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Tim Morten led production on StarCraft II at Blizzard before founding Frost Giant Studios. In this conversation, he breaks down the economic forces reshaping game development: from the oversaturation crisis (20,000+ games per year) to the post-pandemic VC correction that's forcing studios to do more with less.
Tim has lived both sides. He shipped one of gaming's most successful RTSs with Blizzard's unlimited resources, then bootstrapped an indie studio through the most challenging market conditions in decades. The contrast reveals what's really happening in the industry.
Here are some of our biggest takeaways:
By NeoWorkTim Morten led production on StarCraft II at Blizzard before founding Frost Giant Studios. In this conversation, he breaks down the economic forces reshaping game development: from the oversaturation crisis (20,000+ games per year) to the post-pandemic VC correction that's forcing studios to do more with less.
Tim has lived both sides. He shipped one of gaming's most successful RTSs with Blizzard's unlimited resources, then bootstrapped an indie studio through the most challenging market conditions in decades. The contrast reveals what's really happening in the industry.
Here are some of our biggest takeaways: