『Gaming Decoded: A Games Business Podcast』のカバーアート

Gaming Decoded: A Games Business Podcast

Gaming Decoded: A Games Business Podcast

著者: Andrea Rene
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The most important conversations in games aren't happening on stage. They're happening here. Gaming Decoded brings together the leaders shaping how games get made, funded, marketed, and sold -- from studios and publishers to the investors and innovators defining what comes next. Join us as we decode the business of play. Hosted by Andrea Rene, powered by Vivrato.Andrea Rene 経済学
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  • Inside Gaming’s Job Market Crisis
    2026/05/19

    At GamesBeat Summit 2026, host Andrea Rene sat down with Amir Satvat, Founder of Always Supporting the Games Community job board, and Adam Boyes, CEO & Founder of Vivrato, to examine the current state of the games industry job market through community-driven data and firsthand experience.


    Amir shares insights from the ASGC community, including:

    • Why 30% of laid-off developers have been out of work for over a year

    • How the average job search peaked at nine months before improving slightly

    • Why only 10–15% of listed game industry roles are even opened by applicants

    • The importance of networking and long-term relationship building in today’s hiring environment

    • Concerns around “brain drain” and the estimated 120,000 years of experience leaving the industry

    The conversation also explores career transitions, executive engagement, benefits and stability in the evolving workforce, and how the ACC community has grown into one of the largest career support networks in games.


    What should we decode next? Let us know in the comments!


    Connect with Amir:

    http://www.asgc.gg

    https://www.linkedin.com/in/amirsatvat/

    Learn more about Vivrato: http://www.vivrato.com

    Connect with Gaming Decoded: podcast@vivrato.com

    Subscribe on YouTube: http://www.youtube.com/teamvivrato

    Connect with Andrea Rene: http://www.andrearene.com

    Instagram: http://www.instagram.com/andrearene_

    LinkedIn: http://www.linkedin.com/in/andrearene

    X: http://www.x.com/andrearene

    Bluesky: https://bsky.app/profile/andrearene.bsky.social

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    28 分
  • Game Studio Strategy: Get Help Early, Or Pay For It Later
    2026/05/12

    Most studio leaders don't realize they need help until it's already too late to act on it. In this episode of Gaming Decoded, Andrea Rene sits down with CEO and Founder of Syndicate of Play, veteran executive Mark Stanley. Drawing on 25-plus years across companies like Sega, PlayStation, GameStop, and Xbox, he explains why studios keep making the same avoidable mistakes at the worst possible time.Mark covers why power in the games business is concentrated in so few hands, how the shift from physical to digital changed developer leverage for good, and what trust-based publisher-developer relationships actually look like in practice versus the old top-down model.The conversation gets candid about the moments when outside perspective matters most -- and why so many studios wait until the train has already left the station before asking for it. In this episode:-Why developer-publisher trust is at a historic low and what rebuilding it looks like-How too many decision-makers pull a product apart before it ever reaches players-When to bring in outside strategic help, and how to find the right people-How indie founders can build an advisory network from day one-Why accessibility is a launch requirement, not a nice-to-haveGlossary Decoded: AccessibilityWhat should we decode next? Let us know in the comments!

    Timestamps:00:00:00 - Introduction

    00:01:56 - Mark's Background: Sega, PlayStation, Xbox and Beyond

    00:02:46 - Locked by the Big Few: How Publisher Power Has Shifted

    00:05:43 - The Trust Deficit Between Developers and Publishers

    00:08:25 - Bringing Players Into the Process

    00:10:22 - Too Many Cooks: Managing Feedback Without Losing Your Vision

    00:12:00 - Why Large Studios Struggle to Pivot in Time

    00:15:59 - When Should a Studio Bring in Outside Help?

    00:16:41 - Building Your Network and Advisory Board Early

    00:18:26 - The IGDA Indie Collective: Help When It Mattered Most

    00:22:43 - Ask the Question: Overcoming Imposter Syndrome

    00:27:35 - Games 4 Change and Oceanic Society

    00:30:49 - Balancing Social Impact With Commercial Reality

    00:33:15 - Glossary Decoded: AccessibilityConnect with Mark: http://www.syndicateofplay.comLinkedIn: https://www.linkedin.com/in/markstanleyglobal/Learn more about Vivrato: http://www.vivrato.comConnect with Gaming Decoded: podcast@vivrato.comSubscribe on YouTube: http://www.youtube.com/teamvivratoConnect with Andrea Rene: http://www.andrearene.comInstagram: http://www.instagram.com/andrearene_LinkedIn: http://www.linkedin.com/in/andrearene

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    42 分
  • Who Is Your Game For? (And Why It Matters)
    2026/05/05

    Most games don’t fail because they’re bad. They fail because no one knows who they’re for.

    In this episode of Gaming Decoded, Andrea Rene sits down with Tracey McGarrigan, founder and CEO of Ansible Comms and Tech Advisors, a strategic marketing and communications consultancy working with games studios and executives around the world.

    They break down what actually drives success in game launches, and why so many studios get it wrong.

    She also shares the real story of a game that went to the community and said: get us 100,000 Steam wishlists or we cancel this project, and what happened next.

    They unpack:

    -What a real go-to-market (GTM) strategy looks like

    -Why defining your audience early is non-negotiable

    -The biggest communication breakdowns inside studios

    -How indie teams can do effective marketing without big budgets

    -Why “launch day” matters less than ever


    Glossary Decoded: Go-to-Market Strategy


    Chapters:

    00:00 What Is a Go-To-Market Strategy?

    00:50 Why Game Marketing Feels Like “Dark Arts”

    02:15 The Biggest Communication Mistakes in Studios

    05:15 Why Teams Ignore Marketing Until It’s Too Late

    06:50 Start Here: Defining Success

    08:00 The Real Meaning of “Target Audience”

    10:15 Fixing Misalignment Inside Game Studios

    13:20 Who Is Your Game Actually For?14:40 Why Developers Skip Audience Definition

    17:15 How Indie Teams Can Do Marketing Without Budget

    19:15 Events vs Digital: Where to Find Your Audience

    21:05 Using Showcases (Steam Next Fest, etc.)

    23:45 What Is a GTM Strategy? (Glossary Decoded)

    24:50 What a Strong GTM Plan Actually Includes

    27:10 The Risk of Undocumented Marketing Strategy

    29:00 Real Story: Canceling a Game Before Launch

    33:10 Why Failure Can Be a Strategic Win


    Connect with Tracey McGarrigan:LinkedIn: http://www/linkedin.com/in/tamcgarrigan

    Ansible Comms: http://www.ansiblecomms.com


    Learn more about Vivrato: http://www.vivrato.com

    Connect with Gaming Decoded: podcast@vivrato.com

    Subscribe on YouTube: http://www.youtube.com/teamvivrato


    Connect with Andrea Rene

    Instagram: http://www.instagram.com/andrearene_

    LinkedIn: http://www.linkedin.com/in/andrearene

    Website: http://www.andrearene.com

    Bluesky: https://bsky.app/profile/andrearene.bsky.social

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    36 分
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