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The Gaming Playbook w/ Harry Phokou

Advertise on podcast: The Gaming Playbook w/ Harry Phokou

Categories
This podcast has
85 episodes
Language
English
Publisher
Harry Phokou
Explicit
No
Date created
2024/04/15
Latest episode
2026/11/10
Average duration
61 min.
Release period
11 days

Description

On The Gaming Playbook, Harry Phokou sits down with experts in the games industry who have never been interviewed before. Through these in-depth conversations, Harry unpacks the "Playbook" that made them so successful. Skip the line on Tuesdays and download the real-life cheat codes every gaming industry pro needs to know. LinkedIn: @hphokou Instagram: @hphokou Newsletter: https://join.thegamingplaybook.com/ Business and guest inquiries: [email protected]

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Check latest episodes from The Gaming Playbook w/ Harry Phokou podcast


Hivemind Show #1: How to Find Winning Mobile Game Ads
2026/11/10
How do you find winning mobile game ads? The Hivemind Show is a new panel series hosted by Zhanna Tushkina, Growth Consultant at Hivemind, bringing together experts from across the games industry to share what's working, what's not, and what they're learning along the way. In this first episode, we bring together four mobile game marketing experts from Playducky, ZiMAD, SocialPeta, and Admiral Media to discuss what actually works in user acquisition, AI-generated creatives, and scaling mobile games. The panel explores what makes ads perform, why the first three seconds matter, playable ads, fake gameplay ads versus player retention, and how long to test a creative before deciding whether it's a winner. Connect with the guests:Alena: https://www.linkedin.com/in/alena-filimonova-barmatova-2793559b/Egor: https://www.linkedin.com/in/ep-al/Summer: https://www.linkedin.com/in/summer-liuxiangjun-socialpeta/Margarita: https://www.linkedin.com/in/margarita-%F0%9F%94%9C-business-of-apps-dagaeva-22189814b/ Connect with Zhanna:LinkedIn: https://www.linkedin.com/in/zhannatushkina/YouTube: https://www.youtube.com/@HivemindWorldInstagram: https://www.instagram.com/zhannatushkina/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:0:00 Intro7:23 What Makes a Winning Mobile Game Ad in 2026?12:24 The AI-Generated Ad That Became a #1 Scaling Creative15:04 Why There's No Universal Winning Ad Formula18:25 Creative Trends: AI, Hooks & Faster Iterations22:16 Fake Gameplay Ads vs Player Retention27:34 What's Working: Gameplay Videos & Playable Ads31:08 How Changing the First 3 Seconds Saved a Failing Ad32:34 Creative Testing: Finding & Scaling Winners35:48 How Long Should You Test an Ad?36:36 Segmentation & Personalization in Mobile Gaming43:12 Using AI & Competitor Data to Improve Creatives46:23 Targeting Players Through Different Motivations48:38 Personalizing the Experience After Installation53:42 Custom Product Pages & Smarter UA Targeting55:47 Habits That Help Game Marketers Succeed58:20 Learning From Mistakes & Improving Marketing Results1:03:12 Building a Weekly Routine for Better Decisions1:06:09 Final Thoughts & Key Takeaways
#84 - Kirill Oreshkin: How to Test Game Ideas in Just 2 Weeks Before You Build Them
2026/10/29
How can you tell whether players want your game before spending years building it? Today, I'm joined by Kirill Oreshkin, Co-founder and CEO of Polden Publishing, who explains how his team tests indie game ideas through two-week influencer campaigns and Steam wishlists before deciding which games to sign. We also discuss how to validate game ideas with trailers, market games on Steam using TikTok and YouTube Shorts, and decide between self-publishing and working with a publisher. If you're an indie game developer or studio founder looking to validate your next game, attract more players, or improve your chances of getting signed by a publisher, this episode is for you! Connect with Kirill:LinkedIn: https://www.linkedin.com/in/kiroreshkin/Website: polden.gg Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@UCtZBNcgtKJR2NtGct3-cFWgInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com 0:00 Intro4:10 How Polden tests game ideas in just 2 weeks7:11 Why other publishers don't run marketing tests11:14 How game publishing deals work13:44 Self-publishing vs working with a publisher16:49 What actually works for