Published by Deconstructor of Fun
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. Hosts: Michail Katkoff www.linkedin.com/in/michailkatkoff/ Eric Kress www.linkedin.com/in/erickress/ Phillip Black www.linkedin.com/in/phillip-black-economist/ Jen Donahoe www.linkedin.com/in/jenniferdonahoe
Listen on Apple Podcasts32 min
After years of saying not yet, Sensor Tower finally estimated mobile ad revenue, and the number is $12 billion for 2025.Josh Chandley and Sensor Tower's lead gaming insights analyst Sam walk through how the estimates were built and why $12 billion is a conservative floor. We get into why puzzle pulls more than half of all gaming ad revenue, how AppLovin keeps eating share while smaller networks shrink, the non-gaming advertisers like Temu, Shein, and finance apps flooding into gaming inventory, and why AP-focused hybrids out-earn ad-first hybrids by 4x.CHAPTERS: 00:00 Why Ads Were Opaque01:07 How Sensor Tower Models Ads02:31 The 12 Billion Headline04:00 Coverage Countries Networks06:07 Ads Versus IAP D2C08:52 Non Gaming Demand Surge12:55 Network Share Winners15:15 AppLovin Take Rate Debate19:04 Puzzle Dominates Ad Revenue26:17 Hybrid Casual Economics30:25 Studio Strategy And Wrap
53 min
The crew breaks down Sensor Tower's big H1 2026 report, digs into why downloads keep falling while nobody seems to want new games, and asks whether ad revenue was ever going to save anyone. Plus a Warframe live service masterclass and the arrow craze that Kress would very much like everyone to stop talking about.Topics Covered:• Disney Solitaire cannibalizing Solitaire Grand Harvest • Where the diligence went on the SuperPlay deal and who is left • Washington State suing Playtika and Aristocrat over social casino• Sensor Tower H1 2026 with downloads down 12% • The 4X surge stalling out while puzzle keeps compounding• The D2C debate and whether the market ishealthier than it looks• AppLovin and AdMob running two-thirds of gaming ad revenue and what that consolidation does to CPIs• Why the top ad revenue games are smaller than anyone expected• Warframe as the live service masterclass Destiny never pulled offCHAPTERS:00:00 – Intro & welcome (Jen, Kress, Phil, Mishka)01:00 – Mishka's Greece trip & DoF event updates (Seattle Roundtables, Gamescom, Grand Slam, Supper Club)08:00 – Playtika update: Solitaire Grand Harvest cannibalized by Disney Solitaire12:00 – M&A Masterclass callback (Chris Petrarca) & licensing math on Disney deal14:00 – Washington State's gambling lawsuit vs. Playtika — social casino legal risk17:00 – Sensor Tower H1 2026 report: overview & app discovery is "broken"20:00 – Direct-to-consumer (D2C) web shops: how big is the impact really?23:00 – D2C by genre: 4X, social casino, Marvel Strike Force example25:00 – Genre trends: strategy down, puzzle up, Block Blast highlight26:00 – The "Arrow" hyper-casual craze — Block Blast install decline29:00 – UA costs spiking: ad spend up, downloads down30:00 – AppLovin & AdMob's growing duopoly over UA33:00 – Social casino's steepest genre decline & D2C revenue shift36:00 – Top publishers by ad revenue (King, Easy Brain, Huuuge)39:00 – Sensor Tower report wrap-up & praise42:00 – Warframe/Digital Extremes: Destiny comparison & live-service execution44:00 – Warframe monetization model breakdown45:00 – Digital Extremes' mobile SKU built with Finland's Nitro Games46:00 – Warframe mobile growth numbers (PC halo effect)48:00 – Squad RPG/gacha mechanics critique — mobile "solved this years ago"50:00 – Why no Western studio has cracked mobile shooters (Fortnite, Roblox Rivals)51:00 – Warframe's marketing-driven themed content drops52:00 – Shoutout: Christopher Dring's podcast52:00 – Outro & next week preview (Castle Clashers, Capcom)
36 min
