Latest / The Game Business Show / Star Fox developer Velan: How to survive as a North American game studio
Transcript
- 0:00SPEAKER_01: The Nintendo partnership is a very special and unique one, and the bar is really high.
- 0:06SPEAKER_01: North America is the most expensive place to do game development in the world,
- 0:10SPEAKER_01: and so there's a lot of talk about, okay,
- 0:12SPEAKER_01: what's the burn rate,
- 0:13SPEAKER_01: what's the cost for man month for the teams, and where we can go cheaper.
- 0:18SPEAKER_02: The number of doomsayers,
- 0:19SPEAKER_02: like every two years it seems like everything is done,
- 0:22SPEAKER_02: the dominant players are set,
- 0:24SPEAKER_02: there's no new opportunities out there, it's a harsh environment.
- 0:28SPEAKER_02: And then somebody goes and surprises everyone.
- 0:31SPEAKER_01: Today, the IP holders like it,
- 0:33SPEAKER_01: recognize that it's matching it with the right teams that have the passion
- 0:37SPEAKER_01: and capability.
- 0:41SPEAKER_00: Hello, and welcome to The Game Business Show.
- 0:45SPEAKER_00: This week's edition is sponsored by Exola.
- 0:48SPEAKER_00: Now, the PC studios that will be here in 10 years will be
- 0:50SPEAKER_00: the ones building direct relationships with their players today.
- 0:53SPEAKER_00: Selling direct means running your own PC game store alongside
- 0:56SPEAKER_00: the storefronts you already sell on such as Steam.
- 0:58SPEAKER_00: You set the price, players buy from you and you keep up to 95% of every sale.
- 1:03SPEAKER_00: The launch of your branding handles delivery and updates and payments work
- 1:06SPEAKER_00: in every market that you sell in.
- 1:08SPEAKER_00: This is not meant to be a replacement for traditional storefronts,
- 1:11SPEAKER_00: it is a new revenue stream alongside them,
- 1:13SPEAKER_00: and more than a thousand PC games already run one for the Xola Publishing Suite.
- 1:18SPEAKER_00: You can see how it works for your PC game by visiting the Xola website,
- 1:21SPEAKER_00: or in the links found in the newsletter associated with this very show.
- 1:26SPEAKER_00: Speaking of this show, let's get on with it.
- 1:29SPEAKER_00: This week we are speaking to two video game legends, Juha and Karthik Bala.
- 1:33SPEAKER_00: The brothers were the founders of Vicarious Visions,
- 1:35SPEAKER_00: where they worked on some of the biggest games and franchises in the world,
- 1:38SPEAKER_00: including Tony Hawk,
- 1:39SPEAKER_00: Skylanders,
- 1:40SPEAKER_00: Spider-Man,
- 1:41SPEAKER_00: Guitar Hero, Star Wars, James Bond, Crash Bandicoot, the list really does go on.
- 1:45SPEAKER_00: Now they sold the studio to Activision in 2005,
- 1:48SPEAKER_00: and then in 2016 they started again at Velen Studios.
- 1:51SPEAKER_00: Now Velen has had quite the journey.
- 1:54SPEAKER_00: It secured a partnership with Nintendo and has worked on two massive Nintendo franchises.
- 1:58SPEAKER_00: The first was Mario Kart Live Home Circuit in 2020.
- 2:01SPEAKER_00: That was for Nintendo Switch.
- 2:02SPEAKER_00: It was a mixed reality Mario Kart game.
- 2:04SPEAKER_00: And this summer it handled the excellent remake of Star Fox for Nintendo Switch 2.
- 2:09SPEAKER_00: But it's not been easy over the last 10 years.
- 2:12SPEAKER_00: It's big 2021 live service dodgeball game,
- 2:14SPEAKER_00: Knockout City,
- 2:15SPEAKER_00: which was published by EA,
- 2:17SPEAKER_00: attracting millions of players but struggled to maintain an audience.
- 2:20SPEAKER_00: Its public service was shut down in 2023.
- 2:22SPEAKER_00: And in 2024,
- 2:23SPEAKER_00: following a project cancellation from an external developer,
- 2:26SPEAKER_00: his duty had to reorganize and make some cuts.
- 2:29SPEAKER_00: But it's now growing again.
- 2:31SPEAKER_00: It's just opened a new studio in Toronto, Canada, and over 10 years, it's put out six games.
- 2:36SPEAKER_00: That's impressive.
- 2:37SPEAKER_00: Now, I've spoken to the violas many times in my career,
- 2:39SPEAKER_00: including on stage events,
- 2:41SPEAKER_00: and they're some of the most astute,
- 2:42SPEAKER_00: considered and intelligent people I've ever had the pleasure to interview.
- 2:45SPEAKER_00: And now,
- 2:46SPEAKER_00: fresh from their Star Fox triumph,
- 2:48SPEAKER_00: I've finally managed to get them to join me on The Game Business.
- 2:51SPEAKER_00: Where we will be discussing how they've managed to survive and even grow in
- 2:54SPEAKER_00: an increasingly hostile North American game development scene.
- 2:58SPEAKER_00: So, without further ado, here is my conversation with Guha and Karthik Bala.
- 3:04SPEAKER_00: Heya, Guha.
- 3:05SPEAKER_00: Heya, Karthik.
- 3:06SPEAKER_00: Welcome to the show.
- 3:06SPEAKER_00: It's really nice to be here.
- 3:09SPEAKER_00: It's good to see you again, Chris.
- 3:10SPEAKER_00: It's been, I find, it's 10 years, which really...
- 3:15SPEAKER_00: I'm having like an existential crisis at that.
- 3:17SPEAKER_00: Like, it feels like, you know, it was only...
- 3:19SPEAKER_00: Six months ago,
- 3:20SPEAKER_00: we were like an investment summit in Boston talking about all your plans and dreams
- 3:23SPEAKER_00: and aspirations.