marketing games on Steam20:11 TikTok, YouTube influencers and Steam demos22:16 How to price indie games on Steam24:20 What makes a friendslop game?25:37 Paid influencers vs organic content28:10 Why Steam wishlists aren't enough30:55 How Polden runs playtests and collects feedback34:04 Can you test a game idea with just a trailer?36:34 The limits of validating game ideas early40:30 Polden's future and AI in game development45:01 Funding games and managing investor risk47:15 Emerging Steam trends: Simulators and incremental games52:37 What does it take to start a game publisher?55:06 The 3 things Polden looks for in a game1:00:45 Steam wishlist-to-sales benchmarks1:02:46 DLC vs free updates for indie games1:03:38 Final advice for game developers
#83 - Jakob Berglund: How to Prioritize What Matters Most in Game Development
2026/10/22
Today I’m joined by Jakob Berglund, founder of Atlas One, who spent over 11 years at King and later worked on MONOPOLY GO! at Scopely. We talk about turning game analytics into better decisions, identifying what actually drives player retention and revenue, and comparing the value of new features against technical debt. We also explore why more data and AI-generated insights don't necessarily lead to better decisions. If you’re a game developer, producer, analyst, or studio leader trying to figure out what deserves your attention, this episode is for you. Connect with Jakob:LinkedIn: https://www.linkedin.com/in/hi-jakob-berglund/Website: http://www.atlas1.oneEmail: [email protected] Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@UCtZBNcgtKJR2NtGct3-cFWgInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:0:00 Intro2:52 Problem-solving and Jakob's early work at King5:45 Why more data doesn't mean better decisions9:14 Finding the real drivers behind game metrics11:12 How King uncovered a hidden cause of player churn14:00 Business context, correlation, and causation18:43 How to measure and compare business value22:00 Using constraints to decide what to prioritize25:15 Comparing the value of different opportunities30:35 Why companies need to validate their estimates33:34 Turning data into actionable decisions37:54 Why rough estimates beat false precision41:56 How every role contributes to business value47:07 Comparing recurring costs with new game features50:15 Using retrospectives to identify recurring problems55:03 Assigning value to the causes of problems58:33 Atlas One: Building a better decision engine1:02:49 Why AI needs business context
#82 - Guy Costantini: What It Takes to Build and Fund a Game in 2026
2026/10/08
Today I'm joined by Guy Costantini, Co-founder and CEO of Chaos Manufacturing, who's spent over 15 years in game publishing, marketing and studio leadership, including roles at Riot Games, CD Projekt Red and Skydance. We talked about how the games industry has become a buyer's market, why publishers and investors increasingly want to see playable games and proven traction before committing funding, and what that means for developers trying to get their games made. Guy also shares how he's building SOL Shogunate while keeping costs under control, why getting the scope of your game right matters, and how to balance making something you believe in with making something people will actually buy. If you're a game developer, studio founder or publisher navigating game funding and publishing, this episode offers a practical look at what it takes to get a game made and bring it to market. Connect with Guy:LinkedIn: https://www.linkedin.com/in/gcostantini/ Check out these games:SOL Shogunate: https://store.steampowered.com/app/3219360/SOL_Shogunate/Game of Thrones: War for Westeros: https://store.steampowered.com/app/2838950/_/Mouse P.I. for Hire: https://store.steampowered.com/app/2416450/_/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@UCtZBNcgtKJR2NtGct3-cFWgInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:0:00 Intro3:46 Building a Game Studio on a Lean Budget6:29 Why Understanding Your Market Matters10:12 The Risks of Game Funding and Overspending14:30 Why Game Funding Has Become a Buyer's Market17:03 Do Indie Developers Still Need Publishers?23:41 What Publishers Look for Before Investing26:27 Job Security and Leadership in the Games Industry30:30 Why Publishers Cancel Games32:39 How Game Publishing Deals and Milestones Work38:14 Managing Risk in Game Development41:30 Finding Alternative Sources of Game Funding44:40 Equity Financing vs. Project Financing46:23 What It Takes to Get a Game Funded Today49:36 Why Investors Prefer Lower-Risk Games51:14 Balancing Creative Vision With Commercial Success53:36 Why Guy Had to Rethink His Game's Scope55:07 Why Constraints Can Lead to Better Games58:11 What Does It Take to Start a Game Publisher?1:01:22 Why Game Marketing and Audience Building Matter1:05:49 Alternative Game Publishing Models1:08:07 The Future of the Games Industry1:11:22 Finding Your Advantage in the Games Industry1:13:16 SOL Shogunate and Closing Thoughts
