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The Purpose Made Podcast

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Rating
★★★★★
4.8
from
32 reviews
This podcast has
100 episodes
Language
English
Publisher
Purpose Made
Explicit
No
Date created
2021/03/17
Latest episode
2026/10/04
Average duration
60 min.
Release period
43 days

Description

Welcome to the Purpose Made Podcast, your hub for transformative conversations, hosted by Peter Bell. This podcast is dedicated to the exploration and unlocking of untapped potential that resides within each one of us. From entrepreneurs, artists, scientists, to dreamers of all walks of life, we delve into the personal narratives of individuals and companies who have harnessed their purpose to create an impact. Our mission? To inspire, educate, and ignite that spark of purpose in you. We believe in a world where everyone is living with intention, passion, and purpose, and through engaging interviews and thoughtful dialogue, we aim to pave the way for our listeners to do the same. Each episode weaves together themes of personal growth, mental resilience, leadership, creative problem-solving and more, as we navigate the highs, lows, and everything in between on the journey to personal and professional fulfilment. We celebrate the power of conversation as a tool for change, challenging perspectives and prompting growth. Whether you're in search of inspiration, aspiring to personal or professional development, or simply yearning to broaden your worldview, the Purpose Made Podcast is here to accompany you on that journey. Together, let's unearth potential, embrace the transformative power of compelling storytelling, and unleash potential, one conversation at a time. Intrigued? Let's dive in!  Hosted on Acast. See acast.com/privacy for more information.

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Ep 99. The Truth About Saudi Arabia’s $70B+ Gaming Push
2026/10/04
Benjamin Kratsch has spent four years inside Saudi Arabia's push to build the world's biggest games and esports publisher. As Chief Business Development Officer at Levelz Gaming Group in Riyadh, he explains what the kingdom wants from its $55bn buyout of EA, why distribution is king, and where the capital goes next. Ben has worked with PIF on Saudi Arabia's national games and esports strategy, on M&A and pipeline, and on bringing publishers to the table for Gamers8 and the Esports World Cup. He talks through the thinking behind the kingdom's moves in games, esports, Hollywood and theme parks, and gives a frank read on the rest of the industry. In this conversation: - Why Qiddiya is being built as a Disneyland for gaming - The maths pulling publishers back to single-player: a $200m game returning $750m at launch, against a live service chasing a $3bn case - 007 First Light's roughly 4 million sales on a $200m budget, why Ben thinks it deserved 10 to 20 million more, and what Amazon's next Bond could do for the franchise - Phil Spencer's Netflix-of-gaming bet, and how Asha Sharma's data-driven Xbox differs - The licensing logic behind the EA deal, and why EA F1 has more room to grow than EA Sports FC - Why PIF won't buy Xbox, and why sovereign capital doesn't hand out $20m cheques to friends - How a Game Pass playtime KPI shaped Doom: The Dark Ages, and what happened when the KPI switched to revenue close to launch CHAPTERS 0:00 Intro 0:52 Four years inside Saudi's national games strategy 2:41 From "why Saudi?" to "how can we partner?" 7:29 Qiddiya and the case for gaming theme parks 10:28 The maths pulling publishers back to single-player 15:06 007 First Light and the distribution gap 18:42 Phil Spencer, Asha Sharma and the Netflix-of-gaming problem 25:52 Battlefield x Top Gun and EA's Hollywood pipeline 31:00 Why PIF wanted EA: football clubs and F1 teams 33:48 Serve the core fans first: Battlefield Labs and Dragon Age 36:26 EA's back catalogue, Titanfall 3 and the next wave of M&A 49:14 Why PIF won't buy Xbox 52:38 When playtime became the KPI 54:24 What Netflix should do with games 1:05:01 Giving developers real upside ABOUT BENJAMIN Benjamin Kratsch is Chief Business Development Officer at Levelz Gaming Group, building the games and esports ecosystem in Saudi Arabia, with a focus on venture capital. He has spent 15 years in media and marketing, building content products for IDG and Red Bull Media House, consulting on games and esports TV for NBC Universal and NBC Sports, and running campaigns for brands including Samsung, Aston Martin and Aramco. In Saudi Arabia he worked with PIF on the national games and esports strategy and served as Creative Director on Gamers8, which drew 3 million visitors over two months. LINKS Benjamin on LinkedIn: https://www.linkedin.com/in/benjaminkratsch/ Levelz Gaming Group: https://www.linkedin.com/company/levelz-gg/ Esports World Cup: https://esportsworldcup.com/en Related episode: Shawn Layden on platforms and publishers (Ep 97): https://youtu.be/afg_CbpKvw8 Pitch a guest: purposemadepodcast.co.uk/guest-pitch ABOUT PURPOSE MADE The Purpose Made Podcast is hosted by Peter Bell, founder of Purpose Made, a franchise architecture and IP strategy consultancy. Long-form conversations with the people who build games, films and the IP around them. FOLLOW Instagram: @thepeterbell LinkedIn: linkedin.com/in/peter-george-bell Websites: https://purposemade.uk | https://purposemadepodcast.co.uk/ Discord: discord.gg/5VdPZnjCsY Hosted on Acast. See acast.com/privacy for more information.
