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The Gaming Playbook w/ Harry Phokou

Harry Phokou
The Gaming Playbook w/ Harry Phokou
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68 episodes

  • The Gaming Playbook w/ Harry Phokou

    #68 - Jakub Remiar: Why Chinese Studios Are Taking Over Mobile Gaming

    21/05/2026 | 1h 3 mins.
    Today, I'm joined by Jakub Remiar, Mobile F2P monetization consultant and veteran game designer, for a deep dive into the future of the mobile games industry. From why China is dominating mobile game design and monetization to how user acquisition became the real battleground, this episode breaks down the uncomfortable realities behind today’s biggest games.
    Jakub explains why “monetization is game design,” how Chinese studios outscale Western teams, why most mobile studios fail, and what actually separates breakout hits from copycats.
    If you work in gaming, product, monetization, or are building a mobile game studio, this episode is for you!
    Connect with Jakub:
    LinkedIn: https://www.linkedin.com/in/jakubremiar/
    YouTube: https://www.youtube.com/@2.5gamers/videos
    Slack: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-3nua7emvr-A1AXS70f~kRGyniP1PdQjQ
    Connect with Harry:
    LinkedIn: https://www.linkedin.com/in/hphokou/
    YouTube: https://www.youtube.com/@hphokou
    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
    04:42 Gamescom vs ChinaJoy and why the industry is changing
    06:47 Why mobile gaming trends move from East to West
    09:17 Why Western studios ignore massive Asian games
    11:25 Chinese studios taking over 4X and merge games
    14:06 Why user acquisition now decides who survives
    16:12 Supercell, Clash of Clans, and the missed 4X opportunity
    18:34 How Jakub would build a modern game studio
    22:44 The modular game development strategy behind hit mobile games
    26:32 Why paid UA beats “just making a great game”
    28:19 Balatro, streamability, and viral indie success stories
    34:06 AI-generated creatives and the future of mobile marketing
    36:33 Why top studios create thousands of ads every month
    38:18 Fake ads, King Shot, and the reality of mobile advertising
    39:39 How mobile games are designed around monetization systems
    43:52 Product leadership, game economies, and monetization mistakes
    49:33 Why game design knowledge is so hard to learn publicly
    53:33 Why even experienced game studios still fail
    55:47 Is the gaming industry actually doomed?
    58:27 Career advice for aspiring game designers
  • The Gaming Playbook w/ Harry Phokou

    #67 - Alexandre Amancio: Why Small Game Teams Are Starting To Beat AAA Studios

    14/05/2026 | 1h 5 mins.
    AAA games are getting too big, and it’s breaking the industry.
    In this episode, game director Alexandre Amancio (Assassin’s Creed, Far Cry) breaks down why massive teams, bloated scope, and risk-averse design are hurting modern game development, and why smaller, focused teams may be the future.
    We dive into building high-performance game teams, creating new IPs, community-first development, the hidden cost of AAA production, remote vs in-person culture, and how Alexandre is applying these lessons to his new horror game, Nightholme.
    If you care about game design, indie studios, AAA development, leadership, AI in gaming, or the future of the industry, this episode is packed with hard-earned insights from 20+ years in games.
    Connect with Alex:
    LinkedIn: https://www.linkedin.com/in/alexandre-amancio-2250b42/
    Nightholme: https://store.steampowered.com/app/4108680/Nightholme/
    Website: https://www.studioellipsis.com/
    Connect with Harry:
    LinkedIn: https://www.linkedin.com/in/hphokou/
    YouTube: https://www.youtube.com/@hphokou
    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/
    Timestamps
    00:00 Intro
    02:15 Why the games industry is at a crossroads
    03:08 Alexandre’s new horror game: Nightholme
    04:10 What’s broken in AAA game development
    08:26 Why now is still a great time to make games
    09:40 How explosive industry growth weakened teams
    10:55 Building a studio differently from day one
    12:58 Over-specialization is killing creativity
    14:34 Why small teams are winning again
    15:27 The biggest mistake new studios make
    17:51 Why shipping together builds elite teams
    19:24 Far Cry 2 and the power of underdog teams
    23:18 Passion vs commercial reality in game development
    26:10 Why hybrid teams work best
    30:49 The Assassin’s Creed “three circles” framework
    36:22 How to prioritize game features correctly
    37:38 Designing NightHome’s core fantasy and mythology
    40:59 Why new IP creation is brutally difficult
    44:42 Why so many ambitious game projects fail
    49:42 Community-first game development explained
    54:50 Responding to community criticism the right way
    56:15 NightHome closed beta and future plans
    57:01 Building a real game community on Discord
    58:46 Premium games, live content, and post-launch plans
    1:00:45 Designing games for streamers and viral moments
    1:03:40 Alexandre’s advice for game developers
    1:05:10 Wishlist NightHome and join the community
  • The Gaming Playbook w/ Harry Phokou

