GameMakers

Joseph Kim

The GameMakers podcast publishes current, entertaining, and in-depth discussions on F2P game development. Topics that we cover include the business of games, F2P monetization, liveops, game design, game development processes, team structure, and more.

  1. 5일 전

    Your Analytics Stack Is Killing Your Studio (The New Meta: PostHog FTW)

    Most game studios waste weeks of runway on the wrong analytics decision—here's how to avoid that mistake. Traditional analytics SDK vendors like Amplitude, Mixpanel, and Braze promise plug-and-play simplicity but deliver silent failures, contract negotiations, and escalating costs that can destroy startup velocity. In this episode, we discuss why the old analytics playbook is obsolete in 2025—and reveals the new meta that's eating market share. You'll discover: Why SDK analytics vendors fail silently (and cost you weeks of bad data)The contract negotiation trap that delays launches by 6+ weeks5 analytics infrastructure options compared (real costs, hidden tradeoffs)Why PostHog is the new standard for studios under 500K MAUHow the right stack can improve dev velocity by 30%+ and cut costs 40-50% This matters if: You're choosing analytics infrastructure for a new gameYour current solution is slowing down iteration speedYou're tired of waiting hours for batched event dataYou want warehouse-native architecture without enterprise costs Bottom line: Your analytics decision could mean the difference between product-market fit and running out of runway. For small to mid-sized game studios, PostHog combines enterprise-grade power with pay-as-you-go pricing—no contracts, no traffic forecasting, no silent failures. Read the full breakdown with technical details, pricing tables, and implementation guides: https://www.gamemakers.com/p/the-new-meta-for-game-analytics-save Timestamps (Episode Chapters): (00:00:00) The Studio-Killing Problem You're Ignoring(00:01:26) The "Silent Failure" Trap (How SDKs Hide Bugs)(00:02:41) How 15-Minute Data Delays Destroy QA Velocity(00:06:02) The Obsolete 3-Tier Analytics Model (and Why It's Broken)(00:10:38) The 6-Week Contract Negotiation Trap(00:14:16) The "Nostradamus" Forecasting Problem: Why You Always Overpay(00:16:19) Option 1: Traditional SDKs (Amplitude, Mixpanel)(00:25:32) Option 2: Firebase + BigQuery(00:28:34) Option 3: Unity Analytics(00:30:21) Option 4: The New Meta (PostHog)(00:36:14) Option 5: The Enterprise Trap (Snowflake)(00:39:01) Integrated (Braze) vs. Best-of-Breed (PostHog + CRM)(00:42:56) The Final Verdict: What to Choose By Studio Size

    46분
  2. 10월 24일

    Why Game Studio Failures Are Structure Problems, Not Talent Problems | Chris Casanova (Microsoft, Mojang, Relic, Hypixel)