- 3:24SPEAKER_00: And here we are, what, 10 years in and six games, is it?
- 3:27SPEAKER_00: It's incredible.
- 3:28SPEAKER_00: Time seems to be going faster and faster, doesn't it?
- 3:31SPEAKER_02: Yeah.
- 3:31SPEAKER_00: I think the older you get, the time goes faster.
- 3:34SPEAKER_00: I don't know what it is.
- 3:35SPEAKER_00: But it does seem like yesterday.
- 3:37SPEAKER_00: Well, I guess congratulations on your latest game, Star Fox.
- 3:40SPEAKER_00: I thought it was an excellent...
- 3:42SPEAKER_00: I'm a fan, as you can see from the poster.
- 3:43SPEAKER_00: I thought it was an excellent remake.
- 3:45SPEAKER_00: Visually very striking.
- 3:46SPEAKER_00: I played for it a bunch, so...
- 3:48SPEAKER_00: I know you can't talk too much about it, but congratulations on it.
- 3:51SPEAKER_00: It was a
- 3:51SPEAKER_01: lot of fun to work on.
- 3:53SPEAKER_01: You know, we're really proud of what we made in collaboration with Nintendo.
- 3:58SPEAKER_01: So, yeah, we're just really happy about it.
- 4:00SPEAKER_00: I'm really interested.
- 4:01SPEAKER_00: It's still relatively rare to see an independent...
- 4:04SPEAKER_00: Western Studio take on a Nintendo IP.
- 4:07SPEAKER_00: I know there's a few out there that Christine does Metroid and stuff,
- 4:10SPEAKER_00: but 10 years, six projects and two of them with Nintendo, Mario Kart and Star Fox.
- 4:15SPEAKER_00: What do you think it is about you or about Velen
- 4:18SPEAKER_00: that makes someone like Nintendo sort of trust you to handle such treasured IP?
- 4:24SPEAKER_02: Well, I think that we've had a longstanding collaboration with Nintendo.
- 4:30SPEAKER_02: I think our very first The game with Nintendo was Spider-Man for GBA in 1998.
- 4:35SPEAKER_02: And from there, we've been on the launch of our system.
- 4:38SPEAKER_02: Game Boy Color.
- 4:39SPEAKER_02: When I said GBA, you had Game Boy Color in 1998.
- 4:42SPEAKER_02: That was before the GBA launch.
- 4:43SPEAKER_02: We were at the launch of GBA with Tony Hawk's Pro Skater 2.
- 4:47SPEAKER_02: I've got that game.
- 4:49SPEAKER_02: Yeah.
- 4:50SPEAKER_02: And Mysterious Menace as well.
- 4:54SPEAKER_02: And we've been really admirers,
- 4:57SPEAKER_02: as many people have,
- 4:58SPEAKER_02: of So the hardware as well as the software that they create,
- 5:01SPEAKER_02: but also try to do something extra in each one of those releases,
- 5:05SPEAKER_02: something that's really special for gamers.
- 5:08SPEAKER_02: And so over time,
- 5:10SPEAKER_02: You know,
- 5:10SPEAKER_02: sometimes people ask me sort of how do you build relationships throughout
- 5:13SPEAKER_02: the industry over time, especially young people coming out of college and so forth.
- 5:17SPEAKER_02: I said, well, you make promises and you keep them and you try to exceed expectations.
- 5:22SPEAKER_02: And this is if you do this consistently over time,
- 5:25SPEAKER_02: you build trust,
- 5:25SPEAKER_02: you build relationships and you build really interesting opportunities
- 5:29SPEAKER_02: to collaborate.
- 5:30SPEAKER_02: And so, you know,
- 5:31SPEAKER_02: throughout our history and of course of 35 plus years in this industry,
- 5:37SPEAKER_02: that's what we've tried to do.
- 5:38SPEAKER_02: And I think the latest Star Fox is just the latest top hook of that.
- 5:43SPEAKER_00: Wow.
- 5:44SPEAKER_00: I went to the Nintendo Museum,
- 5:45SPEAKER_00: and Carphets commented on this last week,
- 5:48SPEAKER_00: and I loved seeing Mario Kart Live Home Circuit sort of featured
- 5:51SPEAKER_00: so prominently throughout the museums.
- 5:55SPEAKER_01: I don't know if you get a kick out of that, but I was pleased It's an amazing place.
- 6:00SPEAKER_01: It is an amazing place.
- 6:02SPEAKER_01: Too bad you can't take photos inside.
- 6:04SPEAKER_01: No, not that bit, no.
- 6:06SPEAKER_01: No, not that part, Bay Inter Sanctum.
- 6:09SPEAKER_01: They've done such an incredible job of celebrating the history
- 6:12SPEAKER_01: and seeing all those games there and then seeing some of your own work in
- 6:19SPEAKER_01: that museum is quite a unique experience.
- 6:24SPEAKER_01: It was pretty emotional.
- 6:27SPEAKER_02: The thing that stood out to me about that place is the number
- 6:31SPEAKER_02: of really out there creative risks the company has taken over time.
- 6:37SPEAKER_02: And you remember the successes,
- 6:39SPEAKER_02: like the dominant systems and things like that,
- 6:41SPEAKER_02: but you don't necessarily remember the quirky things that they did.
- 6:45SPEAKER_02: And the reality is that every one of those things,
- 6:47SPEAKER_02: when they were taking the at-bat,
- 6:50SPEAKER_02: when they were going there and trying to take this point,
- 6:52SPEAKER_02: They were like, this could work.
- 6:53SPEAKER_02: This would be something really special and surprising for consumers.
- 6:56SPEAKER_02: Not everything does,
- 6:57SPEAKER_02: but really it's a consistent habit,
- 6:59SPEAKER_02: producing quality and taking creative risks that's
- 7:02SPEAKER_00: reduced their success as well.