    #66 - Maria Maunula: How Supercell Made Retros Actually Improve Teams

    07/05/2026 | 1h 1 mins.
    Why do most retrospectives fail, and how do you turn them into a real driver of team performance?
    In this episode, I sit down with Maria Maunula, Senior Game Producer at Supercell, to break down how to run retrospectives that actually lead to change, not just empty discussions. From vague action items and anonymous feedback to team trust and accountability, we uncover why most teams get this wrong and how to fix it.
    We dive into practical frameworks for running better retros, how to structure them for small and large teams, and why frequency, ownership, and follow-up are the difference between stagnation and growth.
    If you're a game developer, team lead, or working in a fast-paced creative environment, this episode will fundamentally change how you think about improving your team.
    Connect with Maria:
    LinkedIn: https://www.linkedin.com/in/mmaunula/
    Supercell's games: https://supercell.com/en/games/
    Join Supercell: https://supercell.com/en/careers/#join
    Connect with Harry:
    LinkedIn: https://www.linkedin.com/in/hphokou/
    YouTube: https://www.youtube.com/@hphokou
    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
    01:51 From selling toilets to becoming a game producer
    03:40 What does a producer actually do?
    05:56 What are retrospectives and who needs them?
    07:55 Why most retros fail (and what goes wrong)
    11:21 Real example: connecting work to meaningful outcomes
    13:21 Should retros be emotional?
    14:45 Common mistake: focusing on behavior vs outcomes
    16:58 How often should you run retros?
    19:27 Ideal team size and retro duration
    21:25 Structuring a retro: what went well, challenges, actions
    24:05 Case study: fixing a real team workflow
    26:00 Missing link in remote teams (and how retros fix it)
    29:34 Avoiding bottlenecks and empowering the team
    32:04 Making retros engaging (Miro, visuals, themes)
    36:45 Timeboxing and participation techniques
    38:44 Biggest risks: blame culture and conflict
    40:37 How to follow up on action items properly
    43:19 Should all teams join the same retro?
    46:28 Measuring retro success with simple metrics
    48:59 Using data to influence leadership decisions
    51:29 Hiring insights: how to stand out in applications
    59:26 Final advice: making retros actually work
  • The Gaming Playbook w/ Harry Phokou

    #65 - Tom Dusenberry: How Indie Devs Can License Big IPs Like Star Wars & Harry Potter