#81 - Teemu Haila: How AI Is Changing How Games Are Built, Tested & Run
2026/10/01
Today I’m joined by Teemu Haila, Co-Founder and Chief Product Officer at Metaplay. Teemu has spent more than 20 years in game development, co-founded PlayRiven before its acquisition by Rovio, and now works at the intersection of AI and live service game development. We talk about how AI agents are already changing the way games are built and run, including a real example where work that previously took two engineering teams two months was completed by one developer using AI in two weeks. We also cover AI-powered game testing, faster iteration, how much smaller game teams could become, and why LiveOps needs to be designed into a game from the very beginning. If you’re a game developer, studio founder or publisher trying to understand how AI will change the way games are built, tested and operated, then this episode is for you! Connect with Teemu:LinkedIn: https://www.linkedin.com/in/teemuhaila/Website: https://www.metaplay.io/lp/multiplayer-live-service-game Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@UCtZBNcgtKJR2NtGct3-cFWgInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:0:00 Intro1:52 Teemu Haila joins the podcast3:41 Why AI gives generalists an advantage5:53 How AI is changing LiveOps11:09 The 30x AI game development example15:31 How AI could transform game testing21:50 How much smaller can game teams become?26:17 Why discovery becomes the bottleneck29:55 How game developers can avoid being left behind34:14 The best way to learn AI is to start building40:33 Why marketers can now build games43:48 Validating game ideas before building them46:47 Why LiveOps must be designed from day one52:33 What Metaplay actually does56:05 Web games, playable demos and new ways to test ideas1:00:59 Should Harry start a game publisher?1:03:10 Finding profitable game niches big studios ignore1:05:56 Harry's venture studio plan1:10:51 How to connect with Teemu
#80 - Magnus Lysell: How to Sell More Copies of Your Game in China
2026/09/17
Today, I’m joined by Magnus Lysell, co-founder of Light Up Games and a former product manager at Paradox Interactive, where he worked on games including Cities: Skylines and Surviving Mars. He now helps developers and publishers launch games globally, with a particular focus on China. We talked about why game developers often think about China too late, how publishing and marketing games there actually works, and what developers need to know about localization, Steam, Bilibili, Heybox, pricing and local partners. If you’re a game developer, studio founder or publisher looking to reach more players, understand the Chinese games market or build a smarter global publishing strategy, then this episode is for you! Connect with Magnus: LinkedIn: https://www.linkedin.com/in/magnuslysell/ Website: https://lightup.games/en Connect with Harry: LinkedIn: https://www.linkedin.com/in/phokou/ YouTube: https://www.youtube.com/@HivemindWorld Instagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters: 00:00 Intro 00:45 Magnus Lysell and Light Up Games 03:10 What game developers get wrong about publishing 03:56 Why studios treat China as an afterthought 05:49 Why a launch trailer isn’t enough in China 06:40 How early should you prepare for China? 08:02 Do you need an ISBN to publish in China? 09:20 Can you sell PC games through Steam in China? 10:11 Which games perform well in China? 11:24 A 3-step strategy for entering the Chinese market 12:08 How important can China be for game revenue? 13:19 How poor localization can hurt your game 14:17 From Paradox to game publishing 15:44 How to price games for the Chinese market 17:18 Magnus’s advice for game developers 18:15 Why game developers should know about Heybox