- 7:03SPEAKER_00: But we've tried to pattern that for ourselves.
- 7:06SPEAKER_00: I do think they're quite masters of turning...
- 7:09SPEAKER_00: You can only do failure,
- 7:10SPEAKER_00: but even the Switch is taking the Wii U and going,
- 7:13SPEAKER_00: well, how can we turn that into...
- 7:16SPEAKER_00: I don't think the Switch will exist without the Wii U.
- 7:18SPEAKER_00: I think that would have been seen as played in.
- 7:20SPEAKER_00: And one of the things that was on display there,
- 7:22SPEAKER_00: I didn't even know this story,
- 7:23SPEAKER_00: was the radarscope,
- 7:24SPEAKER_00: which was an arcade machine that failed, but it led to the creation of Donkey Kong.
- 7:29SPEAKER_02: You have these weird rooms where there are ping-pong balls coming at you,
- 7:33SPEAKER_02: And you're swinging at the ping pong balls,
- 7:36SPEAKER_02: trying to take out different articles in your house,
- 7:39SPEAKER_02: as if that's a good idea to do in your actual house.
- 7:42SPEAKER_02: But it's one of their games.
- 7:44SPEAKER_00: Yeah, yeah.
- 7:44SPEAKER_00: It's that whole level.
- 7:45SPEAKER_00: It's like an interactive Wario.
- 7:47SPEAKER_00: Look, I'm not going to...
- 7:48SPEAKER_00: Look, we're five minutes in and we're just talking about nothing but Nintendo.
- 7:52SPEAKER_00: So it's been 10 years, and obviously Mario Kart was your first project.
- 7:56SPEAKER_00: The first big original project you had was with Knockout City.
- 8:00SPEAKER_00: And I remember really enjoying that game.
- 8:02SPEAKER_00: I thought it was a really promising project, but it obviously didn't work out in the end.
- 8:05SPEAKER_00: And we just had a bit of a chat there about,
- 8:06SPEAKER_00: you know, learning lessons from things that didn't necessarily work out and that.
- 8:10SPEAKER_00: But looking back on that part of your story now,
- 8:13SPEAKER_00: Was there anything particularly you learned from that?
- 8:16SPEAKER_01: Not that Serie was such a great game and so fun.
- 8:21SPEAKER_01: It was so difficult to make as well.
- 8:24SPEAKER_01: You know,
- 8:24SPEAKER_01: there's a lot of technical challenges and,
- 8:27SPEAKER_01: you know,
- 8:27SPEAKER_01: we had a clear vision of what we wanted to go after,
- 8:29SPEAKER_01: but we had to invent so many new things to make that possible.
- 8:33SPEAKER_01: So it was quite a challenge.
- 8:35SPEAKER_01: You know, we had to build our own game engine.
- 8:37SPEAKER_01: We had to build our own programming language that the game was built on.
- 8:43SPEAKER_01: And it had a lot of strict requirements in terms of like dedicated servers
- 8:48SPEAKER_01: and how it operated and how it worked in cross-play.
- 8:52SPEAKER_01: So there's a lot of challenges and we had to learn how to do live service and
- 8:56SPEAKER_01: as we were growing the studio, I wouldn't trade that.
- 9:00SPEAKER_01: I wouldn't trade that for anything, you know, and just all the stuff that we learned.
- 9:04SPEAKER_01: And we had 12 million players coming through that game and there's a lot of people
- 9:09SPEAKER_01: who really enjoyed it.
- 9:11SPEAKER_01: But, you know,
- 9:12SPEAKER_01: ultimately,
- 9:13SPEAKER_01: you know,
- 9:13SPEAKER_01: we got to face some of the harsh sort of business realities and,
- 9:17SPEAKER_01: you know,
- 9:17SPEAKER_01: and if you're,
- 9:18SPEAKER_01: you know,
- 9:19SPEAKER_01: you keep trying,
- 9:19SPEAKER_01: you're trying to make it work at scale and the market shifted a lot, right?
- 9:25SPEAKER_01: When we came up with the whole concept...
- 9:28SPEAKER_01: 2017, going with 2018, we showed it behind closed doors at E3 in 2018.
- 9:35SPEAKER_01: We thought it was cool.
- 9:36SPEAKER_01: We didn't know if anybody else thought it was cool.
- 9:39SPEAKER_01: And that's when we got a lot of publisher interest.
- 9:42SPEAKER_01: And then ultimately sign with EA and we thought we had something,
- 9:46SPEAKER_01: but it was early days for like live service games back then, right?
- 9:52SPEAKER_01: Even Fortnite had just come out and the landscape shifted a lot over those years.
- 9:58SPEAKER_01: So there's a lot of learnings, you know, from a still a great game, we want to bring it back.
- 10:05SPEAKER_01: But we have to do it differently.
- 10:07SPEAKER_01: I think there are enough things that have changed in the landscape
- 10:10SPEAKER_01: and also technology that may make it more feasible and sustainable.
- 10:15SPEAKER_01: So part of what we have to look at is even though we discovered sort of
- 10:20SPEAKER_01: a new gameplay mechanic,
- 10:23SPEAKER_01: new sound of play with that,
- 10:25SPEAKER_01: we've got to figure out how to do that in a sort of sustainable way for
- 10:29SPEAKER_01: the community and fans and have it work at any scale.
- 10:34SPEAKER_01: That's the challenge.
- 10:38SPEAKER_01: But it's an IP that we own and great gameplay and technology
- 10:44SPEAKER_01: and remarkably it still hasn't been copied yet.
- 10:47SPEAKER_02: It's hard to do.
- 10:49SPEAKER_02: It's a hard one to copy.
- 10:51SPEAKER_02: It's a hard one.