Why is Toon Blast still growing while every other Blast game is fading away?In this episode of Puzzle Monthly, we break down Toon Blast's remarkable resurgence, from its early days challenging Toy Blast to its recent revenue explosion fueled by Super Light Ball, LiveOps innovation, and relentless experimentation. We explore why Peak Games continues to outperform the entire Blast genre, and what every puzzle developer can learn from it.Topics Covered:• The evolution of Blast games: Pet Rescue Saga, Toy Blast, and Toon Blast• Why Toon Blast continues to grow while the rest of the Blast genre declines• Super Light Ball and how it transformed engagement and monetization• How LiveOps, Collection Meta, Wild Journey, and new progression systems fueled Toon Blast's resurgence• Why Peak's continuous experimentation has kept the game relevant for over a decade• Whether there's still room for new Blast games or if studios should look elsewhere CHAPTERS: 00:00 Meet The Hosts 00:40 Why Toon Blast Still Wins 02:33 Blast Games Origins 02:56 Pet Rescue Vs Fun Luck 04:06 Toy Blast Changes Everything 08:26 Why Others Couldn't Copy 11:43 Revenue Surge Explained 12:33 Super Light Bulb Deep Dive 17:13 ARPDAU Jumps And Data 20:58 Live Ops And Collections 25:39 Wild Cards And Monetization 31:25 Events Cadence Overhaul 34:13 Future Outlook And Wrap
58 min
Convoy says 85 million copies in 60 days. That means 63% of every console owner alive buys GTA 6, and the closest anyone has come without a bundle is half that.The crew digs into the Newzoo and Convoy numbers behind GTA 6 and finds projections that would require almost every active console owner on earth to buy it. Then Playtika, where a badly negotiated earn-out turned Superplay's success into a balance sheet problem big enough to put the studio on the block. Plus Unity 7's roadmap, Netflix throwing out gaming metrics that mean nothing, and what Township's match mode says about where mobile is heading.Topics Covered:• GTA 6 pre-orders skewing 89% to the $100 SKU• Why the projected attach rates are fantasy• The Ultimate Edition as soft price increase• UGC as the real GTA 6 story nobody is telling• Unity 7 roadmap, MCP integration and no-code web shops• Why Unity cannot scale against AppLovin• Tencent circling Superplay at up to $1.5 billion• The earn-out that broke Playtika's balance sheet• Disney Solitaire's trajectory into 2026• Netflix reporting 11x growth on numbers it will not disclose• Township bolting match onto a builder and printing money• Playable ads becoming actual game modesCHAPTERS: 00:24 Show Intro and Agenda01:38 Banter Marvel Trailers02:49 Announcements and Roundtables04:26 Xbox Hire Update06:14 GTA6 Preorders Pricing15:01 Ultimate Edition Strategy17:33 UGC and Online Upside19:15 Unity 7 Roadmap26:03 Playtika Superplay Rumor27:26 Superplay Earnout Breakdown28:11 Earn Out Math28:59 Tencent Deal Questions29:38 Disney Solitaire Outlook30:49 Why Sell Superplay34:48 Superplay Hits Breakdown36:02 Valuation Reality Check39:13 EA Predicts Winners40:49 Netflix Gaming Metrics43:26 What Metrics Matter46:49 Netflix Versus YouTube48:06 Township Versus Top Tycoon50:41 Match 3 Monetization Engine52:43 Hybridization And Playable Ads56:15 Fortnite Obsession Collab57:43 Wrap Up And Goodbye
54 min
Bungie built the defining live shooter of the decade, then spent ten years surviving its own crises. This one plays like the eulogy.The crew runs the full ups and downs of Bungie from Myth to Marathon, with an ex-Bungie insider walking through every near-death moment, why Destiny endured far longer than anyone predicted, why it finally fell off, and whether Sony and Marathon can pull the studio back from the edge.Topics Covered:• The end of Destiny and whether Bungie is actually done• The hot take that Xbox is in decline and Bungie should return to make Halo• The full Bungie crisis history from the Myth 2 uninstaller disaster to Marathon• The internal Destiny Supercut that blew up 14 months before launch• The Taken King and Forsaken redemption arcs• Sony's acquisition, the Lightfall flop, and The Final Shape as the ending• Why Destiny survived when its narrative and monetization kept misfiring• The free-to-play misfit problem and DLC warbond monetization• Promising the future as the real retention engine• The maintenance mode debate for aging live service shooters• What Marathon actually needs to rebound
1 hr 8 min
