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/
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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