Ep 98. "Making games is 10x harder than making films"
2026/08/24
"Making games is 10 times harder than making films." Danny Bilson, Chair of USC Games, has spent 50 years doing both: The Rocketeer, The Flash and Da 5 Bloods on screen, then The Sims, Medal of Honor, Harry Potter and James Bond at EA, and Saints Row and Darksiders at THQ. He explains what makes games the harder craft, why he quit EA mid-project over a Bond game that broke his heart, and why the studios behind his biggest successes never invited him back. Danny co-wrote The Rocketeer with Paul De Meo and ran The Flash for CBS in 1990, then spent the 2000s running franchises at EA before becoming EVP Core Games at THQ. He co-wrote Da 5 Bloods for Spike Lee. Today he chairs USC Games, teaches the next generation of writers, and is writing an unannounced AAA extraction shooter. In this conversation: The Rocketeer, page to screen. Finding Dave Stevens' comic in the bins at Golden Apple, the free option Stevens gave two broke B-movie writers, Jim Cameron's tip-off that opened the door at Fox, and the opening weekend against Robin Hood: Prince of Thieves that killed it.The EA years. A card dropped on a script, fixing The Sims, demoing the first Harry Potter game to the author in black and white after an Edinburgh blizzard, and sending a driver for Viggo Mortensen's Elvish dictionary.THQ. Saints Row III, Darksiders, uDraw, and executives who don't play.Writing now. The unannounced AAA extraction shooter, the two things every story needs, and what he tells his students at USC.The sequel that never happened. The Rocketeer follow-up he, Paul De Meo and Dave Stevens planned but never got to make, and working with Oliver Stone and Spike Lee on Da 5 Bloods. Watch the video version with full chapters on YouTube: https://youtu.be/S9X6Ct97UIk TIMESTAMPS: 0:00 — Introduction 3:20 — Why sequels dominate film and games 5:17 — "They don't want the old voice": locked out of The Flash and The Rocketeer 12:40 — How The Rocketeer got made: Jim Cameron's tip and Dave Stevens' free option 25:23 — Robin Hood: Prince of Thieves and the opening weekend that killed it 28:47 — A card dropped on a script: EA, fixing The Sims and the franchise years 36:18 — Quitting EA over the Goldfinger vs Dr. No game 41:23 — Demoing the first Harry Potter game to the author in black and white 46:53 — Nightfire, Judi Dench and Viggo's Elvish dictionary 56:14 — The THQ years: Saints Row III, uDraw and executives who don't play 1:01:23 — The unannounced AAA extraction shooter and the two things every story needs 1:07:42 — Da 5 Bloods: Oliver Stone, Spike Lee and the Milius seminar 1:28:22 — Write the movie you want to see the most Connect: Danny Bilson LinkedIn | USC School of Cinematic Arts Pete Bell: LinkedIn | Instagram Purpose Made is hosted by Pete Bell, gaming industry consultant and interviewer of the people who shaped the games, films, and culture you love. Know someone who's shaped games, film, or culture? Pitch a guest: https://purposemadepodcast.co.uk/guest-pitch The Daily Digest, daily intelligence for the people shaping the future of franchises: https://www.thedailydigest.co.uk/ Topics Covered: Danny Bilson, The Rocketeer, franchise IP, game development, screenwriting, EA, THQ, Da 5 Bloods and more. This podcast was produced by Purpose Made. Hosted on Acast. See acast.com/privacy for more information.
Ep 97. Platform or Publisher, "You Can't Do Both"
2026/07/13
Former PlayStation leader Shawn Layden spent 32 years inside Sony, from writing founder Akio Morita's speeches at 29 to running Worldwide Studios. He explains why Xbox must choose between being a platform and being the biggest publisher in the world, and why data-driven greenlighting is producing games nobody remembers when we should be focused on building phenomenal characters, stories, and worlds. Shawn joined Sony in Tokyo in 1987 and spent 25 years with PlayStation, from the original console through the end of PS4. He served five years on Morita's personal staff, ran the London studio era that produced The Getaway, and was there for the acquisitions that brought Insomniac Games, Naughty Dog and others into Worldwide Studios. Today he advises startups and works with the nonprofit Girls Make Games. The conversation opens with the tension pulling Xbox apart: you can make the pie bigger for everyone, or you can take the biggest slice, and the two imperatives point in opposite directions. From there it moves into why triple-digit-million budgets have crushed risk tolerance, why finance's demand for comparables makes a rhythm action game with unicorns unfundable, and what Shawn learned watching Morita launch products no market research would ever have predicted. He tells the story of getting laughed out of every major Hollywood studio with The Getaway ("What do you want to make? Pong the movie?"), then walking back into the same rooms 16 years later to found PlayStation Productions. He breaks down why Pokémon out-earns Mickey Mouse and Marvel, how the Insomniac acquisition came out of a dinner with Ted Price, and the question his first development mentor asked that ripped producers' hearts out: where's the fun part? He closes with three predictions: a return to tight narrative games people actually finish, a standardised game format that finally breaks the 250 million console ceiling, and the end of the 6-to-8-year development cycle. TIMESTAMPS: 0:00 — Introduction 1:39 — Xbox's Choice: Platform or the Biggest Publisher in the World 7:55 — Triple-Digit Budgets and the Death of Risk Tolerance 14:35 — Writing Speeches for Akio Morita at 29 19:35 — Three Concentric Circles: Games, Film and TV, Music 25:02 — GTA 6's Blast Radius and Gaming's Inverse Social Impact 28:28 — "Every 60 Years the Forest Has to Burn Down" 36:12 — Laughed Out of Hollywood with The Getaway 43:28 — Disney's Flywheel and Why Pokémon Out-Earns Mickey Mouse 49:34 — Scarcity, Storefronts, and the Carousel Choke Point 52:37 — The Insomniac Acquisition: "Let's Just Put a Ring on It" 55:25 — Prince of Persia, Kutaragi, and the Birth of PlayStation 1:00:05 — "Where's the Fun Part?" 1:02:26 — Three Predictions for Where Gaming Goes Next 1:06:31 — Wrap-Up Follow Shawn Layden: LinkedIn: https://www.linkedin.com/in/shawn-layden/ Girls Make Games: https://www.girlsmakegames.com/ Purpose Made is hosted by Pete Bell — gaming industry consultant and interviewer of the people who shaped the games, films, and culture you love. Website: https://purposemade.uk Follow Pete Bell: LinkedIn: linkedin.com/in/peter-george-bell Instagram: @thepeterbell This podcast was produced by Purpose Made. Hosted on Acast. See acast.com/privacy for more information.