InnoGames didn't reach for AI to chase a trend. They reached for it because the alternative was shutting down a game people love.Thomas Lehr walks through how InnoGames kept Sunrise Village alive after the business case stopped working, taking the team from 25 people down to 3 and stabilizing a title that was slipping. This is the rare AI adoption story told with actual numbers, actual workflows, and no hiding the parts everyone else leaves out. No people pushed out, no game handed to the agents, no hype. Just a methodical breakdown of where the time went and what AI could realistically take off the table.Topics Covered:• Why the game was declining and what options were on the table before AI• What happened to all 25 people on the team• Going from 25 humans to 3 humans plus AI without killing the game• Decomposing the production pipeline to find where time actually goes• The six-step AI stage designer covering story, quests, balancing, maps, placement, and cinematics• Why building custom tooling beats subscribing to 15 shiny products• Sticking with GPT-4o for years while the pipeline just worked• What it actually costs to run the pipeline every month• The 84% of developers who reject AI at any stage, and the pushback inside the company• A direct playbook for a stuck studio making 500k a month
59 min
Jen, Eric, and Phil break down a week where EA torched a premium launch, Sony declared the disc dead, and Riot reminded everyone that nostalgia is still the most reliable growth lever in games. Monetization is the throughline all the way down: who actually has a lever left to pull, and how badly you can blow it up when you pull it wrong.Topics Covered:• League of Legends Classic and the nostalgia playbook• Why WoW Classic and Fortnite OG print money• Whether a Classic mode can actually monetize• eFootball and FC Mobile riding the World Cup• FIFA leaving interactive money on the table• Ultra local live ops and the halftime spike• Pokemon Champions and Nintendo's monetization ceiling• EA College Football 2027 and its pay to progress disaster• The Battlefront II lesson EA forgot• Phil's gunpowder model for monetization backlash• Why premium publishers have no lever left but ARPU• Sony killing the physical disc by 2028CHAPTERS: 00:00 Welcome and Hosts00:23 Episode Agenda01:12 Euro Summer Banter02:42 Seattle Roundtable Plug04:20 Corrections and Clarifications05:27 Xbox Bethesda Strategy10:08 League Classic Nostalgia17:31 Classic Modes Monetization21:57 World Cup Game Boost27:40 Ultra Local Live Ops30:56 Pokemon Champions Reveal31:32 Pikmin and Pokémon Benchmarks32:17 Why Monetization Falls Flat33:42 Switch SKU and Tencent Playbook34:31 EA College Football Backlash40:02 Marketing vs Design Debate43:20 Phil’s Gunpowder Model48:10 Premium Games Need ARPU51:20 Sony Ends Physical Discs56:00 Digital Wins and Final Wrap
30 min
AppsFlyer just took attribution off mobile and put it on the open web, and it might be the biggest unlock D2C web shops have seen yet.Josh Chandley talks with Adam Smart, Global Director of Product for Gaming at AppsFlyer, about the company's new web attribution product and its bigger bet on becoming a "Modern Marketing Cloud" spanning web, PlayStation, Xbox, and Oculus.Topics Covered:• AppsFlyer's new web attribution product• The shift from MMP to Modern Marketing Cloud• Why D2C web shops are the biggest day one unlock• Mobile UA mindset vs web UA mindset• Fraud and accountability on mobile vs web• Connecting web attribution to in-app ad networksCHAPTERS: 00:19 Why Web Attribution Matters00:33 Modern Marketing Cloud Vision03:28 Web vs Mobile Measurement Basics03:59 Neutral Attribution and ROAS Truth05:59 Why Launch Web Now08:13 D2C Web Shops and Growth11:49 Day One Studio Changes13:38 Mobile vs Web Mindsets15:15 Accountability and Fraud Reality17:37 Connecting Web and In App Ads19:54 Modern Marketing Cloud Explained23:42 Future of UA with AI28:32 AI Agents and Automation in Outlier29:30 Wrap Up and Where to Learn More
56 min