- 10:53SPEAKER_02: I would say, you know, a couple things that I think were really interesting findings for us.
- 10:58SPEAKER_02: You know,
- 10:58SPEAKER_02: we started Knockout City at a time where many games do take a while to develop,
- 11:04SPEAKER_02: but that in particular is kind of a season-based, you know, PvP.
- 11:10SPEAKER_02: You know, kind of game, a game is a service game when, you know, that was the thing to do.
- 11:14SPEAKER_02: They structurally tend to have a lot of costs.
- 11:17SPEAKER_02: There's a server component to it,
- 11:18SPEAKER_02: but there's also just the amount of content you need to keep pumping out.
- 11:22SPEAKER_02: And so it's not a great venue to experiment with things that are truly out there.
- 11:30SPEAKER_02: Maybe it's okay for tried and true mechanics, but even that's very high risk.
- 11:34SPEAKER_02: Or tried and true game formulas or established brands, even that's high risk.
- 11:38SPEAKER_02: So do it with something that's completely different.
- 11:41SPEAKER_02: The structural costs make innovation difficult.
- 11:44SPEAKER_02: There's that.
- 11:45SPEAKER_02: There's also, and this is a bit of like time moves faster as you get older type of thing.
- 11:50SPEAKER_02: The dynamics of the market chain are changing very rapidly,
- 11:52SPEAKER_02: enabling technologies,
- 11:54SPEAKER_02: consumer attention, where entertainment is coming from, the nature of discovery.
- 12:00SPEAKER_02: Even the things that are classified as like the black hole games,
- 12:03SPEAKER_02: the games that people are spending all their time in,
- 12:06SPEAKER_02: I believe that's going to change fundamentally over the next 18 months
- 12:09SPEAKER_02: and really transform.
- 12:11SPEAKER_02: So when we look at that, developing a game that's structurally high cost,
- 12:18SPEAKER_02: So
- 12:22SPEAKER_02: I think that in a lot of ways, I feel like we've made a great game.
- 12:28SPEAKER_02: You know, it was recognized that way and people love it, the new staff, fans asking for it.
- 12:34SPEAKER_02: I would like to bring it back,
- 12:35SPEAKER_02: but I'd like to bring it back in a much more agile way,
- 12:37SPEAKER_02: in a leaner way where we could figure out what happens or what's going to happen
- 12:42SPEAKER_02: if we try something in a very short window.
- 12:45SPEAKER_02: In a lot of ways,
- 12:47SPEAKER_02: We talked to a lot of experts in the process of trying to figure it out
- 12:51SPEAKER_02: after we launched.
- 12:52SPEAKER_02: And it turns out the experts are better historians than they are forecasters.
- 12:58SPEAKER_02: You never know what's actually going to happen, what people are really going to think.
- 13:02SPEAKER_02: And so I think actually just modifying our approach entirely,
- 13:05SPEAKER_02: seeing how quickly we do things,
- 13:07SPEAKER_02: how quickly we can change things,
- 13:09SPEAKER_02: and how the cost of that It's low enough that you can take some real risks.
- 13:13SPEAKER_02: I think that's really the big lessons from Knockouts today.
- 13:16SPEAKER_02: And it shows up in the types of games that we make now,
- 13:18SPEAKER_02: like Murder Club and other smaller, you know, wilder creative experiences.
- 13:23SPEAKER_00: I always say to the analysts who I have on the show all the time,
- 13:26SPEAKER_00: and they'll admit it themselves,
- 13:27SPEAKER_00: they're good at looking back and all their predictions are based
- 13:29SPEAKER_00: on what's happened rather than what's going to happen.
- 13:31SPEAKER_00: And when you're in a creative,
- 13:32SPEAKER_00: artistic, innovative industry, You can never predict what's going to happen.
- 13:36SPEAKER_00: In one minute,
- 13:36SPEAKER_00: something that you thought was dead can suddenly be the biggest thing in the world.
- 13:39SPEAKER_00: The industry moves so fast.
- 13:43SPEAKER_01: But isn't that one of the greatest things about our business?
- 13:46SPEAKER_00: Sometimes.
- 13:48SPEAKER_02: You've got to take good with the bad, right?
- 13:52SPEAKER_02: I do think it's one of the greatest things,
- 13:54SPEAKER_02: because I think it's like we've heard The other thing that you learn over time,
- 13:59SPEAKER_02: and I'm sure you recognize this too, Chris,
- 14:01SPEAKER_02: is that the number of doomsayers,
- 14:04SPEAKER_02: like every two years, it seems like everything is done.
- 14:07SPEAKER_02: The dominant players are set.
- 14:08SPEAKER_02: There's no new opportunities out there.
- 14:11SPEAKER_02: It's a harsh environment.
- 14:13SPEAKER_02: And then somebody goes in and surprises everybody.
- 14:15SPEAKER_00: So this is what keeps us hopeful.
- 14:17SPEAKER_00: I guess it can feel that way at the moment in the industry.
- 14:18SPEAKER_00: It can feel like it's taking a tumble.
- 14:21SPEAKER_00: But as you talked about it, you know, you've gone through quite a rapid change.
- 14:25SPEAKER_00: So you talked about things moving smaller and needing to be faster and be more agile.
- 14:29SPEAKER_00: Is it just being quicker to react to things?
- 14:31SPEAKER_00: Is that how you deal with that?
- 14:33SPEAKER_01: I think it's multiple things.
- 14:36SPEAKER_01: Rapid prototyping and trying new ideas quicker.
- 14:40SPEAKER_01: The whole fail faster kind of mentality.
- 14:45SPEAKER_01: Being able to try things and get into consumer hands,
- 14:50SPEAKER_01: whether it's public or private tasks and getting feedback
- 14:55SPEAKER_01: and having tighter feedback loops.