Ep 96. "It's In Dire Straits" — 38 Years In Gaming, What's Actually Breaking | Richard Browne
2026/06/26
Richard Browne has spent 38 years in the video game business. He ran production at Universal Interactive, ran external development at THQ for the best part of a decade, and spun up the publishing operation for Digital Extremes alongside Warframe. Now he advises studios on funding and survival, he thinks most of the industry is getting it wrong, and he calls Game Pass "cancer" for the business even as it props parts of it up. This is a straight conversation about why the AAA model has stopped working and why Microsoft has talked itself into a corner with Xbox. We get into the challenges nobody wants to say out loud: you cannot spend $300 million and five years on a brand new IP and expect to survive. Richard makes the case for beachheading an IP at $10 to $20 million, proving the audience, then committing to a ten year, three game plan. The path Naughty Dog, CD Projekt and Larian all actually walked. We also cover the generation gap quietly reshaping everything: why his kids treat a game as one tab in an ecosystem of Discord and YouTube, why Roblox is the modern playground, why photorealism stopped growing the market, and why a 15 hour game you actually finish beats another 400 hour epic. Plus the Championship Manager origin story, killing games (he's shut down 35), the Concord post-mortem, and what's worth your time once GTA 6 clears the runway. CHAPTERS 0:00 — Cold open: "It's in dire straits" 0:30 — 38 years in: from the BBC Micro to consulting the industry 1:33 — Why the market is in dire straits, and the COVID live-service hangover 2:53 — "Dad's IP": why kids won't touch Star Wars, Doom or Gears 5:32 — The broken maths of AAA, and the $10–20M beachhead 5:58 — The ten-year, three-game plan every IP needs 8:23 — Why a 15-hour game is enough, and the GameStop trap 9:39 — What he plays, and how his kids play completely differently 11:50 — Coding at home again: AI, Steam and where Minecraft came from 13:11 — Roblox as the modern playground, and the Payday conversion problem 16:11 — Why photorealism stopped growing the market 18:24 — The Microsoft mess and the Gears exclusivity mistake 26:04 — Nintendo is Disney: the power of generational IP 27:47 — Do we even need a PS6? The end of the visual arms race 29:08 — What investors want now, and why it doesn't build games that last 30:50 — The Championship Manager origin story 33:16 — Low risk, high reward: Crash, Among Us, and community first 37:01 — Killing games: Concord, ego, and the 35 he shut down 38:24 — Character vs world: The Last of Us and the God of War pivot 43:11 — "I think it's cancer": the case against Game Pass 51:54 — Netflix games, streaming latency, and what actually works 56:28 — Why Xbox can't build a studio system you can't live without 59:30 — How US studios survive now: small core, global outsourcing 1:03:38 — GTA 6's blast radius, what he's hyped for, and the takeaway Guest: Richard Browne https://www.linkedin.com/in/brownerichard/ Purpose Made Podcast, hosted by Pete Bell https://purposemadepodcast.co.uk/ https://purposemade.uk/ Subscribe for long-form conversations with the people building games, entertainment and IP. Hosted on Acast. See acast.com/privacy for more information.
Ep 95. 82 Marvel Covers. Two Heart Surgeries. One Universe.
2026/02/24
After 30 years at the top of entertainment, Marko Djurdjevic reached a point where nothing in client work excited him anymore. So he shifted his focus to building an entire transmedia universe, funding it out of pocket while his wife runs the outsourcing side of SIXMOREVODKA. The Kickstarter launches February 26th alongside a free playable Steam demo. Marko is one of the most prolific cover artists Marvel has ever had. He produced 82 covers in his first year, was deliberately placed on titles close to cancellation because his art spiked sales, and ran 23 consecutive issues on Daredevil. His concept art fed the early MCU, and his studio held a seven-year exclusive partnership with Riot Games on League of Legends. The conversation covers why client work stopped exciting him after 30 years, what The Last Unicorn at age six taught him about storytelling, how a viral X-Men redesign brought Marvel's talent scouts to his door at the exact moment he'd met his wife, and why he believes 2008 was the last great year of cinema. Marko shares the painful lessons from Degenesis, a cult tabletop RPG that collapsed when free PDF downloads hit 3,000 per release while sales dropped to 80. That failure shaped everything about his new franchise, Orken, which spans novels, illustrated editions, graphic novels, and a video game built with Demagog Studio. In 16 months he's produced 1,400 edited pages, over 350 original illustrations, and six books for print. He survived two heart surgeries during production. His wife thinks he's lost his mind. His son read the first novel and pitched it back as a 10-episode animated series. This is a conversation about creative ownership, the cost of building something that's fully yours, and why the future of independent storytelling depends on small authentic communities rather than viral moments. Timestamps: 00:00 Building a multimedia IP from scratch 01:14 Meet Marko Djurdjevic 02:35 No books at home: drawing as survival and 80s influences 04:30 Why The Last Unicorn still hits after 40 years 05:21 What's wrong with modern storytelling? 07:15 The anatomy book that changed everything at age 11 08:41 The viral X-Men redesign that brought Marvel calling 10:15 82 covers, cancelled titles, and the art of keeping deadlines 13:10 Beyond Marvel: the MCU pipeline and building a studio 15:32 Riot and League of Legends: seven years of exclusivity 19:17 2008 was peak cinema and he never went back 20:13 Orken's visual DNA: cultures the games industry ignores 23:01 Why creator-owned work dies in large teams 25:00 Degenesis: 3,000 downloads, 80 sales, and pulling the plug 27:35 How failure shaped Orken's transmedia architecture 29:11 Novels, graphic novels, illustrated editions, and a video game 30:49 The real motivation: autonomy, mastery, and running out of time 32:54 1,400 pages, two heart surgeries, and a Kickstarter 36:39 Working with his wife while betting against her instincts 42:19 The future of indie storytelling 43:55 Closing thoughts Orken Kickstarter (live February 26th)Wishlist Orken on Steam (free demo February 26th)SIXMOREVODKADiscord: https://discord.com/invite/sixmorevodka Host: Pete Bell Guest: Marko Djurdjevic This podcast is produced by Purpose Made. Hosted on Acast. See acast.com/privacy for more information.
