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In this episode of Learn from Leaders, Patric Palm & Benjamin Carcich discuss the concept of leadership balance, focusing on the distinction between "Founder Mode" and "Manager Mode." They dive into the misconceptions surrounding these modes, often oversimplified as micromanagement versus hands-off leadership. Using examples from companies like Larian Studios (Baldur's Gate 3), they emphasize that leadership is about aligning teams with a shared vision and strategically deciding where to engage.
(00:00) | Intro
(00:43) | Founder Mode and Manager Mode
Patric and Benjamin discuss the buzz surrounding "Founder Mode" and "Manager Mode," debunking common misconceptions that oversimplify these leadership styles. They explore the complexities of balancing involvement and delegation.
(06:04) | Balancing Vision and Autonomy
The conversation shifts to how leaders can maintain control over a project's vision while allowing team autonomy, using game development as a primary example.
(11:12) | Successful Examples from Larian Studios
Benjamin shares insights from Larian Studios (Baldur's Gate 3), where CEO Swen Vincke finds the right balance between directing the project’s vision and empowering teams to work independently.
(15:52) | Communicating Vision Effectively
Patric and Benjamin discuss the importance of leading by example and communicating vision in both words and actions, ensuring the entire organization aligns with the CEO’s goals.
(25:28) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them.
Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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In this episode of the Learn from Leaders podcast, Patric Palm and Benjamin Carcich discuss practical models for fostering accountability, balancing individual roles with team objectives, and how positive consequences can break fear-based cycles.
(00:00) | Intro
(00:45) | The Importance of Accountability
The episode begins with a discussion on why accountability is crucial for both individuals and teams. It explores how clear accountability drives collaboration, quality, and satisfaction in the workplace.
(12:37) | Setting and Negotiating Expectations
This section delves into the first step of accountability—setting clear expectations. The conversation highlights the importance of negotiating expectations between leaders and teams to create alignment and foster responsibility.
(21:04) | Types of Consequences in Accountability
Patric and Benjamin discuss the different types of consequences—positive, negative, and adaptive. They stress the value of positive reinforcement and learning from failure as part of a healthy accountability process.
(34:17) | Goal Setting and Verification
The conversation shifts to goal-setting, discussing how teams and leaders can structure goals, track progress, and verify outcomes. The importance of adaptive feedback loops is emphasized to ensure ongoing alignment.
(45:26) | Individual vs Team Accountability
This chapter addresses the balance between holding individuals accountable for their roles and holding teams accountable for shared objectives. The benefits and challenges of both approaches are explored.
(57:01) | Self-Managing Teams and Expectations
The challenges of self-managing teams are discussed, with a focus on group dynamics and how to build high-performing teams that can effectively manage themselves over time.
(1:13:30) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them.
Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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Fehlende Folgen?
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In this episode, Patric Palm and his guest discuss the misapplication and challenges of implementing Agile practices in the game development industry. They also touch on how modern techniques like measuring throughput instead of granular estimates can improve production efficiency and outcomes.
(00:00) | Intro
(00:44) | State of Agile development in the games industry
Benjamin explains why Agile in game development feels outdated, lagging behind other industries by 10-15 years. They discuss how early methods, like waterfall, have constrained creativity and innovation in game production.
(08:42) | Cynisism towards agile - the mess we have today
Agile has become overly structured, leading to cynicism. Instead of embracing Agile’s core values, game developers have adopted rigid frameworks that stifle creativity and collaboration.
(19:15) | Working with agile frameworks & tools
They discuss how Agile tools, such as daily standups and planning poker, are often misused. The conversation highlights the need for teams to adapt these tools to their specific challenges rather than follow them blindly.
(30:48) | Estimation & throughput based planning
Benjamin shares insights on how to improve production by using throughput-based planning instead of traditional granular estimates. This approach leads to better accuracy and efficiency in game development timelines.