Xbox just got torched, and the math says new games can't win.Jen and Eric (two for TWIG this week) break down the biggest restructuring in Xbox history: 4,800 jobs cut, Asha Sharma unwinding Phil Spencer's entire studio buying spree, and King and Minecraft pulled in to report directly to her. Is this the setup for an Activision Blizzard 2.0 spin-out? Then they dig into fresh Newzoo data on why only 6% of the market is open to new IP, why forever games keep winning, and how growth has become an ARPU story instead of a new-player story.Topics Covered:• Microsoft cuts 4,800 jobs and 20% of Xbox's workforce• Sharma's memo and the "apex predator" restructuring playbook• King and Minecraft reporting straight to Sharma• Compulsion and Double Fine go independent with their IP• Helen Chang named Xbox's first COO, and what a single P&L signals• The spin-out theory and Activision Blizzard 2.0• Game Pass is stuck at 30 million and devaluing the $80 game• Why only 6% of the market is open to new IP• 60% of revenue coming from games five years or older• Growth as an ARPU story in the West and China• Last War, Whiteout Survival and Kingshot are proving the UA arbitrage gameCHAPTERS:00:00 - Werlcome & Agenda01:57 - World Cup Keeper Highlights03:35 - Kress's New Setup & Family Updates05:42 - NYT Games Shill07:30 - Xbox Rumors to Reality10:51 - Layoffs & Studio Shuffles13:26 - GamePass Stalls at 30 Mil14:45 - King, Mobile, and Minecraft Blindspots19:40 - Vanity Metrics Reality Check21:52 - COO PnL and Platform Model Critique24:22 - Booty Portfolio Shrinks & Next Steps25:46 - Gamepass Devalues Games27:01 - Publishers abandon Xbox28:25 - Spinout and Activision 2.030:04 - Microsoft & King Strategy32:29 - Embracer Parallel Lessons36:14 - Easy Cuts & Creative's Hard Work46:28 - Pipeline Worries for New Hits50:27 - ARPU & GTA Monetization53:11 - Mobile UA Arbitrage Reality54:58 - What Could Save the Industry
50 min
Zoe Bell is the Executive Producer of Games at The New York Times. If you've played Wordle, Connections, Spelling Bee, Strands, Letter Boxed, the Mini, or the Crossword, you've played something she helped build or bring to life. NYT has nearly 13 million subscribers, which includes the game business that features some ads but no in-app purchases and no battle pass.The players run from your group chat to the Vatican. The Pope has mentioned doing the Wordle in interviews, and Carol Burnett's celebrity Wordle group, including Julia Louis-Dreyfus and Charlize Theron, went on Jimmy Kimmel to accuse her of cheating. Her defense: there's no way to cheat at Wordle, and solving it in one guess is just an accident.Zoe sits down with Jen Donahoe to explain how a newspaper that has run for 175 years became one of the biggest names in games. They get into why the team kills 96% of the games it tries, how a subscription model reshapes the way they design and measure success, and what it takes to launch Crossplay, a full multiplayer layer on games that are fundamentally solo.They also talk about making every puzzle by hand while the rest of the industry automates, and where AI earns a place when human craft is the whole point. For anyone building games, this one is a window into the economics and the discipline behind one of the most envied portfolios in the business.CHAPTERS:00:00 Welcome and Guest Intro01:03 From Zynga to Times03:40 Culture Shock at NYT05:53 Respecting Game Expertise07:36 Apps and Platforms10:13 Subscription Monetization14:13 Who Plays These Games18:31 Democratic Game Ideation21:13 Greenlight to Launch Pipeline24:36 Testing Markets and Kill Rate26:00 Killing Prototypes Fast26:37 Morale With Low Hit Rates28:43 Testing Before Soft Launch29:19 KPIs And Portfolio Fit30:31 UA In Subscription Games36:46 Streaks And Crossplay Bonds39:14 AI Human Puzzles First46:32 What’s Next And Submissions48:17 Hiring And Tech Stack
1 hr 5 min
