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Published by The Business of Video Games Podcast
Welcome to The Business of Video Games Podcast . A show where we shed some light on the inner workings of the games industry—the why, how, who, and what the hell?! behind business decisions, publishing calls, and the steps (and missteps) that happen behind the scenes. Basically: the inside view on how and why things are actually done the way they are. Not just guesswork on 4Chan. The podcast is hosted by Shams Jorjani (CEO of Arrowhead Game Studios, Chairman of the Board at Hooded Horse, and founder of the Almost Ready Games Fund) and Fernando Rizo (former Chief Sales & Business Development Officer at Raw Fury, now Partner at Kaboodle Games). In every episode, we invite a guest from the industry to unpack an interesting decision or event, share lessons learned, or explain why all of us armchair experts got it wrong (or occasionally right). This podcast previously ran for four years at Paradox Interactive and was available there until they decided to remove it. It might yet return someday - as a DLC in one of their games.
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It's Friday and we are back! Today, Shams and Fernando sit down with our friend, the one and only, Daniel Kaplan who is finally back after 66 episodes (yes Daniel was our very first guest)! This time to talk about surviving the chaotic game industry. We dive into the messy reality behind launching Jump Space complete with last-minute name changes, IP drama, and sweaty Xbox memory crashes. Daniel also shares the hard truth about game engines and why relying on Unity isn't exactly smooth sailing. We get the hot of the press scoop on his new publishing gig, Three Friends (which ironically has four people), and why they are officially too lazy to sign studios they can't easily travel to. Plus, they tackle the controversy of using AI for voice acting and coding, why making licensed games is a total nightmare, and the epic, years-long bureaucratic struggle of getting Minecraft's Steve into Smash Bros. We won’t spoil exactly how Nintendo handled it, though you'll have to listen to find out. But of course there won't be a real show without some Star Trek banter before we start... Thanks for listening! FYI - this episode was recorded before we learned about the passing of the great Sir Patrick Stewart. We thank him for leading us to the stars and showing the way for the next generation. Rest in peace, Captain Picard, you made it so.
It's Friday! Søren Lundgaard from Ghost Ship Games returns to discuss the recent triumphs and setbacks while once again sharing his wisdom with Shams and Fernando on the studio's growth and their expansion into publishing. And of course major topic is the launch of Deep Rock Galactic: Rogue Core, a spin-off that faced massive criticism and review bombing, particularly in China where the pricing was considered too high, which leads to the question: how do you recover from that in 2026? Additionally, we can't have Søren on without of course talking about their continued success, now with Deep Rock Galactic: Survivor. This and MUCH more, thanks for listening! More on Ghost Ship Games , Deep Rock Galactic and Deep Rock Galactic Rogue Core More on Funday Games More on Dress Maker More on Wizard 3
It's Friday! Shams and Fernando are finally addressing the AI elephant in the room, but not before dissecting Microsoft’s brutal studio cuts and why the old Game Pass pipe dream hasn't gone the way they planned. Then, we dive headfirst into the AI swamp. Are these models built on stolen IP? Probably. Can you stop this wave from coming? Not a chance. We’re looking on developers hiding their AI use on Steam, geeking out over insane LLM-powered mods for Football Manager, and arguing how AI is going to democratize game dev just like Dreamweaver and drum machines did back in the stone age (fair enough?). We also make time to hype up The Planet Crafter and a brilliant indie game about a skateboarding glass demon (Skate Story). And much more. Thanks for listening! More about Skate Story here AI Games on Steam
It's Friday! And holy moly. Trust us when we say - this one is one for the books. Our dear friend Johan Pilestedt is finally back(!) to the interrogation room, to take us down the very depths of developing and releasing Magicka under their publishing deal with Paradox Interactive. A trip down memory lane about crunching, missing timelines by an absurd 700%, and pocket advance money for a promised Xbox 360 port with zero completed milestones? You bet. And that's not even close to the whole truth. TLDR: Read the contract. But before they go into the interview the hosts eulogize games media's death, noting IGN as the last struggling legacy dinosaurs. Fernando also brings up a theory on why modern audiences are hyper-fragmented and monolithic media is dead among many other nuggest. Finally, the panel goes into what they've been playing. Thanks for listening and have a great weekend! Also - watch the trailers for Magicka here: Once upon a time Get your Robes Ready Teaser Vietnam Trailer PVP Trailer And of course that magical poster...