    Most game studios think they have a talent problem. They don't. They have a structure problem. Chris Casanova spent 15+ years as a producer across Microsoft Xbox, Mojang (Minecraft), Relic Entertainment, Offworld Industries, and Hypixel Studios. He's watched talented teams fail repeatedly—not from lack of skill, but from organizational friction. Traditional studios organize around craft silos: design departments, engineering departments, art departments. Every feature requires handoffs. Every handoff loses fidelity. The result? Friction, misalignment, wasted iteration, and missed deadlines. Chris reveals the alternative: cross-functional outcome teams of 5-9 people who own their results from concept to ship. ━━━━━━━━━━━━━━━━━━━━ TIMESTAMPS ━━━━━━━━━━━━━━━━━━━━ 00:00 - Chris's background: Xbox, Mojang, Relic 02:59 - Why he wrote "Structure Teams to Win" 06:54 - The problem with craft-based teams 08:17 - Outcome teams: The procedural worlds example 18:32 - Why 5-9 people is optimal team size 24:10 - Three organizational layers explained 31:48 - When leaders resist change 42:20 - The political reality of reorganization 47:15 - Case study: 70-person AA co-op shooter 58:07 - Advice for small teams (10 people) 01:01:06 - How to connect with Chris ━━━━━━━━━━━━━━━━━━━━ KEY INSIGHTS ━━━━━━━━━━━━━━━━━━━━ THE PROBLEMS: - Design creates specs without context → over-engineered solutions - Art produces assets without validation → endless iteration - QA receives unclear requirements → irrelevant bug reports - Every handoff loses the original intent THE SOLUTION: Cross-functional teams of 5-9 people with: → Mixed disciplines (designers, engineers, artists, QA embedded) → Clear mission and measurable KPIs → Everything needed to own their outcome → Minimal handoffs, maximum collaboration REAL EXAMPLE: Procedural worlds team mission: "Every world seed feels fresh, readable, performant" KPI: Biome novelty per minute Team: Generation engineers, world designers, environment artists, technical artists, QA ━━━━━━━━━━━━━━━━━━━━ 70-PERSON STUDIO STRUCTURE ━━━━━━━━━━━━━━━━━━━━ Chris provides detailed org structure for AA co-op shooter: - Combat & Gameplay (15 people, 2 teams) - Progression & Economy (10 people, 2 teams) - Social & Co-Op (12 people, 2 teams) - Content & Live Ops (15 people, 2 teams) - World & Narrative (10 people, 1 team) - Technical Foundation (8 people, 1 team) Each team has 5-9 people with mixed disciplines focused on specific outcomes. ━━━━━━━━━━━━━━━━━━━━ THE HARD TRUTHS ━━━━━━━━━━━━━━━━━━━━ Some leaders won't make the transition from managing 30 people to being on a team of 8. They'll resist or self-select out. And that's okay—holding onto territorial structures to preserve egos is how studios fail. "If you have a C-suite that's divided, you're not going to be able to make this change. You need unified leadership." ━━━━━━━━━━━━━━━━━━━━ RESOURCES MENTIONED ━━━━━━━━━━━━━━━━━━━━ - "Team of Teams" by Gen. Stanley McChrystal - "Extreme Ownership" by Jocko Willink - "Structure Teams to Win" (Chris's Medium article) ━━━━━━━━━━━━━━━━━━━━ CONNECT WITH CHRIS ━━━━━━━━━━━━━━━━━━━━ Chris is seeking his next production leadership role. LinkedIn: https://www.linkedin.com/in/chris-casanova/ Email: ChrisCasanova@outlook.com Article: https://medium.com/@chris.casanova/structure-teams-to-win-15d98e65c5d7 ━━━━━━━━━━━━━━━━━━━━ READ THE FULL BREAKDOWN ━━━━━━━━━━━━━━━━━━━━ Detailed newsletter post with implementation templates and additional examples: https://www.gamemakers.com/p/why-your-game-studios-organizational ━━━━━━━━━━━━━━━━━━━━ Gamemakers podcast: Gaming business insights for developers, executives, and investors. Hosted by Joseph Kim. New episodes weekly. #gamedev #productmanagement #teamstructure #leadership

    55분
  3. The Battlefield 6 Redemption, What UCLA Football Teaches About Leadership, & Structuring Teams to Win | MAG #7

    10월 20일

    The Battlefield 6 Redemption, What UCLA Football Teaches About Leadership, & Structuring Teams to Win | MAG #7