Ep 94. 2025 Year In Review: The Shows, Games & Films Actually Worth Your Time
2025/12/19
Why 2025 proved gaming matters more than ever and the shows that reminded us what great storytelling looks like. In this conversation, also available on YouTube (https://youtu.be/8XgCmQOtb2w?si=o4qIDtZTglgW9EW-) Russell Binder and I reveal: ➡️ Why Severance was 2025’s most relevant show ➡️ The game that made us forget about GTA 6 (for five minutes) ➡️ Netflix’s $83 billion Warner Bros acquisition and what it means for the future of entertainment ➡️ How Slow Horses became the show everyone should watch ➡️ The Last of Us, Fallout and why video game adaptations work ➡️ Jake Paul vs. AJ - Boxing’s credibility crisis? ➡️ Clair Obscur: Expedition 33 & The Years Best ➡️ 2026 And What We’re Actually Excited About. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ TIMESTAMPED CHAPTERS: 00:00 Year-End Reflections 2025 00:25 The TV Shows That Earned Your Time 02:47 Films That Stuck With Us (And Why) 08:22 Netflix’s Empire Building & The Streaming Wars 11:49 Boxing, Jake Paul & Sports as Spectacle 15:34 Gaming’s Defining Moments of 2025 19:02 The Podcasts & Books Worth Your Attention 22:14 2026 Preview: What We’re Actually Excited About 26:33 Final Thoughts: Why Stories Still Matter ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ FEATURED SHOWS & GAMES: 📺 Slow Horses • Severance • The Last of Us • SAS Rogue Heroes 🎮 Kingdom Come Deliverance II • Clair Obscur: Expedition 33 • Hollow Knight • Planet of Lana • NBA 2K • PGA Golf • Mafia: Old Country • Wanderstop 🎬 Masters Of The Universe • Street Fighter • 28 Years Later: The Bone Temple 🔮 Coming in 2026: Judas • GTA 6 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Subscribe for entertainment analysis that goes deeper than hot takes 📺 Watch Next: Ken Levine on Why He Spent 10 Years Making His Most Personal Game (   • "My Atari Was My Best Friend" - BioShock C...  ) 💬 Drop a comment: What was YOUR moment of 2025? The show, game, or film that you can’t stop thinking about? And what you’re most looking forward to in 2026. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 2025 reminded us that great storytelling transcends medium. Whether it’s Slow Horses proving spy thrillers can be character studies, Kingdom Come Deliverance II showing historical games can be art and some of the best storytelling ever in games, or how Netflix is reshaping the entire entertainment landscape with aggressive acquisitions, this year challenged our assumptions about what entertainment can be. This conversation explores why certain games, shows, and films broke through when most content disappeared into the algorithmic void and what that tells us about where entertainment is heading in 2026. Enjoy Hosted on Acast. See acast.com/privacy for more information.
Ep. 93 "My Atari Was My Best Friend"
2025/11/13
BioShock creator KEN LEVINE reveals why he spent 10 years building his most personal game yet - where relationships are living systems that track hundreds of your choices and genuinely change how characters feel about you. Ken Levine is the creative director of Ghost Story Games and legendary founder of Irrational Games. He created the BioShock series and System Shock 2 - games that earned multiple Game of the Year awards and redefined narrative storytelling in gaming. After BioShock Infinite, he made the controversial decision to close a 200-person studio and start over with a small team, spending the last decade developing revolutionary "Narrative LEGO" technology for his new game, Judas. In this conversation, Ken reveals: ◼️ Why his Atari 2600 was his best friend growing up - and how childhood loneliness shaped his career ◼️ The brutal truth: "We were lost for 5 years" in Judas development ◼️ How Judas characters track hundreds of player actions and genuinely change their feelings about you ◼️ The quality standard that transformed his creative process. ◼️ Why he walked away from guaranteed BioShock to risk everything on an experiment ◼️ What George Orwell's 1984 taught him about game design ◼️ The vending machine confession: why he created his most autobiographical character yet ◼️ Why games matter to people and how they provide refuge TIMESTAMPED CHAPTERS: (00:00) Introduction to Ken Levine and His Work (00:59) Ken Levine's Journey and Inspirations (03:23) The Concept of Narrative Lego (08:13) Building Complex Relationships in Games (09:52) Challenges and Evolution in Game Development (14:15) Influences and Reflections on the Gaming Industry (29:51) Philosophical and Literary Influences (34:38) Exploring Horror as Metaphor (35:07) Family Dynamics in Storytelling (35:51) Political Themes and Personal Reflections (37:29) The Role of Ideology in Games (42:56) Character Development and Narrative Depth (44:29) Challenges and Rewards of Game Development (1:00:07) Adapting Games to Other Media (1:03:59) Final Thoughts and Reflections Follow Ken Levine: Ghost Story Games - https://www.ghoststorygames.com/ Watch the Judas Official Trailer: https://www.youtube.com/watch?v=T5_r-un--bA Ken's GDC Talk on Narrative LEGO: https://www.youtube.com/watch?v=58FWUkA8y2Q Play the BioShock Series: https://store.steampowered.com/agecheck/sub/127633 WATCH ON YOUTUBE: https://youtu.be/i3ueLqpU6K8?si=wVIL2W0aWuObmkfW Subscribe for more deep dives with legendary game creators 📺 Watch Next: The REAL Reason Hollywood Only Makes Sequels Now - https://www.youtube.com/watch?v=uJJ29cn0XZw&t=24s 💬 Drop a comment: What game world gave you a place to escape to when you needed it most? Ken Levine's approach to game development has always prioritized deep narrative design and player agency. From his early work on System Shock 2 to the critically acclaimed BioShock series, Levine has consistently pushed boundaries in video game storytelling. His new project, Judas, represents a decade of game development focused on creating dynamic character relationships through innovative Narrative LEGO systems. The BioShock creator's journey from Irrational Games to Ghost Story Games showcases how AAA game development can embrace experimental design while maintaining immersive sim traditions. This interview explores game design philosophy, the creative process behind building revolutionary AI-driven character systems, and why emotional storytelling in games matters more than ever. #KenLevine #BioShock #GameDevelopment #Judas #GhostStoryGames Hosted on Acast. See acast.com/privacy for more information.
