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Get the latest dose of game industry news shaken, not stirred.
In this episode, Dennis Fong, CEO and co-founder of GGWP, discusses his remarkable journey from being the world's first professional gamer to a successful serial entrepreneur. He shares insights from founding and selling four companies, emphasizing the importance of open conversations and the tough realities of making pivots and layoffs. Dennis also reflects on his motivations, and the challenges he's faced, and offers advice on culture building, securing funding, and overcoming doubts in the entrepreneurial world.
In this episode, Jen Donahoe, Laura Taranto, Phillip Black, and Mishka Katkoff dive into the unexpected closure of Game Informer.
The conversation then shifts to financial matters, with insights on the stock market and breakdowns of quarterly earnings reports. We examine the latest on the Microsoft & Activision deal, VC funding trends, and web-based game distribution.
The podcast continues with a discussion on Bungie's recent layoffs and Jam City's strategic moves, followed by a spotlight on Supercell's hiring spree in Helsinki and the console launch of Valorant along with other new game announcements. Wrapping up, we explore the explosive growth of Roblox and share their final thoughts and recommendations.
We assembled an Avengers-style team of Consumer Insights leaders from publishers and Vendors Blizzard, Riot, Zynga, and Beta Hat to dig into how Consumer Insights can help Devs and Marketers make and market successful games.
The team digs into how each company approaches CI, uncovers trends around older and younger gamers, and gives tips for teams looking for financing or greenlight.
The session is filled with tips and stories, helpful to anyone in the games industry.
Host & Guests: Jen Donahoe - Strategic Marketing Consultant
Matt Penfield - VP of Consumer Insights at Zynga
Mike Swiontkowski - Head of Global Research and Consumer Insights at Blizzard
Bennett Robbins - Global Head of Publishing and Ecosystem Insights at Riot
Stan Kwon - CEO at Beta Hat
02:03 Overview of Consumer Insights
06:16 Role of Consumer Insights in Companies
08:52 Qualitative vs Quantitative Research
21:12 Market Trends and Insights
30:58 Roblox, Minecraft, and Fortnite
31:25 False Signals and Market Opportunities
32:44 Understanding Player Preferences
35:51 Consumer Insights in Game Development
37:09 The Speed of Consumer Insights in GaaS
38:19 Multi-Platform Gaming
39:41 Multiplatform Player Experience
42:01 Devs and Marketers Collaboration
50:27 Tips for Early-Stage Developers and CI
01:00:46 Wrap-Up
Jen and Phil close the book on licensing…or do they…while Eric closes the book on the 500 World of Warcraft gear score. Laura looks at Scopley’s new global forgotten franchise, and the team examines mounting Twitch losses. Eric makes 10 x new faces in the episode.
After dropping mice nuts somewhere on the Blizzard campus, Eric returns to remind Matthew Ball of his crypto advocacy. Jen raises the banner for games as toy brand extensions and enrolls in Joost’s class. Phil is ready to be The Second Descendant and reports on Rainbow Seige’s new marketplace.
Pete Hawley (former executive at 100 Thieves, EA, Zynga, Lionhead, Sony, Telltale, and Mythical Games) and Alexander Seropian (founder of Bungie, Industrial Toys, Wideload, and Look North Games) unpack their experiences with the Unreal Editor for Fortnite (UEFN) platform, discussing marketing strategies, player engagement, technical limitations, and opportunities.
00:00 Introduction to Heroic Labs
01:01 Meet the Legends: Pete Hawley and Alex Seropian
01:43 Pete’s Journey and Insights
03:27 Exploring UEFN: Challenges and Opportunities
08:19 Alex's Perspective on UEFN
11:33 The Future of UEFN
23:11 ROI in UEFN Development
35:42 Challenges in Game Development
44:14 Monetization Strategies
49:53 Marketing and Launching
01:02:52 Lessons Learned
01:12:54 Final Thoughts
The one newsletter to rule them all - not really, but it is good:
The prodigal pair of Jen and Eric return from trotting around L.A. in the Jade Inferno mobile, while Laura laments the lack of Disco Ball. Phil stacks the chips on Zenless Zone Zero’s role in MiHoYo’s portfolio. Jen gives us the 411 on Disney IP’s 911 on mobile. Why do they all fail? And finally, we get real data on Valve salaries.
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This episode is perfect for those interested in game development while managing significant brand collaborations.
Join our host Mishka Katkoff as we delve into game development and IP licensing with Peter Hansen-Chambers, co-CEO of Hutch.
Peter shares his journey to become a co-CEO and explores the unique strategies behind Hutch's successful racing games like F1 Clash and Top Drives.
Discover the importance of strong relationships with car manufacturers, learn about the evolving strategies driving Hutch's success, and gain valuable insights into maintaining long-term partnerships with major brands.
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00:00 Introduction
00:45 Hutch's Game Development
03:03 Peter Hansen's Journey at Hutch
04:21 Challenges and Successes in Game Launches
07:26 Licensing and Partnerships with Car Manufacturers
13:13 Navigating Approval Processes and Brand Relationships
19:21 Pitching to Major License Holders
30:40 Evaluating Brand Partnerships
31:52 Understanding Developer Expectations
33:03 Navigating Manufacturer Relationships
35:35 Balancing Enthusiasm and Practicality
43:43 Importance of Face-to-Face Interactions
46:13 Maintaining Long-Term Relationships
48:29 Common Mistakes in Licensing
57:54 Future Plans and Projects
60:31 Final Thoughts
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