Welcome back dear listener and sorry to keep you waiting! Fernando and Shams are fresh (+ one week give or take) off the Gamescom floor and ready to share a little bit of what happened when over 360 000 gamers and industry people flooded Cologne last week. While Shams spent the week hiding out in hotel lobbies, Fernando was out working the floor. Today, we break down a couple of Opening Night Live favorites, including Neon Giant’s gorgeous immersive sim No Law and Paradox's IP-building play with Afterworld among other things. But the real meat is in the changing publisher landscape. Today’s publishers expect you to stroll in with 50,000 wishlists already, so make sure that you are locked in on doing very early community building. Add in the fact that AI tools are making prototyping dangerously easy, and the market is about to be flooded with cheap indie hobby projects. But hey! Despite it all, Fernando and Shams actually have a shocking revelation: the industry vibes are actually good again. Deals are being signed, optimism is back, and Fernando is officially famous enough to be recognized purely by his voice at an Icelandic industry mixer. So what could possibly go wrong? Thanks for listening and have a nice weekend! Oh and btw! Read Shams interview in Gamesindustry here and also his other interview in Gamesbeat here .
It's Friday and we are back to to tackle two major industry deep-dives, but not before touching base on Microsoft and EA, comparing BBC quotes and teasing a Patreon-exclusive story about a spectacularly failed kosher salt business. First up, Shams and Fernando unpacks Joakim Achren’s newsletter breakdown ( link here ) on the "Six Reasons VCs Pulled Back from Games," examining why early-stage bets and public game studio IPOs are falling flat. Paired with insights from Thomas Bidaux’s ICO Partners newsletter, which recently tracked an all-time record number of Steam releases, they further explore why standing out is harder than ever. Next up, it's time to dissect Matthew Ball’s massive, "doorstop" state-of-the-industry deck "The State of Video Gaming in 2026" ( link here ). Ball’s data reveals a sobering picture: actual growth is heavily carried by Roblox and subscriptions, overall gamer numbers might be shrinking due to screen fatigue, and median players are sticking to forever-games rather than buying new titles. And of course this is just the tip of the iceberg in Ball´s presentation. Thanks for listening! Shams quoted in BBC Ico Partners Newsletter Almost Ready Games Fund That page in Ball´s deck around time spent on new games that Fernando mentioned? Page 35 (link to deck once more here )
Shams and Fernando bring on their buddy Jon Shafer (former Lead Designer on Civ V) from Conifer Games to cut through the noise and break down the actual state of PC gaming post-Steam Next Fest! Spoiler alert: that 2010s indie golden age everyone misses? It’s dead and buried. Jon’s been obsessively tracking Steam data (while juggling his double PC setup optimized for Steam demos), and the new reality is, well to be honest, brutal. To survive today, developers either need to pump out a game in two months or bleed over it for up to 14 years - there is zero in-between. Welcome to the "go short or go long" meta. The trio also look into the wildest trends currently hijacking the platform such as the unapologetic explosions of co-op "friend slop," the massive wave of players jumping between Roblox and Steam, and why traditional buying habits are out while cult-level fandom is in. In short - the dev scene might be an absolute bloodbath right now, but for players? We might just be sitting in a brand-new golden age. Thanks for listening! The BBC article Designer Notes Podcast
It's Friday! And what do you expect? After our last conversation unexpectedly blew up and wormed its way into the gaming news cycle for a day or two (or three?), we are now back to talk about ... you guessed it! Xbox! In this episode, we dive right back into the Xbox ecosystem, looking closely at Game Pass, the massive acquisitions, the enormous amout of layoffs, and what scaling up really looks like in today's gaming landscape. We also touch on the delicate PR strategies companies use to avoid becoming the "bad guys" of the industry. Is it even possible? Plus, stick around until the end for a little palette cleanser where we chat about some highly recommended tabletop chaos, current gaming obsessions, and a surprising confession about a specific James Bond-actor... Thanks for listening and have a great weekend!
It's Friday and what a show we got for you today! Shams and Fernando are tearing into the harsh new realities of the games industry where Microsoft’s new leadership has brought out the big black hammer, as well as slowing down on Game Pass deals according to our latest findings. But that's just for todays starters. The main focus of this episode is the absolute juggernaut that is the Chinese gaming market. Yes, you spoke and we listened! Shams and Fernando break down how Chinese devs are taking over the premium PC and console space. Think you can just drop your game in China and print money? Good luck. We cover why bad localization will get you review-bombed to oblivion on Steam, the insane reality of the brutal 9-9-6 work culture, and why Chinese gamers couldn't care less if your game uses generative AI. Plus, we discuss why they love Helldivers 2 and go over our top picks from Steam Next Fest. And Robert Redford. Of course. Strap in and thanks for listening!
While Fernando is off enjoying Italy, Shams is flying solo and holding down the fort for today's episode. Today, our dear friend Tim Bender returns to talk about the incredible early access launch of Olden Era, which has by the time of today already sold over a million copies in just its first month! The big topic, though, is Hooded Horse's leveled-up partnership with Griffin Gaming Partners. Tim breaks down a massive new $100 million project financing fund built specifically for indie developers. The best part? They’re ditching those brutal 100% recoup deals in favor of flat revenue splits. It’s a total game-changer for studios looking for a fairer, more sustainable way to get funded without giving up their equity. But before we jump into that, Shams kicks things off with a quick rundown of his recent trip to China , touching on how their gaming market is shifting fast towards PC and premium titles , and how local developers are really stepping up to the global stage. Thanks for listening and be sure to learn more about the Special Opportunities Fund here !
Did you ever wonder what happens when a bunch of cocky college students decide they're going to take over the games industry? Spoiler alert: it involves immediate debt, panic attacks, and practically begging a publisher for survival. Yes. We are back with our second part together with Johan Pilestedt. In this episode, Johan walks us through the absolute gauntlet (we honestly couldn't find a more fitting description) of Arrowhead’s first six months as a full-time game developer. Sure, after taking home the top prize at the Swedish Game Awards and puffing on premature victory cigars, reality eventually hits the team when a massive bank loan with personal liability seemed to be the only way out. But first a little bit of touchdown on the current state of the live service landscape from our dear hosts. For more on Johan and Arrowhead Game Studios - please visit their website here !
It's finally time for the first round of our exclusive deep-dive series with Arrowhead Game Studios CCO & Founder Johan Pilestedt! In this kickoff episode, we take a closer look at Johan's roots in Gällivare, a remote Swedish mining town where Johan at one point practiced as a miner minor (or was it a minor miner..?). Having his mind blown by 3D dinosaur magazines and watching Aliens (at age eight!), we explore Johan's following early obsession with Zelda and his adventure into the PC modding scene. The defining moment? Arriving at university to study game development (and beer!) and then grabbing the most important prize at the 2008 Swedish Game Awards, which led Johan and his friends to finally make the decision that would change their lives forever. Watch Arrowhead win at the Swedish Game Awards 2008 here Follow Johan and Arrowhead Game Studios here .
We are back with the second part of our conversation together with our good friend Tim Bender as the we dive deeper into the weeds of some of the most surprising moves in the industry lately. Why not start with the backstory of the Ubisoft partnership on Heroes of Might and Magic: Olden Era for example? Far from a simple hand-off, Tim explains how a long-term dialogue led to a specialist publisher stepping in to steward a legendary IP, and why a massive corporate player sought out a niche team to help find the right "indie" formula for a classic series. And that’s not all. Following some recent “LinkedIn shenanigans”, Tim doubles down on his advice that most indie developers are actually better off self-publishing than signing with a publisher that fails to add true value. Expect a candid look at the power dynamics between creators and financiers, concluding with an exploration of why remaining private, and avoiding “public company logic”, is the only way to keep Hooded Horse’s 100-year mission on track. Thanks again for joining us Tim! Find out more about Tim and Hooded Horse here .
In the first part of our two-parter, Shams sits down with Tim Bender from Hooded Horse to pull back the curtain on one of the currently most talked-about trajectories in modern indie game publishing. From the logistical realities of scaling a team to the philosophical "final form" of a sustainable games business, Tim breaks down the internal logic of the Hooded Horse portfolio at the same time as he explains "why a survival horror cult classic might actually have more in common with a hardcore strategy title than a genre label suggests". Yes, you read that right the first time. As the conversation dives deeper into the financials of the industry, Tim outlines his provocative stance on "recoupment" and why he believes the traditional safety nets used by publishers might actually be a "disease" that strangles developer creativity and cash flow. And then of course, comes the question, will Hooded Horse continue on this successful path 100 years from now..? Listen and find out for yourself! Follow Tim Bender and Hooded Horse here .
