Deconstructor of Fun

Deconstructor of Fun

By Deconstructor of FunLeisureVideo Games
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Deconstructor of Fun episodes

  • TWiG #372: Death at an Xbox Funeral & Balling Out Ball’s State of Gaming

    Xbox is at a strategic inflection point. The question now is why, how, and what comes next. We break down the massive Xbox leadership shakeup, what it reveals about Microsoft’s real strategy, sharp critiques of the new CEO, and exactly what the brand must do to survive. Fresh off a hockey loss and curling cheating allegations, Adam returns to the podcast with a lot to answer for.


    We unpack PlayStation’s shutdown of Bluepoint Games and the broader consequences of its live service overreach. Sweden is apparently now going to run Asian MMOs, Tencent shuts down Teamy, Nexon promotes Sutherland, Gossip Harbor dethrones King, and no one can solve why this studio didn’t sell out.


    We tackle the Overwatch Rush debate, dive deep into Matthew Ball’s State of the Gaming, and close with one of the most unexpectedly uplifting self-care talks the game industry has heard plus a fiery argument over what the metaverse actually means.


    Be sure to listen closely for our upcoming GDC plans and live show announcements!


    CHAPTERS:00:00 Welcome and Agenda

    01:43 Adam Returns and Olympics Banter

    03:17 Puppy Update and AI Obsession

    04:57 GDC Plans and Live Show

    08:13 Corrections

    10:19 Xbox Leadership Shakeup

    12:45 Crest Rips the New CEO

    21:48 What Xbox Should Do Next

    27:44 Phil on Microsoft Motives

    31:48 Jen on Leadership Brand Competition

    38:38 PlayStation Shuts Bluepoint

    42:41 Live Service Overreach

    43:04 Tencent Shuts Teamy

    45:59 Nexon Promotes Sutherland

    50:03 Gossip Harbor Beats King

    52:04 Overwatch Rush Debate

    01:01:07 Matthew Ball Report

    01:14:35 Metaverse Definition Fight

    01:18:35 Wrap Up And Farewell

    1 hr 20 min
  • 323. 400,000 Wishlists in a Month: Dead as Disco's Steam(ing) Playbook

    Dead as Disco went from 50,000 Steam wishlists to over 400,000 in less than a month, with over a million unique demo players and a 98% Overwhelmingly Positive rating. They are currently at 750k+ Wishlists today. Host Jen Donahoe sits down with Eden Chen, founder of Pragma and the FirstLook player relationship platform, and Adam Gershowitz, COO of Brain Jar Games, to break down exactly how they did it.Adam walks through Brain Jar's journey from a 300-person closed playtest to pulling the NDA and watching TikTok explode their community overnight, racking up over 200 million views on the Dead as Disco hashtag. Eden explains how First Look helps studios build a "golden cohort" of core fans, use in-game surveys and sentiment analysis to track player feedback at scale, and create organic referral loops that drive 10-25% community growth.The conversation also covers Discord bots as a community engagement and advertising channel, why TikTok beat Twitch for a music-based game, and how Eden is building paid inventory for core gamers in 2026 through creators, Discord servers, and player utility sites.Packed with specific tactics and real data for anyone rethinking their publishing platform and capabilities.Firstlook.gg and Dead as Disco https://store.steampowered.com/app/3404260/Dead_as_Disco/Adam Gershowitz - https://www.linkedin.com/in/agershowitz/Eden Chen - https://www.linkedin.com/in/edechen/Jen Donahoe - https://www.linkedin.com/in/jenniferdonahoe/

    1 hr 13 min
  • UA Monthly #1: Meta’s New Playbook, Reddit Ads, & the State of UA