(42:03) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them. Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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In this episode, of the Learn from Leaders podcast, Patric Palm & Benjamin Carcich delve into the challenges and evolution of the gaming industry, with a focus on the shift towards live service games. The discussion covers how player expectations are driving developers to adopt continuous updates, which has transformed both game development and business strategies.
(00:00) | Intro
(00:44) | Live service, the future of the games industry?
The conversation kicks off with the shift towards live service games. Benjamin explains why this model is becoming the norm, driven by player expectations and technological advancements that allow for continuous updates and bug fixes post-launch.
(15:55) | The business promise of live service
Patric & Benjamin dive into the business appeal of live service games. The potential for long-term player engagement and recurring revenue makes live service a lucrative model for game developers, though it comes with unique challenges.
(18:55) | Successful live games from humble beginnings
This chapter highlights how many of today’s most successful live service games, like League of Legends and Counter-Strike, started small. It shows how developers can grow games gradually, sometimes surpassing expectations to become massive industry staples.
(22:51) | Iterating under the perfect storm of live service Benjamin discusses the complex reality of running a live service game, where constant iteration and innovation are necessary, all while balancing player satisfaction and avoiding disruptions to the live environment.
(31:37) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them.
Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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In this episode, the Patric Palm & Benjamin Carcich dive into the challenges of game production, discussing leadership struggles, inefficiencies, and the need for better management practices that balance creativity with process.
(00:00) | Intro
(00:44) | Challenges within Games Production Today
The conversation moves to the broader challenges in game production, including leadership struggles, inefficiencies, and the need for better management practices that balance creativity with process.
(07:04) | Efficiency vs Effectiveness
Ben highlights the industry's tendency to prioritize efficiency over effectiveness, explaining that while efficiency is measurable, true effectiveness comes from meeting or exceeding goals, which often requires a different approach.
(11:49) | Aligning Incentive Structures
The duo explores the importance of aligning incentive structures to support the right behaviors and outcomes, emphasizing how incentives can drive both positive and negative outcomes within production teams.
(19:53) | Simple & Advanced Tools in Production
The episode wraps up with a discussion on tools in production, focusing on how simplicity in tools can enhance collaboration and creativity, while also recognizing the need for advanced functionalities that stay "under the hood" to avoid overwhelming teams.
(32:54) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them.
Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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In this episode, Patric and Benjamin discuss the key challenges and lessons in game development leadership, focusing on the role of producers in driving both creativity and efficiency. The conversation covers:
(00:00) | Intro
(00:00) | Being Thrown Through the Wall of Your Own Naiveté
Benjamin reflects on a pivotal moment in his career where political realities in a company led to his departure. This experience taught him the importance of maintaining self-worth independently of external validation.
(11:47) | The Importance of Focus and Strategic Decision-Making
Benjamin emphasizes the value of prioritizing focus over multitasking, sharing how he learned to concentrate on one team to drive meaningful progress, rather than spreading himself too thin across multiple projects.
(24:52) | The Role of a Producer in Articulating the Vision
Patric and Benjamin discuss the producer's role in helping articulate and communicate the creative vision. Benjamin stresses the importance of fostering alignment within teams through effective communication and iteration.
(35:13) | Outro
Guest: Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of a training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on Tech & Game industry leaders. Challenges from real-world experiences and how some of the best teams have overcome them.
Visit 👉 www.favro.com for a free trial or personalized demo of the worlds most modern collaborative management platform. Make work flow with Favro.
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Mark explores the challenges of leading and recruiting for distributed teams in the gaming industry.
He discusses the difficulty of assessing cultural fit through remote interviews, the need for self-driven team members, and the impact of remote work on leadership.
Mark also addresses broader industry issues like rising development costs, market saturation, and the evolving role of AI in game development. He emphasizes the importance of continuous improvement and adaptability in achieving success.