Ep. 92 The Man Who Was Minecraft's First Advisor Reveals Why GTA 6 Will Completely Reshape Gaming
2025/09/15
Stefan Lampinen has been gaming's secret weapon for 40 years. He launched Xbox 360 in Russia when everyone said it was impossible. He watched the rise and fall of Nokia. He was in the room when Minecraft turned down buyers flying in with blank checks. Now he's breaking his silence on what's really coming in 2025 and why the industry's about to change forever. This conversation reveals the shifts happening RIGHT NOW that will determine gaming's next decade. TIMESTAMPS: 0:00 – The Gift from Bill Gates. 2:45 – 18 years old. Opens game store, becomes Nordic's gaming gateway. 8:30 – Xbox 360: How they beat PlayStation to digital. 15:20 – "Russia was impossible" - How he conquered it anyway. 22:15 – Nokia beat iPhone by 4 years (and still failed spectacularly. Why) 28:40 – Why Sweden is gaming's best sandbox. 35:10 – Inside Minecraft's war room (shielding them from the world's buyers). 42:30 – "The industry just hit maturity" - What that actually means. 48:15 – GTA 6 will eat EVERYTHING (The industry doesn't understand what's coming). 52:40 – Europe's studios are dying - The exodus nobody's discussing. 58:20 – The Last of Us changed the game (Hollywood finally gets it). 1:04:00 – Saudi Arabia's power play (it's not what you think). 1:08:30 – His #1 career lesson after 40 years. KEY REVELATIONS "People were flying in from all over the world wanting to buy Minecraft. My job was to shield them." "GTA 6 is going to take enormous amounts of players and money from EVERYTHING. The industry doesn't understand what's coming." "Sweden had 70% gaming penetration because we don't dub. We had to learn English. We had to think global from day one." WATCH ON YOUTUBE BEFORE FIVE ON FRIDAY NEWSLETTER 📫 Sign up:   / before-5-on-friday-7244349280012886020   GET IN TOUCH 🌍 Our website: https://www.purposemade.uk/ Hosted on Acast. See acast.com/privacy for more information.
Ep 91. Why Game Movies Flop & Story Kitchen’s Secret Sauce
2025/08/04
“There was never a video game curse. Just bad producers who didn't play or respect or appreciate games.” – Dmitri M. Johnson, Story Kitchen Hollywood’s video game curse? Total myth! Sonic and The Last of Us show adaptations thrive when creators respect games. With 3 billion gamers worldwide, game-to-screen hits are soaring. As an ex-EA gamer, I’m pumped to share this episode with Story Kitchen’s Dmitri M. Johnson and Mike Goldberg (Sonic, Tomb Raider, Streets of Rage). We unpack why game movies fail, Sonic’s 10-year saga, and 2025’s hottest adaptations. Subscribe for more gaming insights! What You’ll Learn: > 0:28 – Sonic’s 10-year fight to the screen > 5:14 – Passion-driven IP picks > 12:39 – Netflix’s adaptation boom > 21:49 – Future game franchises to watch > 28:31 – Tomb Raider’s evolution > 33:31 – Keys to killer creative teams > 46:32 – Next big game-to-screen hits Love games or films? Comment your dream adaptation - Mass Effect, Payday, or A Plague Tale? Watch on YouTube for the best experience Share and subscribe! Hosted on Acast. See acast.com/privacy for more information.