    Western AAA development is not dead. Battlefield 6's 7 million unit launch proves it. This episode deconstructs how EA and Vince Zampella reversed the "disaster" of Battlefield 2042 by focusing on leadership, community feedback , and a smarter studio structure. Then, we explore why leadership is the ultimate "alpha". Joseph Kim breaks down the stunning turnaround of the UCLA football team—who went from a 0-4 disaster to a 3-0 winning streak (including beating #7 Penn State ) with the exact same players. The only thing that changed? Leadership and strategy. Learn how to apply these lessons on accountability , clear roles , and scheme-to-personnel fit to your game studio. Finally, we feature an excerpt from an interview with veteran producer Chris Casanova on why your studio is likely structured for failure. He explains the critical shift from "craft-based" (siloed) teams to cross-disciplinary "outcome-based" teams and how to implement it. Timestamps: [00:00:20] Today's Topics: Battlefield 6, UCLA Leadership, & Team Structures [00:01:51] Corrections: Revisiting the EA/PIF Deal & The "Copy, Improve, Innovate" Framework [00:04:33] Top 3 News: Battlefield 6 (7M copies) , Switch 2 Production , Arc Raiders CCU [00:06:42] MACRO: The Battlefield 6 Redemption Story [00:07:41] By the Numbers: BF6 (7M units) vs 2042 (4.2M) [00:09:19] A Quick History of the Battlefield Franchise [00:11:12] What Changed? The "Save the Franchise" Game [00:13:01] Fix #1: A Better Studio Coalition Structure [00:15:05] Fix #2: Going Back to Basics & Listening to the Community [00:16:14] Fix #3: Polish and Giving the Game Time [00:17:53] Fix #4: The Vince Zampella Factor [00:20:40] Deep Dive: Who is Vince Zampella? (Infinity Ward, Respawn) [00:28:22] ALPHA: Leadership is Your Biggest Competitive Advantage [00:31:18] Case Study: The UCLA Football Turnaround [00:32:15] The 0-4 Disaster (The Problem) [00:37:31] The Mid-Season Fix: Firing the Coach [00:39:10] The 3-0 Turnaround (The Result) [00:41:03] The Lessons: 1) Play to Strengths, 2) Accountability, 3) Clear Roles, 4) Belief [00:44:47] Applying the Lessons to Your Game Studio [00:48:55] GAME DEV: Interview with Chris Casanova [00:49:41] The Thesis: Shifting from "Craft-Based" to "Outcome-Based" Teams [00:52:43] A Practical Example: A "Procedural Worlds" Team [00:57:51] Key Takeaway: Why Outcome-Based Teams Win

    59분
  4. 10월 13일

    Inside the $55B EA-Saudi Deal: Why It's Not a Typical LBO (with Chris Petrovic & Matthew Kanterman)

    Saudi Arabia's Public Investment Fund just closed the largest gaming acquisition in history—$55 billion for Electronic Arts. But this isn't the typical private equity playbook. In this episode, host Joseph Kim sits down with two M&A experts who break down what's really happening:- Chris Petrovic - Board Chairman & CBO at FunPlus, former President of Publishing at Zynga where he orchestrated their transformative acquisition strategy- Matthew Kanterman, CFA - Gaming industry analyst specializing in M&A and financial analysis We uncover the hidden truths behind the deal:→ Why EA's "operational bloat" narrative is based on an accounting myth→ The real reason EA chose to sell now (hostile takeovers? portfolio pressure?)→ Why Silver Lake's involvement is primarily "for optics"→ What "patient capital" means for EA's studios and the broader gaming industry→ The mobile strategy question: Will EA and Scopely actually integrate?→ Growth opportunities in sports, Asia, and transmedia→ Who really controls gaming's attention economy now This isn't about short-term cost-cutting. It's about sovereign wealth rewriting the rules of gaming M&A—and what that means for developers, studios, and the industry's future. Key Takeaways:- At 17-18x forward EBITDA, EA sold at a discount to Activision's 20x—why?- With Take-Two now the only major independent US publisher, what happens to exit opportunities?- EA's conservative accounting makes them look less efficient than they actually are- This deal is measured in decades, not the typical 5-7 year PE timeline 📬 Subscribe to Gamemakers Newsletter:https://www.gamemakers.com/🔗 Connect with our guests:Matthew Kanterman: linkedin.com/in/matthew-kanterman-cfa-b6345133Chris Petrovic: linkedin.com/in/chrispetrovic 🎧 More episodes: https://open.spotify.com/show/4FdVLkx3msRFsqsEVA1vp0?si=b5192182dc6b4e52 #gaming #mergers #acquisitions #ea #saudiarabia #gamedev #podcast

    1시간
  5. 10월 9일

    The Ad Monetization Playbook: Fixing Leaky Revenue, Boosting CPMs, and Scaling Your Team with Kelly Kang