- 14:57SPEAKER_01: I think that's actually really important.
- 14:59SPEAKER_01: Especially if you're doing something sort of really new.
- 15:04SPEAKER_01: This is the kind of like mindset and approach is pretty crucial.
- 15:11SPEAKER_01: So building tools and pipelines or keeping a small and agile team when it comes
- 15:17SPEAKER_01: to discovery, I think that's absolutely crucial.
- 15:20SPEAKER_01: But then even when a product is out there and then you're evolving it,
- 15:23SPEAKER_01: that's where the rapid response
- 15:28SPEAKER_01: And being able to take consumer feedback is also really important.
- 15:34SPEAKER_01: And I don't know if we're that good at it.
- 15:38SPEAKER_01: I mean, we're pretty good, but there's room for improvement there.
- 15:45SPEAKER_01: And I think that's what's going to be necessary kind of going forward.
- 15:48SPEAKER_01: And most of the work that we've done is in the PC and console area.
- 15:52SPEAKER_01: And so for that,
- 15:54SPEAKER_01: I think
- 15:55SPEAKER_02: A lot of times the craftsmanship involved in the product matters a lot.
- 15:58SPEAKER_02: So there's a real balance there.
- 16:01SPEAKER_02: It's not like we can crank out a prototype and then just put it out there
- 16:04SPEAKER_02: a test market,
- 16:05SPEAKER_02: look for our KPIs and respond to KPIs and suddenly optimize the perfect game.
- 16:11SPEAKER_02: That's just not how this part of the industry works.
- 16:14SPEAKER_02: And so these are real artistic expressions that you need to say,
- 16:18SPEAKER_02: okay, this is an expression of what I want creatively.
- 16:20SPEAKER_02: That could take a while.
- 16:22SPEAKER_02: But then balancing that with the ability to respond to what's actually happening
- 16:26SPEAKER_02: or shut it down and making it into something new,
- 16:29SPEAKER_00: you know, that's the problem that we've been working on.
- 16:32SPEAKER_00: I'm sort of interested, Nogi,
- 16:33SPEAKER_00: I wasn't planning to ask this,
- 16:34SPEAKER_00: but you mentioned that,
- 16:35SPEAKER_00: you know,
- 16:35SPEAKER_00: even you think black hole games and what's happening there will change substantially
- 16:40SPEAKER_00: in 18 months.
- 16:41SPEAKER_00: I got a poke at that.
- 16:42SPEAKER_00: What do you, how do you think that's going to, what's going on there?
- 16:46SPEAKER_02: Well, I just think that so much is going on right now with people go
- 16:50SPEAKER_02: to user-generated content platforms,
- 16:53SPEAKER_02: people go to destinations for games to form social communities.
- 16:59SPEAKER_02: And there's a bit of a stickiness factor because there's structural advantages
- 17:02SPEAKER_02: to creating those communities.
- 17:03SPEAKER_02: And the obvious ones are going to be like Roblox and Fortnite and places like that.
- 17:09SPEAKER_02: There are others, right?
- 17:10SPEAKER_02: Some big franchises out there to do that.
- 17:14SPEAKER_02: It's not at all clear to me that those barriers are going to be durable.
- 17:20SPEAKER_02: Those walls are going to come down and maybe they're going to be more micro communities made.
- 17:25SPEAKER_02: Some of that could be because of AI generated environments.
- 17:31SPEAKER_02: It might be.
- 17:33SPEAKER_02: It might be that the barriers to creating those,
- 17:35SPEAKER_02: the structural barriers to creating those environments may come down.
- 17:39SPEAKER_02: It may come down because web becomes a more Prominent means of consumption
- 17:44SPEAKER_02: for more geographies,
- 17:46SPEAKER_02: because I do think that having high GPU systems as barriers to adoption
- 17:52SPEAKER_02: or proprietary console systems as barriers to adoption,
- 17:56SPEAKER_02: they're very geographically bound type of constraint.
- 18:00SPEAKER_02: I just see developers, consumers poking at all of these boundaries at a rapid rate.
- 18:08SPEAKER_02: We're going to see a lot.
- 18:09SPEAKER_02: I don't know what is going to happen exactly.
- 18:14SPEAKER_02: Speaking of being an expert or an analyst, I'm going to go on.
- 18:17SPEAKER_02: But the ways to poke at the boundaries are growing, you know, a tremendous amount.
- 18:21SPEAKER_02: So I think we're going to see a lot of change and include those durable advantages.
- 18:25SPEAKER_02: Well, to the owners of all those advantages, they could be quite comforting.
- 18:28SPEAKER_02: I think they're going to be more fleeting than no.
- 18:31SPEAKER_02: Of course, in the middle of all this, where do we see ourselves?
- 18:33SPEAKER_02: I do think that great creative teams,
- 18:36SPEAKER_02: creative insights,
- 18:38SPEAKER_02: trying to always think about creating something special for consumers.
- 18:42SPEAKER_02: Meaningful ways of spending time together.
- 18:45SPEAKER_02: These are at the heart of what drives us.
- 18:47SPEAKER_02: I think that'll continue to be valuable.
- 18:49SPEAKER_02: The structural boundaries, all these advantages.
- 18:52SPEAKER_02: I see so many ways that that could come down.
- 18:55SPEAKER_02: Interesting.
- 18:56SPEAKER_00: So let's go about talking about Velen.
- 18:58SPEAKER_00: You've had mixed reality racing games and Mario Kart and Hot Wheels.
- 19:03SPEAKER_00: There's a sports action game in Knockout City.
- 19:06SPEAKER_00: Murder Club, which is like a horror party game thing.
- 19:09SPEAKER_00: VR pinball game.
- 19:12SPEAKER_00: What would you say is a Verlan game?
- 19:15SPEAKER_01: I think the core to our values is staying curious.