Destiny is dead, Xbox is about to make the largest layoff in gaming history, and Google Play just completely changed how it charges developers.In this episode, we break down:• Why Sony's $3.6B Bungie acquisition was doomed from the start• What Destiny's gradual player decline actually looked like on the data• Where hundreds of laid-off Bungie developers go from here• Which five Xbox studios are being closed or sold• Why Xbox raising the Series X to $750 might be the final nail in the coffin• The unionization debate: is now the worst time to organize?• Google Play's new fee structure explained • Why Kress thinks Apple and Google wasted 20 years of developer goodwill• How a 2-person team sold 10 million copies of Mecha Chameleon in 16 days with zero marketing spend• Why the Adidas x Brawl Stars collab may have just hurt Supercell's brand• Ubisoft's surprising new hire from Amazon GamesCHAPTERS: 00:00 Mobile Giants Rant 00:16 Show Intro and Agenda 02:39 Soccer Sidetrack 04:03 Quick Shills and Corrections 07:04 Sony Cuts Bungie 13:15 Destiny Trends and Mobile 15:37 Where Talent Goes Next 17:25 Xbox Layoffs Rumors 19:51 Strategy Behind Closures 26:03 Unionization Debate 29:51 Xbox Price Hike Fallout 33:21 Console Pricing Speculation 34:24 Switch Sales And Price Hikes 36:09 Google Play Changes Breakdown 38:53 New Vs Existing Install Fees 40:33 Web Billing And Rankings 41:18 Why So Complicated 44:08 Level Up Program Requirements 45:26 Sidekick Overlay And Data 46:24 Rollout Dates And Reactions 49:20 Stores Value And 30 Percent 53:22 Steam Viral Hit Mecha Chameleon 55:49 VC Project Financing Debate 58:50 Ubisoft Hires Amazon Games GM 01:00:18 Adidas Brawl Stars Marketing Lesson 01:03:30 Wrap Up And Next Topics
51 min
In this episode of Puzzle Monthly, we trace Good Job Games' path from two clean exits to a struggling Match 3 launch, and break down why the studio that built Zen Match and sold its hypercasual portfolio for billions in downloads can't get Match Villains to monetize like Royal Match. Topics Covered: • Good Job Games' history, from hypercasual hits to Zenmatch's $100-150M exit • Wonder Blast and why it never escaped soft launch purgatory • Match Villains' aggressive difficulty curve and the push to shorten payback period • Why polish alone didn't save Match Villains, and what Royal Match actually got right • Royal Match vs Royal Kingdom vs Match Villains vs Piggy Kingdom • Whether Good Job Games is actually out of money, and what comes next CHAPTERS: 00:01 - Intro 00:40 - Good Job Games' History and Two Exits 09:11 - Match Villains Launches with $83M Raised 13:27 - Wonder Blast and the Soft Launch Trap 19:41 - Match Villains Gameplay Breakdown 21:58 - Aggressive Funnels and Payback Period Pressure 30:31 - Royal Match vs Royal Kingdom vs Match Villains 41:14 - Sensor Tower RPD Data Comparison 47:56 - Is Good Job Games Running Out of Money
1 hr 1 min
GTA 6 finally has a price tag, Steam Machine lands with a $1,000+, and Tencent is quietly pulling out of Japan. In this episode, we break down: ● Why GTA 6's $80/$100 pricing is good news for the industry ● What the deluxe edition actually includes (and what it's missing) ● The attach rate debate for GTA 6 on PS5 and Xbox ● Why Tencent is exiting its Japanese gaming investments ● Who's actually still buying game studios right now ● Unreal Engine 6 and what it means for developers ● Epic's new AI tools shown at Unreal Fest ● Tim Sweeney's "Team Open" pitch and his war on Roblox ● Who the Steam Machine is actually built for ● General Intuition's $320M raise and what it means for AI in gaming ● Roblox's new brand integration tax and why creators are worried ● Why Queen Digital Entertainment shut down after burning $50M CHAPTERS: 00:20 Welcome and Agenda 02:14 Canada and World Cup Banter 03:40 Seattle Roundtable Plug 05:07 Mishka LinkedIn Apology 07:42 LA Roundtable Recap 10:15 Audience Polls and GTA Hype 11:38 GTA 6 Pricing Details 14:32 Deluxe Edition and Monetization 17:05 Attach Rate and Online Revenue 20:23 Tencent Divestment Rumors 22:22 Who Still Buys Studios 25:47 Bull Case and Buyouts 26:06 Tencent Strategy Shift 26:35 Unreal Fest Highlights 26:55 Unreal Engine 6 Roadmap 27:53 AI Tools in Unreal 28:36 Tim Sweeney vs Roblox 29:04 Team Open Vision 31:26 Interoperability Debate 35:00 Epic Reality Check 40:53 Valve Steam Machine Pricing 46:41 Who Is It For 48:05 General Intuition Funding 50:21 Roblox Brand Runtime Fees 54:38 Creator Impact and Risks 58:26 Queen Digital Shuts Down 01:00:14 Wrap Up and Goodbye
56 min