#79 - Mikkel Weider: What It Takes for a Great Game to Succeed (Publishing, Discovery, Market Demand & More)
2026/09/10
Today, I’m joined by Mikkel Weider, the new CEO of Everplay Group, home to Team17, astragon Entertainment and StoryToys, with hundreds of games across its portfolio. We talked about what publishers look for in games, how developers can stand out in an increasingly crowded market, and why understanding your audience and market matters just as much as making a great game. If you’re a game developer, running an indie studio, or trying to understand how publishers think about games, then this episode is for you! Connect with Mikkel: LinkedIn: https://www.linkedin.com/in/mikkelweider/ Pitch your game: Simulator games: https://www.astragon.com/ Indie, party & selected shooter games: https://www.team17.com/ Kids games: https://storytoys.com/ Connect with Harry: LinkedIn: https://www.linkedin.com/in/phokou/ YouTube: https://www.youtube.com/@HivemindWorld Instagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters: 00:00 Intro 00:49 Inside Everplay, Team17, astragon & StoryToys 03:22 Mikkel’s first months as Everplay CEO 05:20 The growing game discovery problem 07:04 Building direct relationships with players 08:26 Should studios stick to the genres they know? 10:42 What publishers look for in new games 12:57 How much innovation does a game need? 14:51 Leading and operating a games group 17:46 Delegation, trust & accountability 21:13 Firefighting vs pursuing opportunities 22:21 Technology, AI & the future of games 26:13 Building a culture of ownership 28:59 Publishing vs game development 30:02 Should games launch on every platform? 31:48 How to pitch your game to Everplay
#78 - Ali Farha: How Game Funding Works (VC, Publishers, Project Financing & More)
2026/09/01
How do game studios actually get funded, and when should you choose VC, a publisher, project financing, or another route? Today I’m joined by Ali Farha, Investment Associate at Behold Ventures, to break down how game funding actually works from the investor side, and what developers need to understand before raising money. We talked about the difference between VC, publishers and project financing, when each funding route makes sense, what games VCs actually look for in a studio, how the investment process works, and why your pitch should change depending on who you’re raising from. If you’re an indie developer, studio founder, or game developer trying to fund your next game, understand your financing options, or make your studio more investable, then this episode is for you. Connect with Ali:LinkedIn: ⁠https://www.linkedin.com/in/alifarha/⁠Website: ⁠https://behold.vc/⁠Listen to Ali’s previous episode: ⁠https://open.spotify.com/episode/0OEtoYIT1n1m1bjiBu5dDD?si=814233edcdf145f2 Connect with Harry:LinkedIn: ⁠https://www.linkedin.com/in/phokou/⁠YouTube:⁠ https://www.youtube.com/@HivemindWorld⁠Instagram: ⁠https://www.instagram.com/hphokou/⁠ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro02:34 How games VC works05:35 Bootstrapping, friends & family, angels and VC07:11 VC vs project financing08:24 Why founders should look for “smart money”10:16 The value of a VC network11:48 How should an indie studio fund its game?13:01 How the VC investment process actually works16:28 Do VCs take control of game studios?18:43 Questions founders should ask investors19:23 What makes a game studio investable?20:09 How to pitch a VC vs a publisher21:32 Combining VC, publishers and other funding22:47 Mobile games and UA financing24:06 Could UA financing come to PC and console?27:35 The future of AAA, AA and indie games30:30 Final fundraising advice for game developers
#77 - Adam Jaffe: Why Mobile Game Growth Has Changed and Where the New Opportunities Are
2026/08/20