    Meta’s apparent comeback runs headfirst into shifting UA economics, rising creative costs, and new pressure from platforms like Reddit, forcing marketers to rethink what “working” actually means. We unpack whether Meta is truly back or just delivering short-term dopamine, why in-app ads could reshape ad-monetized LTV, and how CPMs, payback windows, and creative volume are redefining the hyper-casual and hybrid playbooks. Cihan and Josh join to break down the latest Appsflyer data, Reddit’s Max campaigns, China’s UA surge, and Liftoff’s IPO and to debate whether AI is leveling the field or quietly squeezing the middle out of mobile marketing.Chapters: 00:00 Welcome to Deconstructor of Funds + UA Monthly kickoff00:17 Meet the guests: Jihan (Scaling.Games) & Josh (Wildcard Games)01:06 Today’s agenda: Meta’s return, Appsflyer report, Reddit AI ads, Liftoff IPO01:29 Is “Meta back” real? The 2.5 Gamers breakdown & the dopamine-hit spike02:52 What Meta’s actually doing: rollout strategy, templates, and market impact06:05 In-app ads explained: why Meta buying inventory could boost ad-monetized LTV07:48 Ad quality debate: intrusive formats, churn-per-impression, and broken incentives12:58 Can hyper-casual come back? CPMs, payback windows, and hybrid monetization18:38 State of Game Marketing report: shrinking US spend, growth in Turkey/India20:16 The creative arms race: AI variations, the ‘middle class’ squeeze, and rising noise23:25 AI Shrinks the Creative Gap: Small Teams Catch Up, Mid-Tier Stalls24:41 China’s UA Surge + iOS Outspending Android: Where the Scale Is Coming From25:38 30 Creatives a Day: The New ‘Tax’ of Competing in Mobile UA26:07 Ripoffs, Ethics, and Beating the Filters: The Dark Side of Creative Volume28:00 Hero Creatives Aren’t Dead—But Copy Speed Forces Smarter Variations30:16 Copying vs. Trends: When ‘Stealing’ Is Real (and When It’s Just the Market)31:40 Is the Market Really an Iceberg? US Spend Down, Web Shops, and the ‘Hidden’ Picture34:27 Reddit ‘Max’ Campaigns: Advantage+ for Reddit with a Promise of Transparency37:19 Top Audience Personas: Useful Insight or Just a Fancy Dashboard?39:34 How to Test Reddit Max: Onboarding Friction, Learning Periods, and Scalability Unknowns40:58 Liftoff Files to Go Public: Valuation, Margins, Debt, and the AI Black-Box Race45:44 What’s Liftoff’s Moat? Engine vs. Fuel, Data Advantages, and the AppLovin Comparison48:35 Wrap-Up: UA Monthly Feedback, What to Cover Next

    50 min
  • TWIG #371: Clash Royale's Death Spiral, Blizzard's Comeback, and Why AI Hype is Killing Games

    We recap the Clash Royale creator controversy and CEO apology, dig into what’s broken with evolutions, heroes, and pay-to-win, and debate whether streamers can actually drive a comeback. We also cover Savvy’s rumored MoonTon deal, Blizzard’s updates across Overwatch, Diablo, and WoW, the slowdown in mobile games, the frozen state of M&A, and a reality check on AI in games - from hype to hard limits.


    00:25 Welcome & Episode Lineup (No More Car Talk)

    01:52 Rumor Mill + Why We’re Skipping Matthew Ball (For Now)

    03:10 GDC Plans, Events, and Content Plug Roundup

    06:00 Ad Break: Sensor Tower Pitch

    06:20 Clash Royale Creator Controversy Recap + CEO Apology

    09:44 What’s Actually Broken in Clash Royale: Evolutions, Heroes & Pay-to-Win

    11:45 Do Streamers Drive the Revival? Twitch Data, Correlation vs Causation

    13:02 PR Playbook Debate: Groveling vs Proactive Creator Celebration

    21:53 Savvy’s Buying Spree: $6–7B MoonTon Rumor (Mobile Legends)

    27:15 Overwatch Drops the “2”: DAU Surge, Live Ops, and Monetization Revamp

    32:43 Blizzard’s comeback tour: Diablo drops, WoW housing & Overwatch’s 10-year arc