Andrew Bowell, CEO of Iconic, who spent 15 years at Havok and a decade at Unity, discusses the future of game development, AI integration, and the challenges of building new game engines. He shares insights on technological shifts, AI's role in creating immersive worlds, and why his company is building an engine to “craft intelligent, living worlds”. https://iconicgames.io/ 02:10— The shift toward dynamic, emergent, personalized gameplay 04:39— Why Iconic won’t end up in the “engine graveyard” 10:13— “Intelligent living worlds” explained 16:12— Dogfooding and building the engine through its own game 19:35— Deterministic vs open-ended gameplay 23:11— What Unity got right about AI 26:52— The real paradigm shift in gaming 37:59— Player-first, not technology-first 46:26— Where AI adoption in games stops today 51:56— Remote vs hybrid culture at Iconic
54 min
Roblox's Chief Safety Officer and VP of Safety Products join the podcast to answer the question every parent is asking: Is it actually safe?What's covered:● Why Roblox's safety chief uninstalled the app for his own daughter● The new Roblox Kids and Select accounts launching in June● How facial age verification works at scale, and how parents keep breaking it● AI moderating 150 million daily users across every server, every second● The "predator hunters" YouTube show that went viral, and why Roblox banned them anyway● How bad actors move kids off-platform to Discord and Snapchat, and what Roblox does about it● Why Roblox faces more scrutiny than TikTok or YouTube despite tighter restrictions
1 hr 4 min
Microsoft is laying the groundwork to spin Xbox off, Supercell just cut 70% of Metacore's staff after burning through $180M. Meanwhile, EA just launched a real ad platform for sports games. In this episode, we break down: ● Why Xbox keeps losing its top studio leadership ● Whether Microsoft is actually preparing to spin off Xbox ● What Sharma's first 100 days reveal about her real strategy ● Why Believer raised $55M to ship an AI plugin instead of a game ● How Supercell's Metacore acquisition turned into a 70% staff cut ● Why EA's new in-game ad platform might actually make sense, for once ● Why microdrama apps are growing fast but can't fix their retention ● Why Konami's eFootball is quietly beating FC Mobile in revenue ● Why Netflix's FIFA World Cup game became an instant disaster ● Why the consumer apps "threat" to gaming doesn't hold up under the data CHAPTERS: 00:42 Topics Preview 02:04 Shills and Events 03:01 Roblox Safety Podcast 04:08 Puzzle Monthly Updates 06:05 Conference Island Recap 08:48 Xbox News Rundown 11:49 Kress on Xbox Spinout 20:07 Sharma 100 Days Analysis 25:32 Believer AI Plugin 29:40 Metacore Acquisition Fallout 33:38 EA Advertising Debate 35:02 Ads In Sports Games 36:34 Why In Game Ads Failed 38:08 Roblox Brand Detour 40:37 Micro Drama Boom 41:45 Retention And Monetization 44:18 Merge Drama And Subscriptions 47:57 Konami Strategy And Collabs 51:03 FIFA Netflix Game Rant 54:38 Consumer Apps Threat Myth 58:59 Attention CPI And Webshops 01:02:19 IDFA Rumor And Farewell
46 min
Gossip Harbor is beating Candy Crush, Merge Mansion is going to Supercell, and the Merge genre is at an inflection point. In this episode of Puzzle Monthly, we break down the real state of Merge games in 2026, from the history of the genre to why Gossip Harbor succeeded where others failed, and what the next Merge hit might look like. Topics Covered: ● The history of Merge — from Tripletown to Merge Dragons to Merge 2 ● Merge 2 vs Merge 3: how the economies actually differ ● Why Gossip Harbor surpassed Candy Crush while Merge Mansion collapsed ● The no-fail-state problem and how live ops try to solve it ● Board clutter, storage frustration, and persistent board design ● Sensor Tower data: Travel Town vs Gossip Harbor vs Merge Mansion ● Hard order labeling and whether Match 3 lessons apply to Merge ● What the next Merge game should look like CHAPTERS: 01:07 Merge Takes Center Stage 02:07 Origins of Merge Games 02:38 Merge Two vs Three 03:48 Core Loop Explained 06:03 Merge Mansion vs Gossip Harbor 07:54 Live Ops Without Fail States 09:40 Why Merge Feels Boring 11:51 Progress and Board Order 15:45 Dog Quest and Board Clutter 17:45 Persistent Boards and Storage 19:24 Monetization Paradox 20:11 What's Next for Merge 21:28 Soap Opera and Generator Ideas 22:12 Persistence Makes UX Hard 22:48 Persistent Boards Shift 23:32 Making Merge Feel Dynamic 24:28 Separate Boards Live Ops 25:06 Lucky Catch Event Design 26:02 Battle Pass Segmentation 26:38 Why Gossip Harbor Won 28:17 Merge Engine Under Hood 36:24 Next Genre Innovations 39:00 Cannibalization By Sequels 40:53 Hard Labeling For Orders 43:13 Generator Overcharge Ideas 44:04 Future Focus Areas 44:48 Wrap Up And Farewell