Today I’m joined by Adam Jaffe, a mobile gaming marketer with nearly two decades in the industry. He was Playtika’s 10th employee and Head of User Acquisition, and later served as VP of Marketing at Social Point. We talked about why organic growth in mobile gaming has become so much harder, where studios should be looking for new users now, and why pouring more money into marketing won’t save a product that isn’t ready to scale. If you’re building, marketing or running a mobile game business and want a clearer picture of where the market is heading, this episode is for you. Connect with Adam:LinkedIn: https://www.linkedin.com/in/adjaffe/Website: www.trofeo.ioLive Trofeo demo: play.trofeo.io/play Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@HivemindWorldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro04:14 How mobile gaming changed from the early days08:14 How ATT and IDFA changed mobile user acquisition13:32 Why organic growth and virality disappeared19:30 Why media platforms now hold the power23:25 Why mobile game studios have less room to fail29:19 Risk aversion, layoffs and the cost of playing safe32:25 Where mobile games get users in 202635:33 How rewarded traffic actually works41:26 How to make rewarded user acquisition work44:54 CTV as the next mobile marketing frontier46:37 Mobile game monetization beyond traditional ads56:53 Premium vs free-to-play mobile games59:43 Why marketers need to understand the game itself01:01:29 Aligning product and marketing around ROAS01:05:16 Don’t let marketing get ahead of your product
#76 - Doug Pennant: How to Build a Career That Lasts in the Games Industry
2026/08/06
Today, I'm joined by Doug Pennant, a Senior Producer at Infinity Ward, drawing on 16 years across Alien: Isolation, Total War, and Call of Duty, who explains how game developers can build resilient, long-term careers in an industry shaped by layoffs, changing technology, and increasingly project-based employment. We talked about transferable skills, difficult managers, networking before you need a job, adapting your CV to the market, and why MobyGames could become an important hiring tool for game developers. If you're a game developer, producer, or an industry professional who wants to build a career that lasts, this episode is for you. Connect with Doug:LinkedIn: https://www.linkedin.com/in/doug-pennant/Substack: https://dougpennant.substack.com/His book: https://www.amazon.com/Pocket-Mentor-Production-Mentors-Careers/dp/1032785608 Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@hivemindworldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro01:46 Why personal resilience matters in the game industry04:02 Why growing game studios struggle with management11:56 What new developers should know about difficult bosses20:31 What career resilience actually means23:05 The producer interview test for adaptability25:42 Why investing in skills creates career security29:45 Why game industry jobs for life are disappearing31:55 What caused the game industry layoffs40:17 Smaller studios and the future of game development43:43 Why networking matters before you need a job45:26 Job hunting and the hidden game industry job market51:01 When your skills no longer match the market55:06 Codev and outsourcing as more durable career paths56:09 Using MobyGames to get discovered by recruiters1:02:24 What a producer does 90 days before launch1:04:26 Why game teams must stop adding features1:08:30 Why every visionary needs strong brakes1:10:53 Self-care and staying optimistic about games1:12:20 How cultural grants can fund video games1:13:20 Doug’s book, Substack, and where to follow him
#75 - Adam Selcuk: Why Steam Alone Isn't Enough to Sell More Copies of Your Game
2026/07/30
Today, I'm joined by Adam Selcuk, CPO at VaultN, who explains why game studios are leaving significant revenue on the table by ignoring third-party PC game distribution. Drawing on 20+ years in digital game retail, Adam breaks down how publishers can sell more copies, reach new markets, improve discoverability, and maintain control over pricing and distribution. We discuss why Steam alone isn't enough, how third-party distribution can significantly increase game sales, and what developers should do before launch to maximize revenue. If you're an indie game developer, publisher, or studio founder looking to sell more copies of your game, this episode is for you. Connect with Adam:LinkedIn: ⁠https://www.linkedin.com/in/adamselcuk/⁠Website: ⁠https://vaultn.com/⁠ Connect with Harry:LinkedIn: ⁠https://www.linkedin.com/in/phokou/⁠YouTube: ⁠https://www.youtube.com/@hivemindworldInstagram: ⁠https://www.instagram.com/hphokou/⁠ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro02:43 How PC game distribution has evolved07:50 Why Steam isn't enough anymore11:18 The biggest distribution mistake developers make15:24 How third-party distribution increases sales20:34 Why cheap game keys end up on grey-market websites25:07 Why discoverability is everything29:22 Pre-orders, wishlists, and where to send players31:39 Why modern game distribution took so long to evolve36:01 Why solo developers should care about third-party stores39:24 How local storefronts create more sales42:27 The future of PC game distribution46:49 The biggest misconception about game distribution47:55 Adam's best marketing advice for indie developers53:36 Where to connect with Adam