Guest: Mark Peterson has worked in games and IT since 2007. During his 15+ years, he has worked on projects for companies like T-Mobile, HP, Rovio, Porsche, and Lufthansa and co-founded three studios. From creating Top 10 games for the iOS and Android app stores to working on VR & AR titles as early as the first Occolus DevKit, he has been involved in all aspects of the industry. He has co-founded SPECTARIUM as a fully remote studio working with 35+ team members, with successful VC rounds led by Bitkraft. They are currently working on their co-op cross-platform Action RPG 'MYTHS'.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on SaaS & Game industry leaders. Challenges from real-world experiences and how some of the best studios and companies have overcome them.
Visit 👉 https://favro.com and learn the best collaborative planning, business agility, working-from-anywhere, project management, culture & leadership, and practices.
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John unpacks the intricacies of managing and collaborating in a remote-first work environment.
He shares tips on fostering trust, establishing clear expectations, and maintaining open communication as crucial elements for success.
John also explores collaborating with external partners in game development, highlighting how to achieve upfront alignment and establish clear communication channels.
Guest: John is a Senior Team Lead and Producer who has been in games since 2007 after joining Harmonix Music Systems. His career spans 17 years spent at Harmonix, Runic Games, teaching at Rochester Institute of Technology, and now at Unknown Worlds. He has worked on the Rock Band, Dance Central and Subnautica series of games, with experience on PC, console, mobile and VR. He aims to grow and empower individuals and teams, and leads with an attitude of tolerance and humor. He is a passionate supporter of growing the industry's next wave of diverse talent.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, film, SaaS, AI, deep tech, and functional foods. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on SaaS & Game industry leaders. Challenges from real-world experiences and how some of the best studios and companies have overcome them.
Visit 👉 https://favro.com and learn the best collaborative planning, business agility, working-from-anywhere, project management, culture & leadership, and practices.
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Could Carl's approach to game design, emphasizing responsive AI and emergent technologies, be key to replicating the success of Helldivers 2?
Carl delves into the success factors behind Helldivers 2, dissecting its core appeal. He emphasizes the game's satisfying co-op gameplay and its tongue-in-cheek, satirical world that fosters a strong sense of community.
Carl highlights how the game's design encourages role-playing and a shared language among players, fueling a sense of belonging.
He also observes how this approach aligns with his work, which uses AI and emergent technologies to create dynamic in-game experiences that react to players.
Guest: Carl Kwoh is the Co-founder and CEO of Jam & Tea Studios, a new multiplayer game startup focused on building player connections. He’s experienced in tabletop, web, mobile, PC, and console games. Before Jam & Tea, Carl developed the product management discipline at Phoenix Lab as the VP of Products. In 2017, he founded Ghostly Bear Games after spending six years as Riot Games’ Head of Talent Operations and Systems. Carl is deeply passionate about social design in games, fostering team dynamics, and elevating disenfranchised voices within the gaming industry.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, SaaS, AI, and deep tech. Passionate about hyper-performing teams and business agility.
Learn from Leaders podcast 🎙️ series focus on SaaS & Game industry leaders. Challenges from real-world experiences and how some of the best studios and companies have overcome them.
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What are the insights regarding the game industry's talent cycles, remote work challenges, and the impact of layoffs on studios?
Jenny discusses historical trends in talent acquisition, the challenges larger studios face in embracing external talent, and the impact of COVID-19 on remote work acceptance.
During the talk, our guest covered how Game Boost faces remote contractors and the increasing trend of individuals wanting remote work flexibility. The discussion delves deeper into industry layoffs, attributing them to various factors, including studio closures, canceled projects, and potential cost-cutting strategies by larger companies.
Jenny provides excellent insights into the evolving dynamics of talent management and remote work in the game development industry.
Guest: Jenny’s career has been a journey of diverse experiences, from entrepreneurship in web development and home renovation to her pivotal role at Paradox Interactive, where she spent over six years as a Studio Manager, contributing significantly to the gaming industry. Her current venture at Game Boost Sweden as a Game Contractor Supplier reflects her dedication to fostering talent and matching the right expertise with projects that shine through in her work, reflecting her passion for driving success within the gaming ecosystem. Simultaneously, she fosters leadership qualities in her leadership role at GREAT LEADERS.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, SaaS, AI, and deep tech. Passionate about hyper-performing teams and business agility. Learn from Leaders podcast 🎙️ series focus on SaaS & Game industry leaders. Challenges from real-world experiences and how some of the best studios and companies have overcome them.