51 min
Nintendo's stock is getting hammered without a new Mario, Monopoly GO is going all-in on The Simpsons, and Liftoff is back on the public markets. Meanwhile, Xbox finally seems to be doing what it should have done years ago.In this episode, we break down:● Liftoff's IPO and the AppLovin challenge● Monopoly GO's Simpsons mega-event● How Scopely uses IP for reactivation● Apple's crackdown on low-quality apps● Xbox's biggest Summer Showcase in years● Why Xbox is bringing exclusives back● Fable, Gears, Persona 6, and Minecraft Dungeons 2● Nintendo Direct's biggest announcements● The growing mystery of missing Mario● Why Nintendo investors are getting nervous● Paramount's new gaming division● TMNT, Star Trek, Avatar, and Marvel projects● Why Hollywood struggles to make games● The missing mobile strategy at Paramount● Apple IDFA rumors and what they mean for UA● The future of AppLovin, Meta, and Google adsCHAPTERS:01:36 Minecraft Summer Parenting03:22 Quick Correction Bond Sales05:18 Liftoff IPO Breakdown06:41 UA Ecosystem and AppLovin08:37 Private Equity Red Flags10:41 Simpsons Takes Monopoly Go11:53 Why the Crossover Works15:20 UA Reactivation and Celebs19:12 Apple’s App Store Purge21:54 Xbox Showcase and Strategy25:57 Xbox Margin Unlock26:38 Platform Strategy Risks27:29 Minecraft Sales Reality28:30 Nintendo Direct Highlights30:42 Where Is 3D Mario36:12 Paramount Games Revealed38:17 Execution Over Press41:48 Mobile Missing Piece43:19 IDFA Rumor Rant46:20 If IDFA Returned48:10 Rumor Season Noise50:24 Closing The Episode
58 min
Two mobile games with a $500M annual run rate in just two years, with a fivefold revenue increase in the last 12 months alone. If you're building in mobile gaming or just want to understand what a genuine rocket ship looks like from the inside, this one's worth your time.Grand Games' founder Batuhan Çelebi built one of the fastest-growing mobile game studios in history. In this episode, Batuhan breaks down exactly how Grand Games did it: the multi-studio structure that keeps teams small and ownership real, the game greenlight process that filters out imitation before it starts, and why Turkish mobile gaming talent is pound-for-pound best in the world. We also get into the honest stuff. The capability gaps they're still closing, what happens if growth flattens, and brutal seasons of raising his first round.
55 min
Two thirds of Americans now play video games every week. That is more than 212 million people, the average player is 37, and among Boomers, more women play than men. These numbers come from the ESA's 2026 Essential Facts report, the kind of audience and demographic data most companies pay a lot of money for, free to anyone. Jen Donahoe sits down with Stanley Pierre-Louis, President and CEO of the Entertainment Software Association (ESA), the group that has represented the U.S. video game industry since 1994. He is a media and IP lawyer who leads the organization that defends games in Washington, runs the ESRB rating system, and makes the industry's case to lawmakers and parents. In this episode: Why "gamer" means something different than it used to The older and female players reshaping the audience What a $20 monthly median spend says about gaming's value How the ESA fights online safety and loot box legislation Inside iicon, the ESA's new event connecting games to the wider economy How to use this free data in your next project, especially for marketers Learn more about the ESA and find the report at The ESA website https://www.theesa.com/
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