    Why is your ad revenue flat even when your game's traffic is growing? Margins are getting squeezed by hidden fees, and old strategies of yelling at partners no longer move the needle. In this episode, we sit down with veteran ad monetization consultant Kelly Kang to get her modern playbook for building a resilient and profitable ad strategy from the ground up. Kelly Kang has optimized ad strategies for some of the biggest names in mobile gaming, including Big Fish Games, Aristocrat, and Glu Mobile. She provides a masterclass on auditing your current setup, choosing the right tech stack, and understanding the metrics that truly matter for long-term growth. In this episode, you will learn: The #1 reason your revenue margins are shrinking (and it's not what you think). A 4-point framework to audit your ad stack, from mediation to placements. Why you should track Ad Engagement and Impression Depth over ARPDAU and CPM. The most common (and costly) mistakes studios make when launching and operating ads. Actionable "quick wins" that can immediately boost performance. How to structure and scale your ad monetization team based on revenue, not workload. Episode Chapters (Timestamps):(00:00:26) The Biggest Pain Point: Squeezed Margins & Hidden Fees(00:04:21) The Day-One Audit: A 4-Point Framework(00:07:37) Strategy: Header Bidding vs. Waterfall(00:14:25) The Metrics That Actually Matter (Beyond ARPDAU)(00:17:54) Ad Placement and Format Strategy(00:27:35) Launching a New Game: A Step-by-Step Plan(00:38:29) How to Structure and Scale Your Admon Team(00:49:03) Common Mistakes That Kill Revenue and LTV(00:55:49) Quick Wins to Boost Ad Revenue(01:04:08) The Future of Ad Monetization & AI Follow Us:For more expert insights, subscribe to the Gamemakers newsletter: https://www.gamemakers.com/ Connect with our Guest:To learn more about Kelly Kang and her work, visit Game Plan Advisor: https://www.gameplanadvisor.com

    1시간 9분
  6. 10월 2일

    Unlock 82% of the Global Gaming Market: The Ultimate Localization Guide

    Is your game only available in English? You could be ignoring over 80% of your potential players. In this deep dive, I sit down with Alexander Murauski, CEO of localization agency Alkonost, to unpack the entire game localization playbook from start to finish. We cover the critical strategies, ROI analysis, and common mistakes that can make or break your global launch. Learn why you should start localizing on Day 1, how professional agencies use AI like ChatGPT to cut costs by 30% without sacrificing quality, and what to look for when choosing the right partner. Connect with our guest, Alexander Murauski:LinkedIn: https://www.linkedin.com/in/amurauski/Email: am@alkonost.com Subscribe to GameMakers for more deep dives with industry leaders! Link: https://www.gamemakers.com/ 00:00:00 - The Mr. Beast Growth Hack00:01:02 - The Economic Impact: Unlocking 82% of the World's Players00:05:10 - How to Decide Which Languages to Localize00:06:10 - The #1 Rule: Your Marketing Plan Comes FIRST00:12:03 - Using Data vs. The "Base 10" Languages (FIGS & CJK)00:17:46 - The Golden Rule: Why You MUST Start Localization on Day 100:26:24 - The Most Common Localization Mistakes (Technical vs. Translation)00:30:45 - The Importance of a Glossary & Style Guide00:34:31 - Why Spreadsheets Fail & What Tools to Use Instead00:40:13 - What is a Localization Platform? (e.g., Crowdin)00:42:22 - How to Choose a Localization Agency00:59:24 - The Role of AI: Can't I Just Use ChatGPT?01:05:30 - How Agencies Use AI to Cut Costs by 30%01:12:19 - Case Study: A 15-Year Localization Partnership01:24:16 - The Founder's Story: From Side Hustle to 1,500 Translators01:35:14 - The Future of Localization01:39:32 - Where to Find Alex

    1시간 42분
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The GameMakers podcast publishes current, entertaining, and in-depth discussions on F2P game development. Topics that we cover include the business of games, F2P monetization, liveops, game design, game development processes, team structure, and more.

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