- 19:22SPEAKER_01: And we're always trying to go after new sorts of play mechanics at the heart of it,
- 19:29SPEAKER_01: something we haven't experienced before.
- 19:32SPEAKER_01: When we do look at it, we're like, wow, it's like cutting across lots of different genres.
- 19:36SPEAKER_01: And we experiment and we see where we find unique, fun, And we build from it.
- 19:42SPEAKER_01: But I do think that what we're finding is that over the course of the last 10 years,
- 19:47SPEAKER_01: we've built teams that have a lot of expertise in certain genres and trying
- 19:54SPEAKER_01: to innovate and come up with new gameplay mechanics or new ideas
- 19:59SPEAKER_01: within those genres.
- 20:01SPEAKER_01: But I think the core of it really kind of comes down to like play feel.
- 20:06SPEAKER_01: And find something unique and new,
- 20:09SPEAKER_01: a new kind of feeling or connection that you can have with the game.
- 20:14SPEAKER_01: I think that's what makes it a valid game.
- 20:15SPEAKER_01: We always talk about create breakthrough games that have magic.
- 20:20SPEAKER_01: And that's something that's magical is inherently bring something new to the table, right?
- 20:26SPEAKER_01: A new trick.
- 20:27SPEAKER_01: And so we got to keep doing that.
- 20:32SPEAKER_00: You talked before back in my games in shop these days,
- 20:35SPEAKER_00: you talked before about the importance of finding that magic,
- 20:37SPEAKER_00: particularly in the initial sort of concept phase.
- 20:39SPEAKER_00: I remember you saying,
- 20:40SPEAKER_00: you know,
- 20:41SPEAKER_00: you give yourself time to really know what makes the game special before sort
- 20:44SPEAKER_00: of going full steam ahead with development.
- 20:46SPEAKER_00: But, you know,
- 20:46SPEAKER_00: we've just talked about the industry shifted,
- 20:48SPEAKER_00: things are tougher out there, people are moving fast, you need to react quicker.
- 20:52SPEAKER_00: So how do you get the balance between giving yourself the time to find that magic,
- 20:55SPEAKER_00: but then also not taking too long because the industry moves so quickly?
- 21:00SPEAKER_01: That is one of the core challenges.
- 21:03SPEAKER_01: You know,
- 21:04SPEAKER_01: we are prototyping,
- 21:05SPEAKER_01: you know, all the time and trying new ideas, sort of percolating in the background.
- 21:10SPEAKER_01: And we do internal game jams and things like that,
- 21:13SPEAKER_01: you know, from time to time and folks have ideas.
- 21:15SPEAKER_01: And when we do latch onto projects that we feel, okay,
- 21:20SPEAKER_01: there's a real sort of market opportunity as well as just the passion,
- 21:24SPEAKER_01: you know,
- 21:24SPEAKER_01: for the team, we have a pretty structured approach with internal green lines.
- 21:30SPEAKER_01: The balance that we're finding now is really when we think about the size of games
- 21:35SPEAKER_01: that we can make as an independent studio
- 21:39SPEAKER_01: with multiple teams is I think we're finding a natural cadence where we can kind
- 21:46SPEAKER_01: of go into a AA scope game that has Like an established IP, licensed IP.
- 21:54SPEAKER_01: That might be a partner project or a licensed IP that we are directly licensed in.
- 21:59SPEAKER_01: And we can make a double-A investment around that because there's an audience and so on.
- 22:04SPEAKER_01: And then with more original IP or like something that's really out there,
- 22:08SPEAKER_01: you know,
- 22:09SPEAKER_01: in terms of gameplay,
- 22:10SPEAKER_01: you know,
- 22:10SPEAKER_01: we can sort of make more of a triple-I level investment with like
- 22:14SPEAKER_01: an even smaller team.
- 22:15SPEAKER_01: And so we're trying to sort of find that middle path,
- 22:18SPEAKER_01: which there are some studios going down that.
- 22:23SPEAKER_01: And, you know, for a veteran team that's not a...
- 22:28SPEAKER_01: You know,
- 22:29SPEAKER_01: sort of GarageBand indie and we're not AAA,
- 22:32SPEAKER_01: you know, multi-studio, multi-hundred person, you know, sort of efforts.
- 22:37SPEAKER_01: This feels like a sort of a natural sweet spot for us and something that honestly,
- 22:42SPEAKER_01: like the industry has lost a little bit,
- 22:44SPEAKER_01: you know,
- 22:44SPEAKER_01: and maybe you're coming back,
- 22:46SPEAKER_01: you know, but it seems like a more sustainable path for teams like ours.
- 22:51SPEAKER_02: We don't see a lot of independent studios where A bit more of a staggered slate,
- 22:57SPEAKER_02: some bigger projects that have a bit more genre stability in a built-in,
- 23:03SPEAKER_02: and then smaller ones that are sort of creatively experimental with a path to market
- 23:08SPEAKER_02: as well.
- 23:09SPEAKER_02: I think more independent studios should try to do that.
- 23:12SPEAKER_02: They tend to be single product companies,
- 23:15SPEAKER_02: and if the slate plans, if the publisher changes, that becomes a real challenge.
- 23:20SPEAKER_02: Or if they're solely investment-driven and the metrics don't show up in their product, Yeah.
- 23:26SPEAKER_02: And the funding gets cut off.
- 23:28SPEAKER_02: And I think that's a lot of where we see the carnage,
- 23:30SPEAKER_02: you know,
- 23:30SPEAKER_02: as well,
- 23:32SPEAKER_02: especially in an environment where the publishing world is really contracted
- 23:36SPEAKER_02: to like small number of operating businesses within each entity.
- 23:42SPEAKER_02: And that's across the board,
- 23:43SPEAKER_02: whether it's Take-Two or most recently,
- 23:45SPEAKER_02: obviously Microsoft,
- 23:47SPEAKER_02: Embracer, Activision, even Activision really started that process 15 plus years ago.