Ep 90. Fabian Nicieza: Deadpool’s Co-Creator on AI, Storytelling & Saving Creativity
2025/07/16
Deadpool’s co-creator Fabian Nicieza on storytelling's future, AI’s threat to creativity, and why characters still save lives. In this powerful and wide-ranging episode, Deadpool co-creator Fabian Nicieza joins Peter Bell on the Purpose Made podcast to talk about what it really means to build enduring characters and what’s being lost in today’s race toward AI-driven content. Fabian reflects on four decades in storytelling, from Marvel's golden era to transmedia’s unrealised promise, and shares the emotional weight of creating characters that help people navigate trauma, cancer, and loss. He also dives deep into the creative and moral challenge AI poses to future generations of artists. This isn’t just an industry conversation, it’s a human one. Whether you’re a writer, founder, or fan of good stories, this is the episode that challenges you to ask: What kind of world are we building? Timestamps: 00:00 – Introduction: From Marvel to Deadpool 04:32 – Deadpool’s origin and emotional impact 12:15 – The evolution of storytelling (simplicity to complex simplicity) 18:40 – The Deadpool effect: humour + trauma = healing 28:55 – AI and the end of creativity 43:00 – Transmedia: Dream vs. Reality 55:15 – How creatives should handle fandom backlash 01:02:30 – Can stories still survive without storytellers? Guest Bio: Fabian Nicieza is a legendary writer and editor known for his iconic work at Marvel Comics, including X-Men, X-Force, and co-creating Deadpool. With a career spanning 40+ years, he’s also worked with DC Comics, Mattel, Acclaim, and Starlight Runner. His novels Suburban Dick's and The Self-Made Widow received critical acclaim, including an Edgar Award nomination. Resource Links: Fabian’s book: Suburban Dick's (https://amzn.to/4kF17BD) Purpose Made website: www.purposemade.uk Listen on Spotify: Purpose Made Podcast (https://open.spotify.com/show/66hrGrtDSwBJUzIGF6f5eg?si=4d7031600d3c433e) 🔔 Subscribe for more conversations on purpose, creativity & the future: https://www.youtube.com/@UCftFt-Pd7xe1f0XY0K-dX4w Connect with Fabian Nicieza: • Twitter/X: @FabianNicieza • Website: fabiannicieza.com #Deadpool #FabianNicieza #Storytelling #AIandCreativity #PurposeMadePodcast #Transmedia #Marvel #CreativeProcess #FutureOfArt Hosted on Acast. See acast.com/privacy for more information.
Ep. 89 Jeff Gomez: The Hidden Genius Behind Avatar & Spider-Man Success
2025/07/16
Jeff Gomez, CEO of Starlight Runner & architect behind Marvel, Spider-Man, & Pirates of the Caribbean transmedia universes and more, reveals how storytelling is evolving in the digital age & why narrative shapes reality. In this profound conversation, Jeff shares his journey from a traumatic childhood in 1960s NYC to becoming the pioneer behind transmedia storytelling for the world's biggest franchises. Discover how Jeff's early escape into Japanese media like Godzilla laid the foundation for his revolutionary approach to creating interconnected story worlds across multiple platforms. Jeff reveals the shift from the traditional hero's journey to what he calls "collective journey narratives" - a storytelling model designed for our interconnected world. He explains how this approach has not only transformed entertainment but has been applied to address real-world crises in Colombia, Mexico, and Afghanistan. Learn why Jeff believes AI will dramatically change how stories are created while potentially threatening authentic human connection. The conversation explores why world-building comes before character development in transmedia, why Hollywood often treats IP as a funnel rather than a framework, and how ethical considerations must guide immersive environments. TIMESTAMPS: 00:00 The Power and Wisdom of Storytelling 00:21 Jeff Gomez: From Chaos to Creativity 01:49 The Birth of a Storyteller 04:40 Early Influences: Godzilla and Japanese Media 08:06 Dungeons and Dragons: A Gateway to Story Worlds 09:07 From Fanzines to Professional Storytelling 11:22 World Building in Magic: The Gathering 13:09 Transmedia Storytelling in Hollywood 23:32 The Collective Journey: A New Narrative Model 28:27 Transmedia for Social Change 32:49 The Evolution of Social Media Personas 34:15 Impact of Social Media on Emotional Well-being 34:33 Narrative in the Digital Age 36:07 Story World Architecture and World Building 37:58 Audience Interaction and Fan Engagement 39:07 Geosynchronous Storytelling and Content Discoverability 40:24 Video Games and Narrative Adaptations 42:11 Current Trends in Storytelling 45:40 The Role of AI in Human Relationships 50:29 Hope for the Future of Storytelling 52:41 Transmedia Storytelling: Origins and Evolution 57:09 Emotional Resonance in Story Worlds 59:03 Ethical Considerations in Immersive Content 01:00:33 Final Thoughts and Takeaways ABOUT JEFF GOMEZ: Jeff Gomez is the CEO of Starlight Runner Entertainment and a leading expert in story world development and narrative design. His pioneering work in transmedia storytelling has shaped how major franchises expand across multiple platforms. Jeff has contributed to blockbuster properties including Spider-Man, Pirates of the Caribbean, Avatar, Halo, and Men in Black. His innovative approach to narrative has been applied not only in entertainment but also in addressing sociopolitical challenges worldwide. EPISODE SUMMARY: This conversation explores how storytelling is evolving in our digital age, the shift from hero's journey to collective narratives, and why Jeff believes that "if we have the power of Gods, we require the wisdom of Gods to use that power - and wisdom comes out of narrative." Learn how proper story architecture creates emotional resonance, why Hollywood often mismanages IP development, and how AI is transforming both storytelling and human relationships. 📱 CONNECT WITH JEFF: LinkedIn: https://www.linkedin.com/in/jeffgomez/ 🎙️ SUBSCRIBE for more conversations with industry innovators and creative pioneers. 🔔 Hit the notification bell to never miss an episode. Hosted on Acast. See acast.com/privacy for more information.