    35:49 Mobile check-in: Habi’s 2026 slump and the post-Survivor.io reality

    38:16 The real engine behind Habi: Gorilla Games and the “publisher outgrown” problem

    40:36 M&A hypotheticals: Scopely, Savvy, and why deals feel frozen right now

    42:36 AI in games debate: calling out the hype and what actually changes the medium

    44:50 Why AI won’t make games cheaper: IP moats, attention scarcity, and AI-native platforms

    49:17 East vs West AI reality check: layoffs, pipeline bottlenecks, and player backlash risk

    57:03 Embark as an AI efficiency poster child? The smoke, mirrors, and AAA cost skepticism

    01:01:43 Closing thoughts: mobile growth is over, share-of-time wars, and next week’s plug

    1 hr 6 min
  • 322. Female-First as a Moat: Dorian's Business of Fandom UGC with founder Julia Palatovska

    User-generated content (UGC) isn’t “make anything.” It’s “make something that someone cares about.” In this Deconstructor of Fun conversation, Julia Polatovska, founder of Dorian, a creator platform for mostly women + Gen Z, goes past the pitch and into the operator questions. Who creates, who wins, what monetizes, and what breaks at scale when you're building a UGC platform.

    Connect with Julia: www.linkedin.com/in/palatovska/

    48 min
  • TWiG #370: Supercell’s Annual Letter, Reading Between the KPIs

    Supercell’s annual CEO blog post reads equal parts culture memo and a recruiting pitch. We break down what is behind the PR spin before zooming into Clash Royale’s Lil Wayne halftime show as a case study in where “brand” ends and product-led fandom begins.


    From there, we triangulate the broader market: Newzoo’s year-end PC/console recap as a reminder that attention is consolidating, not expanding; Roblox’s growth story as it starts acknowledging gravity; and an update on Budge and PE as capital keeps rewriting the rules of what “good” looks like. We close by wishing the best to the team impacted by Riot’s 2XKO layoffs.


    00:31 Podcast Overview and Today's Topics

    00:58 Market News: Roblox Earnings and More

    02:14 AI and Gaming Industry Insights

    03:25 Unity's Financial Struggles

    04:43 Community Engagement and Volunteering

    20:44 Game Industry Updates: Budge Studios Acquisition

    24:23 Roblox Q4 Earnings Analysis32:19 The Challenge of Monetizing Young Audiences

    32:33 Roblox's Strategy to Age Up

    33:02 Advertising Challenges for Under-18 Demographics

    33:26 Negative Margin Users on Roblox

    35:19 Upcoming Episode Teaser: Roblox's Algorithm Changes

    38:23 Supercell CEO's Annual Blog Post

    39:05 Clash Royale's Rebound and Marketing Strategies

    44:14 Squad Busters: A Postmortem

    44:54 Supercell's Future and Industry Insights

    49:01 The Role of PR in CEO Letters

    52:18 Supercell's Innovation vs. LiveOps Debate

    01:02:21 Conclusion and Final Thoughts

    1 hr 5 min
  • 321. Art Directing in the AI Era with SciPlay's Peter Franco

    The evolution of art direction, the integration of AI in creative processes, and the balance between creativity and business acumen. That's on the menu as SciPlay's Sr. Art Director, Peter Franco, joins Michail Katkoff on the podcast.

    Read more about Peter's work on modernizing a top-grossing game: https://tinyurl.com/mn2bdweb


    Timestamps:

    2:12 - Peter's journey into Social Casino

    4:42 - Evolution of art direction roles

    7:13 - Balancing creativity and business

    9:23 - User feedback in design

    12:07 - Importance of seamless UX

    15:44 - Player behavior insights

    20:28 - Benefits of using IPs

    25:16 - AI in art pipelines

    30:18 - Future skills for art directors

    35:33 - Maintaining stylistic consistency

    40:49 - Future of art direction

    45:07 - Personal influences and career advice

    53:25 - Advice for aspiring art directors

    59:25 - AI and creativity

    1 hr 3 min
  • TWiG #369: Genie 3 Explodes, Game Stores Die, & High Guard Stumbles

    Mobile publishing isn’t dead, it’s mutating!