- 23:55SPEAKER_02: It leaves a lot of audiences,
- 23:59SPEAKER_02: a lot of IPs that don't have great creative behind them that can effectively serve
- 24:05SPEAKER_02: that fandom as well.
- 24:06SPEAKER_02: So we see an opportunity there,
- 24:08SPEAKER_02: but I do think as an event developer,
- 24:12SPEAKER_02: trying to design a slate that allows within the capabilities of that developer
- 24:16SPEAKER_02: To be able to have smaller,
- 24:18SPEAKER_02: more agile teams take market risks with stability,
- 24:23SPEAKER_02: with larger projects which have more defined genre requirements would be
- 24:27SPEAKER_02: a good formula for that.
- 24:29SPEAKER_02: I mean, that's the approach that we have available and it's been serving us
- 24:32SPEAKER_00: pretty well.
- 24:33SPEAKER_00: People talk about the sort of return of the middle
- 24:34SPEAKER_00: and I guess Claire Obscure has been used as a bit of an example of that
- 24:38SPEAKER_00: but you know Sabre sort of operates like that and they're a very big company
- 24:42SPEAKER_00: and I find I quite like what you're suggesting there as well
- 24:44SPEAKER_00: about you know there are lots of big companies that have IPs
- 24:47SPEAKER_00: that you know they might want to develop but they need someone to find them
- 24:50SPEAKER_00: and you kind of just answered my question there but you think that this isn't just
- 24:53SPEAKER_00: a couple of examples of companies
- 24:55SPEAKER_00: that are making this work this is something they can work on a
- 24:58SPEAKER_02: I actually went
- 24:59SPEAKER_02: to business school and then we graduated in 2013, so a number of years ago.
- 25:05SPEAKER_02: If you look at a business school strategy course,
- 25:07SPEAKER_02: they will say, do not be in the middle of anything.
- 25:10SPEAKER_02: The middle is always a giant hole.
- 25:13SPEAKER_02: We hit one extreme or another because that's where you get differentiation.
- 25:17SPEAKER_02: There's a classic collapse of the middle.
- 25:19SPEAKER_02: What we mean in terms of the middle here is that there are lots of opportunities
- 25:23SPEAKER_02: with audiences that are not massive.
- 25:26SPEAKER_02: So you still need to make an amazing experience
- 25:30SPEAKER_02: because making mediocre experiences is not worth anybody's time.
- 25:34SPEAKER_02: So the puzzle to solve or the game to make is how can you make
- 25:38SPEAKER_02: a remarkable experience for a fan base that's big but may not be such a mega size
- 25:45SPEAKER_02: to support hundreds of millions of dollars in production.
- 25:50SPEAKER_02: What we're finding is there's surprisingly large number of opportunities
- 25:54SPEAKER_02: in this space, but it takes a different mindset towards development.
- 25:58SPEAKER_02: Some companies solve it by having low cost development locations.
- 26:02SPEAKER_02: Other companies solve it with technology and tools and high productivity.
- 26:07SPEAKER_02: Some companies solve it with genre specialization.
- 26:11SPEAKER_02: So particular teams are highly productive in certain types of games.
- 26:14SPEAKER_02: So the different solutions that are available for that,
- 26:17SPEAKER_02: but it's still Amazing products,
- 26:21SPEAKER_02: but which can be developed in a manner that can serve audiences that don't have
- 26:26SPEAKER_02: to be tens of millions of people.
- 26:30SPEAKER_00: I use the word,
- 26:31SPEAKER_00: we live in an age of the niche,
- 26:33SPEAKER_00: and niche don't necessarily mean small,
- 26:34SPEAKER_00: but there's lots and lots of audiences looking for very specific things,
- 26:38SPEAKER_00: and I think you can build a business Interestingly,
- 26:41SPEAKER_00: there was an interview with Hughes Games and making the Star Wars racing game.
- 26:44SPEAKER_00: And I said, you know, why haven't we had that many Star Wars racing games?
- 26:46SPEAKER_00: And he thinks we live in a time where
- 26:48SPEAKER_00: a Star Wars racing game could do really well today,
- 26:50SPEAKER_00: whereas maybe it wouldn't have been the case 10, 15 years ago.
- 26:54SPEAKER_01: I think our key holders have actually gotten smarter, you know, with this whole thing.
- 26:59SPEAKER_01: You know,
- 27:01SPEAKER_01: we talked a little bit about our early days on handheld on,
- 27:05SPEAKER_01: like, Game Boy Advance and whatnot.
- 27:10SPEAKER_01: There was a lot of these licensed games, you know, back then.
- 27:13SPEAKER_01: Your quality was across the board.
- 27:16SPEAKER_01: And, you know, we really try to like, you know, just really focus on quality and serve the fans.
- 27:22SPEAKER_01: But the licenses were granted to the big publishers.
- 27:26SPEAKER_01: You know, all those deals, the IP holders just went to the big publishers.
- 27:32SPEAKER_01: The IP holders like it recognize that it's matching it with the right teams
- 27:37SPEAKER_01: that have the passion and capability, you know, for it.
- 27:40SPEAKER_01: So the deals are out there,
- 27:42SPEAKER_01: you know, the partnerships are out there where it's in a way much more reasonable.
- 27:47SPEAKER_01: They want the quality.
- 27:49SPEAKER_01: It's an expression of the IP that actually gives longevity to the IP
- 27:53SPEAKER_01: and actually bring in new audiences into the IP as well, you know, through games.
- 27:59SPEAKER_01: There's actually more opportunities that we're seeing now than there were before.