#74 - Quentin Cobb: How to Build a Fundable Indie Studio in 2026
2026/07/23
What does it really take to get an indie game funded? After 17 years in AAA game development, Quentin Cobb left studios behind to found Ironroot Games. In this conversation, he shares what he's learning while actively pitching publishers and investors, raising funding, building a vertical slice, and navigating today's publishing landscape. We discuss publisher expectations, angel investors, AI in game development, pitching a game studio, and why investors often back founders as much as games. If you're an indie game developer, studio founder, or anyone trying to fund your next game, this episode is packed with practical advice from someone living it today. Connect with Quentin: LinkedIn: https://www.linkedin.com/in/quentin-cobb/ Website: https://ironrootgames.com/ Connect with Harry: LinkedIn: https://www.linkedin.com/in/phokou/ YouTube: https://www.youtube.com/@hivemindworldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights: → Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com 00:00 Intro 01:45 Quentin's AAA background and founding Ironroot Games 04:25 Why funding is the biggest challenge for indie studios 06:25 How Quentin survived after the Microsoft layoffs 09:03 Angel investors, friends & family, and early funding 11:29 Building a team before funding exists 15:44 What publishing deals are possible in 2026? 19:01 Why publishers invest in founders, not just games 22:22 Becoming a first-time CEO and earning investor confidence 26:35 Publisher pitches vs investor pitches 28:27 AAA vs indie development: biggest differences 29:55 Lessons from developing The Last of Us 33:03 Finding the features players actually care about 36:08 Why Ironroot Games is focused on single-player 37:29 AI in game development and publisher expectations 47:24 China, Europe, and finding the right publishing partners 57:07 How to get honest feedback from publishers 59:49 Making games that are personal 1:08:54 Gamescom plans and pitching the prototype 1:12:00 Final advice for every indie game developer
#73 - Michael Szklarski: Why Rockstar Bought His Mod Instead of Fixing GTA Online
2026/07/02
Multiplayer doesn't have to be built on day one. Today, I'm joined by Michael Szklarski, Co-Founder of ReadyM, who explains how community-driven multiplayer mods have transformed games like GTA V and why the future of gaming may belong to player-created experiences. From the origins of GTA multiplayer mods and FiveM to Black Myth: Wukong, Oblivion Remastered, Minecraft, Roblox, Skyrim, and Hytale, this conversation explores how UGC (User-Generated Content), modding, and multiplayer communities can dramatically extend a game's lifespan. Whether you're a game developer, publisher, aspiring game designer, or modder, you'll learn how successful games evolve into long-lasting platforms, why some games attract thriving modding communities while others don't, and what it takes to build the next generation of community-powered games. Connect with Michael:LinkedIn: https://www.linkedin.com/in/michalszklarskiWebsite: https://docs.ready.mp/Forum: https://forum.ready.mp/Oblivion Multiplayer Mod: https://oblivionmp.firstlook.gg/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@hivemindworldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro01:23 ReadyM and the vision behind community multiplayer02:47 What is UGC multiplayer?05:32 The origins of GTA multiplayer modding07:43 How multiplayer mods work under the hood10:03 How GTMP became FiveM15:17 Why Rockstar acquired FiveM20:11 How UGC extends a game's lifespan25:03 Can developers design games for modding success?29:11 Should studios build official modding tools?35:17 Michael's journey into modding38:58 When modding became a business42:56 Building ReadyM and multiplayer technology46:56 Raising investment and proving the vision53:52 Why Red Dead Redemption Online never reached FiveM's success56:42 Advice for AAA game developers58:41 Advice for aspiring modders