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Past, present, and future: what are the significant changes in marketing strategies in the gaming industry?
Matthew talks about the transformative journey of games marketing, a decade's shift from skepticism toward influencer culture to fostering authentic collaborations. The conversation delves into the widening divide between indie and AAA games due to faster marketing cycles, balancing creativity with the potential of AI to augment creative workflows rather than replace human input.
Listen and learn more about the crucial role of marketing in embodying a game's fundamental essence amidst the dynamic evolution of game development approaches.
Guest:As the founder and CEO of NoodleHaus, Matthew Stainner is responsible for the small army of writers, art directors, animators, editors, and artists required to light up screens around the world. Over the past 30 years, Matthew has consistently created entertaining visual content. His credits and awards span a vast array of games, marketing, and events. The brands that have benefitted from his contributions include some of the most successful video games and franchises in the world, like Call of Duty, World of Tanks, Tony Hawk’s Pro-Skater, Assassin’s Creed, Rocket League, and Fortnite to name a few. His work has been an integral part of countless events and shows, from Comicon, to GamesCom, from LA Live to Liverpool he’s literally traveled the globe to produce the content our audiences love.
Host: Patric Palm – Favro ceo and founder. Serial entrepreneur and tech investor. Mostly games, SaaS, AI, and deep tech. Passionate about hyper-performing teams and business agility. Learn from Leaders podcast 🎙️ series focus on SaaS & Game industry leaders. Challenges from real-world experiences and how some of the best studios and companies have overcome them.
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Why does the games industry still have big issues in production management and what can be done about it?
Ben and Aaron discuss typical issues related to how game companies are managed today, specifically leadership in production.
They advocate for how a paradigm shift in leadership can help studios bring better games faster to the market at a lower cost.
Listen to learn more about how to embrace uncertainty, encourage a more adaptive, collaborative approach, and how producers can go from being stuck with task management to being facilitators of alignment.
The discussion also addresses why studios get stuck in old practices at a time when increased live services make the evolution of management more needed than ever.
This episode is truly great for both new and senior game industry leaders who want to take their production practices, team leadership, and studio management to the next level.
Guests:
Benjamin Carcich has spent the last few years helping leaders at studios of all sizes, and recently led the creation of training for game producers called "Succeeding in Game Production: What You Aren't Taught". Before that, he spent almost a decade at Riot Games shipping champions, tools, maps, and various platform and backend systems, and ended up leading discipline efforts around hiring and the role of production while teaching agile fundamentals around the world. His first job after college was as a Combat Arms officer in the U.S. Army.
Aaron Smith got his film degree in southern California and started doing production work, only to realize this wasn't his tribe. He joined a tiny company called "Riot Games" and worked his way from intern to director over a decade- shipping dozens of products small and large. Now, he's a Co-Founder of Building Better Games - a company focused on helping studios scale and ship unique products by instilling leadership and quality production practices. BBG also serves game leaders looking to build their game production skill set.
Building Better Games Newsletter: https://www.buildingbettergames.gg/newsletter
Building Better Games Podcast: https://www.buildingbettergames.gg/podcast
"Succeeding in Game Production: What You Aren't Taught" course link: https://www.buildingbettergames.gg/succeeding-in-game-production
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Guests:
Josiah Kiehl, with a background in software engineering, started his career at Oracle, focusing on business software, before transitioning to Riot Games. There, he played a crucial role in scaling the delivery of the viral game League of Legends to a global audience, working extensively on automation and infrastructure software. After a successful stint at Riot, Josiah briefly worked at Google on large-scale distributed systems before realizing his passion for game development once again, leading him to co-found Sprocket Games.