    23/04/2026 | 1h 2 mins.
    What does it actually take to build successful games in 2026 and beyond?
    Today, I'm joined by Tom Dusenberry, former Hasbro Interactive CEO, who shares hard-earned lessons from shipping 300+ games, navigating M&A, and working with some of the biggest IPs in the world.
    We break down the realities of game development today, from licensing and funding to AI, discoverability, and what truly drives long-term success.
    If you're a game developer, studio founder, or just curious about how the games industry really works behind the scenes, this episode will challenge how you think about building, scaling, and sustaining games.
    Connect with Tom:
    LinkedIn: ⁠https://www.linkedin.com/in/tomdusenberry/⁠
    Websites: ⁠http://www.dusenberryentertainment.com/⁠
    Email: ⁠[email protected]
    Connect with Harry:
    LinkedIn: ⁠https://www.linkedin.com/in/hphokou/⁠
    YouTube: ⁠https://www.youtube.com/@hphokou
    ⁠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
    02:30 What is licensing in games (in-licensing vs out-licensing)
    05:00 Can indie devs work with big IPs like Disney or Star Wars?
    08:00 Minimum requirements before approaching IP holders
    10:00 When NOT to use a license in your game
    11:30 How licensing deals actually work (funding, marketing, value)
    12:30 State of the games industry in 2026 (growth, AI, layoffs)
    16:00 Why layoffs happen even during record profits
    17:00 Should you build the next Fortnite?
    18:30 Systems-based games vs narrative games (replayability debate)
    20:30 Building vs using engines (Unreal, Unity, custom engines)
    21:30 Why Hasbro shipped 300+ games (strategy & categories)
    23:40 Why most indie games fail (and how to avoid it)
    25:00 What makes games addictive (repeat play & engagement)
    27:00 Mobile vs PC/console: where the opportunity is
    29:00 AI in gaming: tools, workflows, and competitive advantage
    33:00 Should studios train teams or hire AI-first talent?
    34:30 Funding games: why to avoid venture capital (strong opinion)
    39:00 Better alternatives to VC (publishers, family offices)
    44:00 M&A: what to know if you’re selling or acquiring
    47:00 Career advice: what actually matters long-term
    52:00 Work-life balance in games (family vs work reality)
    56:00 What has changed vs what hasn’t in gaming
    57:30 How to measure “fun” in a game
    01:00:00 Testing games: how many players is enough?
    01:01:00 Final advice: how to build a game that lasts 10+ years
  • The Gaming Playbook w/ Harry Phokou

    #64 - Dru Erridge: Building a Sustainable Game Studio in an Unsustainable Industry

    09/04/2026 | 1h 2 mins.
    How do you build a sustainable studio in an unsustainable industry?
    In this episode, I sit down with Dru Erridge (ex-Riot Games) to break down how he built a profitable, self-funded game studio in an industry driven by risk, layoffs, and hit-driven outcomes.
    We dive into why co-development is the hidden backbone of the games industry, how to build a remote team that actually works, and why chasing your “dream game” too early can kill your company.
    If you're a founder, game developer, or studio lead trying to build something sustainable in games, this episode is for you.
    Connect with Dru:
    LinkedIn: https://www.linkedin.com/in/druerridge/
    Websites: https://bespokeci.dev/, https://www.gamebreaking.com/contact-us
    Game: https://store.steampowered.com/app/3053950/Dungeon_Rampage/
    Connect with Harry:
    LinkedIn: https://www.linkedin.com/in/hphokou/
    YouTube: https://www.youtube.com/@hphokou
    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
    02:35 How Game Breaking Studios is structured
    04:54 Why the games industry is unsustainable
    07:31 Why co-development became the sustainable path
    10:58 What Dru would tell himself on day one
    13:32 The opposite of the VC playbook
    14:51 Lessons from Riot’s self-sustaining teams
    18:30 Why they built the studio remotely from day one
    20:48 How Gather helped them make remote work actually work
    23:56 Scaling a remote studio from 3 to 30 people
    28:48 Why backend matters so much in modern games
    32:01 In-house vs outsourced backend
    34:29 Should co-dev studios build their own IP?
    37:01 Why original games should be a separate business line
    40:06 Who hires studios to build games from scratch
    43:23 Their first original-IP push and why it failed
    46:15 The Dungeon Rampage revival story
    50:43 Rebuilding the game with a tiny team
    52:38 Launch results and what happened next
    01:00:31 Why there is still opportunity in games
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About The Gaming Playbook w/ Harry Phokou
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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