Sorry for being late! After a not so welcomed water leakage at our producers studios, we are back with the second part of our conversation with Trent Kusters, the visionary co-founder of League of Geeks! Shams rides this one solo since Fernando is on a trip across the pond and it's time to get into the "messy middle" of building a studio that lasts over a decade in an industry that sometimes feels like it's trying to shake you off. Trent opens up about the early days of Australian Kickstarter hurdles and the pivots required to keep a premium title sustainable when everyone else was chasing free-to-play trends. We also get a rare, candid look at the internal culture of League of Geeks, where Trent shares some reflections on the loss of co-founder Adam Duncan and how that reshaped his view on honoring talent and charting a company's future. Thanks to Trent for joining us! Please follow Trent and League of Geeks here .
Imagine what happens when a new episode of The Business of Video Games Podcast all of a sudden release on a Monday! Almost as mindwrecking as if one accidentally started a career in game development, right? Well, say no more dear listener! In this episode, Shams sits down with Trent Kusters, co-founder of League of Geeks (Armello), who did just that. In this first part of our two part interview with Trent, he unpacks the unlikely chain of events that led him into the industry. From bluffing(!) his way into covering the Halo 3 midnight launch as a journalist (...student?) to shipping 10 games in three years at Australia’s Torus Games, Trent shares how daring decisions, a good portion of curiosity and a bit of naivety shaped his early career. We dive into what it was like learning game development in a fast-moving “factory” studio, why constraints can make some designers better, and how those early lessons later affected Trent’s approach to building studios and most of all - games. BUT NOT before Shams and Fernando have talked about Steams 2025 Year Summary Blog Post . For more from Trent Kusters, please follow him on LinkedIn here and Twitter here.
Time for a one off with the great folks at Oro Interactive who currently is on a real victory lap with 300k units sold of Roadside Research within two weeks(!) and 400k units sold for Super Battle Golf within it's first week! Absolutely bonkers. But not as bonkers as Shams who is once again away on a mission celebrating Swedish games at the Swedish Game Awards 2026, while Fernando sits down with our guests Sam and Daniel to chat about what it’s actually like running a tiny (but fast!) publishing label. They dive into how it all started, how they decide what feels right, and also, why Oro don’t really care for big pitch decks or drawn-out processes. Specifically, we look deeper into the topic of moving quickly when something clicks, spotting that one small detail that makes a game stand out, and most importantly - why staying small might be the whole point. Please follow Sam and Daniel at Oro Interactive here !
50 episodes! Imagine that! We are back again with our dear friend Agostino Simonetta in the second part of our two part interview. This time with Fernando taking the lead for a deeper one-on-one since Shams had to go and spread some democracy across the galaxy (as he should). Fernando and Ago is immediately getting in to familiar territory with conference season, industry rituals, and the strange push and pull of showing up (or not). From there, it drifts into bigger questions about the usual suspects as growth and consolidation, but more importantly - what really happened during the acquisition rush of the past few years? Expect perspective shaped by experience, a few (unexpected?) analogies, and the kind of side paths that make us rethink how stable the industry really is. Oh yeah, also expect banter. Of course. Follow Agostino on LinkedIn here as well as GSC Game World here
Friends! It's 2026 and we're back! In this first part of a two-episode conversation, Shams and Fernando sit down with none other than industry veteran Agostino Simonetta. They talk through a career in games that was shaped less by master plans and more by circumstance, timing, and a fair number of hard calls. From early production work to platform-side roles at PlayStation and Xbox, to what it actually feels like to try to push new ideas inside very large organizations. Along the way, they touch on the Italian game development scene, the realities of platform strategy, and why innovation inside big companies often comes with friction, compromises, and missed chances. Follow Agostino and CSC Game World here Support our Patreon here
It's Fri... Monday! In this end-of-year episode, Shams and Fernando look back on 2025. From personal wins to the industry-wide turbulence that affects everyone. They both reflect on a surprisingly strong year for their work while acknowledging how tough it’s been for many studios, with layoffs, consolidation and cautious decision-making shaping the landscape. Topics iniclude the major deals almost known more for what they signal about power and money, than for the games themselves, as well as the ongoing conversation around the tension between creative risk and AAA budgets. How does franchises who get stuck trying to “stay fresh” without alienating fans, and why could “franchise fatigue” actually be more of a quality problem? And what would a wrap up in 2025 be without the AI conversation, the VR conversation, the new hardware (Switch 2) conversation and of course some hot 2026 industry predictions..? ;) Til next time, Happy Holidays!
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