Ep 88. Simon Pulman: The REAL Reason Hollywood Only Makes Sequels Now
2025/04/19
Entertainment attorney Simon Pulman (Prior Cashman, NYC) reveals how to build billion-dollar transmedia franchises without risking studio collapse. Learn the formula top 1% of adaptations use. The entertainment industry faces its biggest paradigm shift in decades. While Hollywood struggles with declining theatre attendance and rising production costs, gaming properties are creating the most successful adaptations in history. Entertainment lawyer Simon Pulman breaks down exactly why this is happening and how it's transforming deal structures across the industry. In this eye-opening conversation, Pulman reveals how individual incentives are driving risk-aversion across studios, why original scripts have been replaced by IP acquisitions, and the shocking truth about how "Hollywood created Netflix" through short-term financial decisions that destroyed their long-term business model. TIMESTAMPS: 00:00 Introduction to Simon Pulman's expertise 02:14 Why original scripts dominated in the 90s vs franchise dominance today 04:35 The audience shift: Why people won't leave home for cinema anymore 07:18 How international content (Squid Game, anime) is reshaping Hollywood 10:47 Snow White remake failure: Budget vs ROI analysis 13:30 Community: The undervalued asset Hollywood ignores but gaming understands 17:42 The Holy Trinity of successful adaptations: Last of Us, Fallout, Mario 21:36 Why honoring IP is non-negotiable for successful adaptations 26:55 How transmedia success drives game sales - the feedback loop 30:10 The weekly episode model vs. binge culture for deeper engagement 33:22 Netflix's gaming strategy: Can they leverage their IPs effectively? 39:08 BioWare's storytelling potential beyond games 43:15 The new deal paradigm: How game companies flipped Hollywood's ownership model 49:40 Roblox's untapped potential: Why it's creating tomorrow's entertainment moguls 56:28 AI's complex entertainment industry implications 57:45 Entertainment predictions for next 12 months About Simon Pulman: Simon Pulman is an entertainment attorney with Prior Cashman in New York City, specialising in deals across television, motion pictures, podcasts, video games, and publishing. He helps companies develop, produce, and finance media projects during a period of unprecedented technological and audience behaviour change. The Transmedia Revolution: This episode explores how successful properties like The Last of Us have created a virtuous cycle where shows drive game sales and games build audience anticipation for new seasons - all while maintaining the core emotional elements that connected with audiences originally. Join the Conversation: What gaming property do you think deserves the Last of Us treatment next? Share your thoughts in the comments below! Connect with Simon: Find Simon Pulman on LinkedIn for more insights on entertainment law and industry trends. Subscribe for more industry insights: 🎮 YouTube:‪@PurposeMadePodcast‬ 🎧 Podcast: https://open.spotify.com/show/66hrGrt... Hosted on Acast. See acast.com/privacy for more information.
Ep 87. Rich Diviney: Learn how to deal with uncertainty as a Navy SEAL!
2025/04/04
In this episode, I sit down with retired Navy SEAL commander and performance expert Rich Diviney who reveals the revolutionary "Mastering Uncertainty Method" - a science-backed approach that elite military operators use to thrive under pressure when things don't go according to plan. Drawing from over two decades of experience leading and training top performers (including founding the SEALs' "Mind Gym"), Rich breaks down how anyone can harness uncertainty as an advantage rather than a liability. We explore how Navy SEALs develop mental toughness, make decisive decisions under extreme pressure, and leverage their innate human capabilities to excel in chaotic environments. Rich shares practical strategies to: Transform uncertain moments into opportunities Tap into your body's natural performance engine during difficult challenges Maintain composure under pressure Improve performance when stakes are highest Understand your "raw self" to determine optimal actions in any scenario Avoid the traps causing 95% of teams to underperform Build the four domains of trust essential to high-performing teams Whether facing uncertainty in your personal or professional life, this conversation provides actionable insights to develop the mindset of an elite operator. As Simon Sinek says about Rich's work: "Easy to understand and simple to implement, Masters of Uncertainty is essential for any person or team that wants to operate even better than they do now." As Andrew Huberman writes in the foreword to Rich's latest book, and the focal point of today's podcast, Masters of Uncertainty: "This book is a practical guide for how to wake up and be the most effective version of yourself, how to bring that to all your life's challenges, and (most importantly) how to perpetually bounce upward and forward when pushed back or under pressure... and in so doing, exceed your previous self and performance—over and over and over." "People like Rich Diviney are rare: because of what they know, for what they have proved capable of doing, and for their ability to teach it to others... This book will powerfully shift how you view and approach life—its challenges and its less challenging moments too—for the better." Grab a Copy of The Books Here: - Masters of Uncertainty: https://amzn.to/41RdlB1 - The Attributes: 25 Hidden Drivers of Optimal Performance: https://amzn.to/42aEdLh Special Offer: Unlock Your Leadership Potential. Use the code PETERBELL15 to get a 15% discount on The Attributes Assessment at theattributes.com. Enjoyed the podcast? Subscribe now! Host: Peter Bell Guest: Rich Diviney Pete's Socials: Website ▹ https://www.purposemade.uk/ LinkedIn ▹ https://www.linkedin.com/in/peter-george-bell/ Instagram ▹ https://www.instagram.com/thepeterbell/ Rich's Socials: Website ▹ https://theattributes.com/all-attributes/ LinkedIn ▹ https://www.linkedin.com/in/richdiviney/ Instagram ▹ https://www.instagram.com/rich_diviney/?hl=en This podcast was recorded and produced by Purpose Made, dedicated to helping you achieve your highest potential. Hosted on Acast. See acast.com/privacy for more information.