#72 - Frank Lofaro: The Hiring System Every Studio Founder Needs (Before the Next Mis-Hire)
2026/06/25
Hiring isn't guesswork. In this episode, I'm joined by Frank Lofaro, who has helped over 1,700 businesses hire better, from zero-employee startups to companies scaling past 100 people. Before founding Tank Recruiting, he spent three years at AeroTech (one of the largest private staffing firms in the world) and was an employee #12 at Acquisition.com, where he worked as an internal recruiter and hired across an entire portfolio of companies. We talked about how to make your first hire, avoid costly hiring mistakes, identify A-players, create better interview processes, improve candidate experience, and build a team that can scale with your business. Whether you're a founder making your first hire or leading a growing company, this conversation is for you. Connect with Frank:LinkedIn: https://www.linkedin.com/in/frank-lofaro/Instagram: https://www.instagram.com/franklofaro/YouTube: https://www.youtube.com/@TankRecruitingWebsite: http://tankrecruiting.com/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@hivemindworldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com Chapters:00:00 Intro05:03 How Frank got into recruiting and joined Acquisition.com08:50 Why hiring speed and candidate experience matter14:13 Making your first hire: where founders should start15:59 The mistake of hiring a COO too early20:12 Why over-titling employees creates problems23:20 Biggest hiring mistakes from 0–10 employees26:53 Accountability meetings and managing performance32:13 The hiring framework: Qualify, Amplify, Evaluate36:02 How to review resumes and screen candidates efficiently40:13 Structured interviews and objective hiring decisions47:39 Take-home assessments and hiring tests52:31 Frank's favorite interview question53:49 Who should run first-round interviews?56:59 The biggest hiring lesson: never compromise on culture fit01:00:22 Why Frank started Tank Recruiting
#71 - Chris Bain: Why Making Great Games Is Only Half the Job
2026/06/18
How do you build a great game company, not just a great game? Today, I'm joined by a former Xbox executive and Player One Consulting CEO, Chris Bain, who shares lessons from working with 100+ game studios, major publishers, and Microsoft. We discuss game pricing, localization, publishing deals, funding, studio growth, leadership, vision, and why so many developers focus on making games but overlook building sustainable businesses. If you're an indie developer, studio founder, publisher, or anyone interested in the business of games, this conversation offers practical insights on turning creative projects into long-term, successful companies. Connect with Chris:LinkedIn: https://www.linkedin.com/in/chbain/Website: https://www.playeroneconsulting.com/ Connect with Harry:LinkedIn: https://www.linkedin.com/in/phokou/YouTube: https://www.youtube.com/@hivemindworldInstagram: https://www.instagram.com/hphokou/ Join our industry events: https://hivemind.world/ Get exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at https://join.thegamingplaybook.com/ Chapters:00:00 Intro02:11 From scientist to consultant to Xbox strategist08:08 Inside the Xbox vs PlayStation console wars11:45 How game pricing really works15:30 Cost control and budgeting for game studios18:17 Finding your game's unique selling point (USP)19:54 Market research and understanding player demand21:35 Localization and reaching global audiences27:31 Building games for specific audiences28:33 Common mistakes indie studios make31:09 Why every studio needs a clear vision36:32 The danger of loving development more than business38:49 Making games investable and commercially viable41:23 Funding options, investors, and publisher relationships43:23 What publishers actually do today46:17 Choosing the right publisher for your game48:24 Lessons learned from coaching hundreds of studios52:28 Why the games industry became much harder after 202254:40 Opportunities in VR and emerging markets1:00:02 Studio growth, leadership, and scaling challenges1:10:11 Building sustainable companies in a changing industry1:15:40 Game IP, transmedia opportunities, and future growth

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