving the Cut and Building Roblox's #1 Licensed Game

    Zach Letter spent over a decade as a full-time YouTube creator with billions of views before he saw Roblox and recognized the exact platform mechanics he had already mastered: a title, a thumbnail, and an algorithm to beat. He founded Wonder Works Studio in 2019, rode early success into a scale-up from six people to ninety, burned roughly $600K a month drifting into work-for-hire, then cut the studio to twelve. Months later, he bet what was left of the company on a six-week pitch to Paramount. The result, SpongeBob Tower Defense, became the number one tower defense game on the platform within a month and went on to be a top 15 game by earnings and the highest-earning licensed game in Roblox history. This conversation is about what live ops actually demands once the game ships, why the release date is only chapter one, and the operating discipline that lets a fifteen-person team run four projects and ship every Friday. What this episode covers The 90-to-12 reset and what it cost. Zach is unusually candid about over-hiring on venture money, losing the studio's culture somewhere around thirty people, and the layoff he calls the most traumatic thing he has ever done. His honest takeaway is not that the cut was wrong but that the hiring was, and there was no painless way to unwind it. Why he hires for attitude over experience. On Roblox, he argues, traditional industry experience does not translate one-to-one, and the people who survived the cut were the ones willing to roll up their sleeves and operate like a startup inside a company that already had a hit. The Paramount bet, told straight. The studio was still hurting for cash when Zach pitched a licensed tower defense game in a thirty-minute window at RDC, signed a minimum guarantee he was not sure he could pay, and gave his team six weeks to build something good enough to save the company. Audience mismatch as a user-acquisition strategy. The sharpest strategic idea in the episode: SpongeBob is a 25-year-old IP with near-universal recognition, and pairing it with the older, anime-adjacent tower defense audience let Wonder Works Studio pull an 18-plus demo (40% of players) with real spending power. The lesson extends well past Roblox, into older IPs like Star Trek and the broadly untapped older-gamer market. Live ops as fantasy, not roadmap. Zach plans a roadmap and then describes throwing it out when players latch onto something unexpected. He runs a Monday-to-Friday update cadence he compares to the South Park production model: build live, stay relevant, capitalize on platform-wide trends as they happen. Listening to the community at scale. How Wonder Works Studio moved from reading Discord by hand to software that surfaces what 200,000 members are saying, and why Zach still lurks in the server daily despite the tooling. His framing: a game studio as public servant, players first. The case for Roblox developers. His argument to skeptical AAA studios is that Roblox devs are quietly the best-trained in the industry: free-to-play by default, no install friction, weekly live ops, brutal competition from solo developers working around the clock. Everyone on the team is a Swiss army knife by necessity. Is the long-tail live-service game dying? Zach's view is genre fatigue more than game fatigue. For every GTA there are a thousand Crimson Deserts, and players burn out on the loop across experiences before they even realize it. The implication for anyone building or operating live games is worth sitting with. The hardest lesson. The failure he learned most from was Overlook Bay 2: a more polished, more expensive sequel that lost everything the community cared about and made almost nothing. More polish does not mean a better game. Get to market, learn what the audience wants, and lean into it. Notable moments The early-success trap: a game he thought would take two months took seven, and the real work only started at launchRoblox as YouTube's twin, and the humbling that followed the first hit ("nothing in gaming is guaranteed")The skeptic-turned-superfan creator who set out to dunk on SpongeBob TD and became the game's biggest influencerWhy a roadmap often ends up "written on a napkin and thrown away"Turning down investor money earmarked for headcount: two projects with the right people over ten with the wrong onesA first look at Wonder Works Studio' first original in two years, Duck Duck, approved as a Roblox Standout About the guest Zach Letter is co-founder and CEO of Wonder Works Studio, the Roblox studio behind SpongeBob Tower Defense, now the #1 earning licensed game in Roblox history. He is a former full-time YouTube creator of more than a decade. Find him on LinkedIn, where he offers time to IP owners, people entering the space, and students looking for advice. Links Wonder Works Studio: https://wonderworks.gg/Zach Letter on LinkedIn: https://www.linkedin.com/in/zachary-letter-0769b893/Join the Player Driven community on Discord: https://discord.gg/c6vBJbaQ6playerdriven.io

5
out of 5
30 Ratings

About

Welcome to Player Driven, the hub where gaming insights and community collide.We believe that behind every great game is a thriving community and an unforgettable player experience. Whether it’s building inclusive environments, exploring the latest tech, or diving into the art of storytelling, our mission is simple: to empower the creators, communities, and players that make the gaming world extraordinary.What We’re About:🎮 Insightful Conversations – Through our podcast and community clubhouse, we bring industry leaders, creators, and innovators together to explore the cutting-edge of gaming.🌍 Player-Centric Focus – From accessibility to trust and safety, we champion the initiatives that keep players at the heart of the industry.📈 Data Meets Creativity – With a knack for combining KPIs with compelling narratives, we highlight strategies that don’t just work but resonate.🤝 Community Building – We celebrate what makes the gaming community special: its people. From indie developers to AAA veterans, every voice matters here.Join us as we explore what drives games, empowers communities, and defines success in the ever-evolving gaming landscape.Your Game. Your Story. Your Community.