    In this TWIG episode, we break down how Ares Interactive is trying to resurrect Glu with a $70M Series A and what that says about the current “publisher vs. studio” power balance.

    We also tackle Google’s new immersive world model, Genie 3, and the industry’s first defensive reflex: how do you keep the genie in the bottle when the bottle is an API?

    Phil drags us into Highguard Marketing, making us unpack the pitch, the incentives, and why “pseudo-defending” it still feels like a red flag.

    Finally, we hit Arknights: Endfield launching off the back of a reported 35M pre-registrations, and what that number does (and doesn’t) predict once the game meets CPI, retention, and live ops gravity.

    1 hr 5 min
  • Shooter Monthly #4: The World's Biggest Shooter May Surprise & The Thing Highguard Needs to Learn

    The question nobody in the West wants to answer honestly: the biggest shooters in the world are not the ones you argue about on Twitter.This episode rips into Highguard’s shadow drop, the “beta that isn’t labeled beta” problem, and the stubborn reality that the shooter market has converged into two and only two genres: Battle Royale and tactical.We talk Highguard and Spectre Divide as case studies for why “ex-Apex devs” is marketing copy, not a strategy, and why in 2026 a shooter doesn’t get a long runway to “fix it live.”Guest: Christopher Anjos, with Chris Sides and Feras Musmar.We discuss:- High Guard as a MOBA-raid shooter hybrid and why its best moments arrive only after five minutes of downtime.- Defense phase, resource phase, then the game finally becomes itself: mounts, CTF energy, base raiding.- Shadow drops vs. tech tests: why the Apex Legends playbook doesn’t port cleanly into 2026.- “Early access” is just launch, and Steam labels don’t save you from retention.- The 3v3 trap: high risk formats where one leaver or one death warps the whole match.- Why 3-person squads feel like a couple plus a third wheel, and when 3v3v3 or 5v5 might actually work.- The “two genres” thesis: Battle Royale and tactical shooters as the market’s default equilibrium.- The creator-credit illusion: “ex-Red Dead lead designer” as a brand signal that often means nothing.- Players want auteur vibes; production reality is thousands of hands and fuzzy accountability.https://graygoatgaming.com/

    1 hr 2 min
  • 320. State of Mobile 2026: The 9 Trends That Matter

    Sensor Tower Report 2026 breakdown with Jonathan Briskman. We unpack the biggest mobile app trends 2026 and mobile gaming trends 2026.

    We discuss monetization shifts (IAP vs ads), market localization strategies that actually move the needle, and the rise of AI-powered apps changing consumer behavior and competition.

    State of Mobile 2026: https://bit.ly/4bvjI2b

    Chapters:

    02:13 - Downloads plateau, in-app purchase revenue up

    07:15 - Apps overtaking traditional gaming in revenue growth

    12:05 - US market trends: AI, short drama, social media

    15:14 - The rise of generative AI platforms

    16:03 - In-app revenue growth comparison: apps vs. games

    20:09 - Non-game monetization lessons from successful apps

    26:49 - Top performers in downloads and IAP

    32:50 - The attention economy

    46:05 - The explosion of generative AI content in social media

    60:13 - Trends in hybrid casual, hyper-casual, and ad spend efficiency

    65:18 - Market barriers and the advantage of existing data for new entrants

    73:35 - Investment opportunities

    82:29 - Future outlook: differentiation through tailored, niche AI solutions

    1 hr 29 min

About Deconstructor of Fun

From the publisher's feed

Deconstructor of Fun podcast is created by games professionals for games professionals. We explore the business side of the games industry with the goal of bringing listeners content that is relevant, insightful, and entertaining on a weekly basis.

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