Ep 86. Russell Binder - The SECRETS behind Transmedia
2025/03/09
Russell Binder, the IP accelerator behind Five Nights at Freddy's, Twilight, and The Hunger Games, reveals how gaming communities are reshaping Hollywood's and gamings approach to franchise building. In this conversation, Russell Binder, founder of Stryker Entertainment, shares his journey from representing comic book creators to building billion-dollar transmedia franchises. With 30+ years of experience developing IPs like Five Nights at Freddy's, Twilight Saga, and Angry Birds, Russell provides unprecedented insights into how gaming communities are transforming Hollywood and gaming's approach to storytelling, merchandising and entertainment. "When I started in the business, there were the five families, Warner's, Disney, Universal, Sony, and Paramount, and they were generally the gatekeepers of the big IPs," Russell explains. He reveals the strategies behind turning Five Nights at Freddy's from an indie game to a global phenomenon through community cultivation: "The virality of these jump scares and watching people play this game introduced this property to a massive social audience across YouTube, across Instagram... you didn't have to play the game to get excited about Five Nights at Freddy's." Russell also shares candid stories about working with industry legends: "If you ask me what I love about my job, as much as I love movies, as much as I love video games, the people I've had the pleasure to work with, Steven Spielberg, Sean Levy, Guillermo del Toro, like some of the coolest storytellers and filmmakers..." His insights on what makes an IP truly transferable are invaluable: "If you look at what works in horror, it's iconic. It's Freddie, Jason, Michael Myers in the film business. In gaming, Five Nights at Freddy's and Poppy and Bendy... Iconic characters that translate multi-directionally." Timestamps: 00:00 Introduction to Russell Binder and Striker Entertainment 05:32 The Twilight Saga 18:17 Transitioning to Video Games: Angry Birds and Five Nights at Freddy's 25:43 Future of Transmedia and Cross-Platform Content 34:27 The Challenges of Transmedia Projects 34:54 Disney's Transmedia Mastery 35:17 Amazon's Potential in Transmedia 36:47 The Evolution of Gaming and Hollywood 37:29 Criteria for Successful Transmedia Ventures 40:15 High on Life: A Transmedia Success Story 41:36 The Future of Transmedia Adaptations 51:09: Working with Steven Spielberg 59:42 The Future of Transmedia and Entertainment Guest Biography: Russell Binder is the founder of Stryker Entertainment, an IP accelerator specialising in transmedia development, licensing, and production. With over 30 years in the entertainment industry, Russell has managed blockbuster IPs including The Twilight Saga, The Hunger Games, TheWalkingDead, Pacific Rim, Five Nights at Freddy's, Preacher, KickAss2, TED and TED 2, Terminator Salvation, Terminator Genisys, House of Cards, Orange is the New Black, The BFG, Powers, Ender's Game, and others. His unique approach combines consumer products expertise with film/TV development, helping creators maximise their IP's potential across multiple platforms. Watch On YouTube: https://youtu.be/I3WAJiz82Hk?si=quh3xArWI_3B9h_P Connect with Russell Binder: LinkedIn: https://www.linkedin.com/in/russell-binder-19a3791/ Website: https://www.strikerentertainment.com/ Connect with Pete: LinkedIn: https://www.linkedin.com/in/peter-george-bell/ Instagram: https://www.instagram.com/thepeterbell/ Newsletter: https://www.linkedin.com/newsletters/before-5-on-friday-7244349280012886020/ Website: https://www.purposemade.uk Hosted on Acast. See acast.com/privacy for more information.
Ep 85. "Cancer Was the Best Teacher" - David Smith on Life After Paralysis
2025/02/14
Olympic & Paralympic champion David Smith MBE shares his extraordinary journey through cancer, paralysis, and transformation. A powerful story of resilience and purpose. In this profound conversation, Olympic gold medalist and Paralympic champion David Smith MBE opens up about his remarkable journey through multiple life-altering challenges. From reaching the pinnacle of athletic achievement to facing cancer, paralysis, and a complete identity transformation, David's story is a masterclass in human resilience and post-traumatic growth. 🎯 KEY MOMENTS: 00:00 Olympic Journey & Early Success 12:45 Confronting Cancer & Life's Fragility 25:30 Navigating Paralysis & Identity Crisis 35:15 The Power of Post-Traumatic Growth 48:20 Transforming Through Loss of Ego 59:30 Finding Peace in Present Moment ABOUT DAVID SMITH MBE: David Smith is a multi-sport phenomenon who has represented Great Britain in rowing, cycling, and Paralympic sports. After being paralysed from a spinal tumour surgery in 2016, he embarked on a profound journey of self-discovery and transformation. Today, he inspires others through speaking and coaching, sharing invaluable insights on resilience, purpose, and peak performance. KEY TAKEAWAYS: - How facing mortality can unlock deeper purpose - Transforming trauma into personal growth - Building resilience through adversity - Redefining identity after life-changing events - Finding strength in vulnerability - Achieving peak performance through alignment 🔔 SUBSCRIBE for more conversations with world-class performers, thought leaders, and inspiring individuals who share their wisdom on purpose, performance, and personal growth. CONNECT WITH DAVID: Website: https://www.davidsmithathlete.com/ LinkedIn: https://www.linkedin.com/in/david-smith-mbe-108a0719/ Instagram: https://www.instagram.com/davidsmithmbe CONNECT WITH PETER: Website: https://www.purposemade.uk/ Instagram: https://www.instagram.com/thepeterbell LinkedIn: https://www.linkedin.com/in/peter-george-bell/ READ THE NEWSLETTER: Subscribe on LinkedIn: https://www.linkedin.com/build-relation/newsletter-follow?entityUrn=7244349280012886020 #Paralympics #PostTraumaticGrowth #Resilience #OlympicAthlete #PersonalDevelopment #MentalHealth #PurposeMadePodcast #PeakPerformance #Inspiration #Mindset Hosted on Acast. See acast.com/privacy for more information.

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4.8 out of 5
32 reviews
★★★★★
wesley s. koons 2021/11/30
Great Podcast!
Great podcast! I realy love it.. Thank you for shearing
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