Andrew Woo, Head of Production at Sprocket Games, began as a software engineer in financial services at companies like Goldman Sachs and Credit Suisse. Seeking a more fulfilling path, he transitioned to game development at Obsidian Entertainment, working on titles like Neverwinter Nights 2. After continuing at Riot Games, Andrew's experience as a C++ gameplay engineer and game producer brought him valuable insights into the industry. His decision to join Sprocket Games after 15 years at Riot was motivated by the exciting opportunity and innovative project presented by the studio.
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Guest: Carl is a Leadership/Agile Development Expert, having decades of hands-on experience as an entrepreneur, manager & leaders across a diverse range of industries. He is also as one of the global SAFe Fellows an official contributor to the SAFe Framework and one of the key people behind the Release Train Engineer (RTE) certification course.litator. The founder of leadership & agile advisory firm We Are Movement and one of the people behind the sustainability firm Naturgruppen and the biodiversity foundation Rädda En Art.
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Guest: Jon Lawrence has been in the games industry since 1998 after joining Bullfrog Productions. A career in games for 25 years spent at Electronic Arts, Microsoft, Natural Motion, Digit Games studios, and now at Tencent games. Have managed a mixture of internal and external projects on PC, Console, and mobile and worked on many successful titles, including Harry Potter, Formula 1, Need For Speed, and Crysis. Now part of the Nexus team based out of Liverpool and working with 5 second party studios, Inflexion, Sumo, Splash Damage, Sharkmob, and Tequila Works.
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Guest: Alan McDairmant is Head of Studio Operations at Fuse Games, a former member of the Criterion studio leadership team, worked for EA for over 17 years as a leader on the Need For Speed games. He moved into leadership project management roles quickly and has always embraced a collaborative, servant leadership approach to working with teams to help enable people and projects achieve their goals.
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Guest: Carl is a battle-scarred entrepreneur and investor who has seen many sides of the tech ecosystem. He runs Creandum’s San Francisco office and invests across consumer internet, and b2b software. Carl started his career in management consulting and went on to co-found the digital ad network AdProfit, bootstrapping the business into one of the leading digital channels for b2b advertising in the Nordics. Following this, he co-founded Wrapp, a consumer gifting app that became a portfolio company of Creandum, Greylock and Atomico, where Carl was responsible for scaling the company internationally across 18 markets.
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Guest: Teis Mikkelsen is the CEO and Co-founder of Multiscription. He has a passion for the mobile games industry, and it shines through his 15 years of experience managing games and digital product development. Teis and his co-founder Martin got the idea for Multiscription from experiencing both sides of the subscription model: the problem and the solution side. They started the company in December of 2018, and it has seen tremendous growth ever since.
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What will the future of management in the games industry look like? What is changing, and how it affects culture and management? Tune in to hear the thoughts of two inspiring industry leaders.Guest: For the past 18 years, Zoë Curnoe has held production positions at a range of companies that include working with artists in the Canadian Rocky Mountains at the Banff Centre, as well as working with smaller independent companies and large powerhouses, such as Riot Games and Electronic Arts. In 2021, she left her role as Production Director of the Story Campaign for the massively popular Gears of War franchise at The Coalition to found Timbre Games, where she took on the role of Studio Director.Guest: Kevin Johnson is a Game Producer with over 14 years of management experience and 3 years of design experience working on high-profile AAA console and PC titles as well as premium mobile titles.
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What will the future of management in the games industry look like? What is changing, and how it affects culture and management? Tune in to hear the thoughts of two inspiring industry leaders.
Guest: For the past 18 years, Zoë Curnoe has held production positions at a range of companies that include working with artists in the Canadian Rocky Mountains at the Banff Centre, as well as working with smaller independent companies and large powerhouses, such as Riot Games and Electronic Arts. In 2021, she left her role as Production Director of the Story Campaign for the massively popular Gears of War franchise at The Coalition to found Timbre Games, where she took on the role of Studio Director.
Guest: Kevin Johnson is a Game Producer with over 14 years of management experience and 3 years of design experience working on high-profile AAA console and PC titles as well as premium mobile titles.
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