- 28:05SPEAKER_01: And maybe it's also a function of the big AAA publishers have doubled down
- 28:09SPEAKER_01: on their own IPM projects and there's less licensing going on other
- 28:15SPEAKER_01: than integrations into live service games and that sort of thing.
- 28:20SPEAKER_01: But when you've got that audience and it's sort of underserved in these niches
- 28:24SPEAKER_01: and there's that fandom and you can really deliver You know,
- 28:28SPEAKER_01: for those fans, what they're looking for.
- 28:31SPEAKER_01: It's also a great force and function of scope.
- 28:34SPEAKER_01: So you can be really disciplined about that.
- 28:38SPEAKER_01: So I think that's,
- 28:40SPEAKER_01: I think those confluence of those factors are actually opening up
- 28:43SPEAKER_01: an interesting space for proven teams.
- 28:48SPEAKER_00: I think it's probably worth noting that you,
- 28:50SPEAKER_00: obviously with your previous company as well,
- 28:52SPEAKER_00: Vicarious Visions,
- 28:53SPEAKER_00: is that you are Very well known for taking a brand that might have existed somewhere
- 28:59SPEAKER_00: or someone else's game and then making a sequel or taking it elsewhere and doing
- 29:04SPEAKER_00: an incredibly good job of that.
- 29:05SPEAKER_00: So I imagine when people are looking out, they're going, well, I've got something.
- 29:08SPEAKER_00: You might be on there.
- 29:10SPEAKER_00: It might be someone they called before.
- 29:11SPEAKER_00: Maybe they called other people.
- 29:13SPEAKER_00: So you've got that.
- 29:15SPEAKER_00: You've got both that insight, but that advantage, I suppose.
- 29:17SPEAKER_02: One of the things that we try to inform our prior games with
- 29:22SPEAKER_02: the brand itself is going to be able to help identify an audience or help
- 29:26SPEAKER_02: an audience identify a type of game that they may enjoy.
- 29:29SPEAKER_02: But on its own, it doesn't make sense to do.
- 29:33SPEAKER_02: We've rarely experienced commercial success based on brand strength alone.
- 29:38SPEAKER_02: Except for certain very specific types of products,
- 29:42SPEAKER_02: you have to have an amazing creative experience for that audience.
- 29:45SPEAKER_02: And so when we look at things,
- 29:47SPEAKER_02: we still start with a valid approach of saying,
- 29:49SPEAKER_02: what is an amazing creative experience?
- 29:51SPEAKER_02: In some cases,
- 29:52SPEAKER_02: we could say,
- 29:53SPEAKER_02: well, that would be amazing for this audience, especially with this brand as well.
- 29:57SPEAKER_02: And then that's where that marriage occurs.
- 29:59SPEAKER_02: And I think that's a worthwhile approach for others to take as well.
- 30:03SPEAKER_00: You talked about some of the ways that people can structure themselves to sort
- 30:06SPEAKER_00: of move quicker or react faster or make games a bit more,
- 30:09SPEAKER_00: I don't use the word intelligently,
- 30:12SPEAKER_00: but whether it's,
- 30:12SPEAKER_00: you know, low cost locations or being really good or using tools and technology.
- 30:16SPEAKER_00: Of course,
- 30:16SPEAKER_00: a lot of studios,
- 30:17SPEAKER_00: I don't know if this necessarily makes you move faster,
- 30:18SPEAKER_00: but it's a way of sort of managing size,
- 30:20SPEAKER_00: is they're using a lot of outsourced teams and contractors.
- 30:23SPEAKER_00: People have been talking about this Hollywood model for 15 years.
- 30:26SPEAKER_00: It seems the conversation certainly come back round again.
- 30:29SPEAKER_00: Is that something that you do?
- 30:31SPEAKER_00: What's your take on that?
- 30:34SPEAKER_01: We do.
- 30:35SPEAKER_01: And I think what we're finding is we're finding this balance
- 30:40SPEAKER_01: where we have these core teams that have sort of been together a long time.
- 30:45SPEAKER_01: They've operated really well together.
- 30:47SPEAKER_01: And with that core team,
- 30:49SPEAKER_01: as well as a level of internal production,
- 30:52SPEAKER_01: You know,
- 30:53SPEAKER_01: we can figure out all the whiskey bits,
- 30:55SPEAKER_01: figure out what's core to the game and the glue.
- 30:58SPEAKER_01: And then we can partner with co-developers or outsourcing team
- 31:04SPEAKER_01: or individual freelancers for that scaling up, you know, in terms of production.
- 31:09SPEAKER_01: And for a long time,
- 31:10SPEAKER_01: we were like observing this sort of trend of working on projects where as you get
- 31:18SPEAKER_01: into the back half of production, the costs really go up.
- 31:22SPEAKER_01: And the risk also goes up and it's a nail biter to the finish line.
- 31:27SPEAKER_01: And you're hoping you can get down on time and hit the quality bar or you're at alpha.
- 31:32SPEAKER_01: Is it fun yet?
- 31:33SPEAKER_01: Oh, no, it's not quite fun.
- 31:35SPEAKER_01: We still got it iterating soon.
- 31:37SPEAKER_01: And the risk is going up while the costs are going up.
- 31:40SPEAKER_01: And this is actually one of the observations where we're starting Valen.
- 31:44SPEAKER_01: It's like, shouldn't that be inverted?
- 31:46SPEAKER_01: Shouldn't the risks be really high when the costs are really low?
- 31:50SPEAKER_01: And then...
- 31:51SPEAKER_01: The risk goes down and then the costs can go higher and it can be sort of more well managed.
- 31:58SPEAKER_01: And so that goes back to the structure of the teams,
- 32:01SPEAKER_01: you know,
- 32:01SPEAKER_01: and how can we have a small core agile team figuring out all of these unknowns?
- 32:06SPEAKER_01: And so that's obviously the ideal case, right?
- 32:09SPEAKER_01: And it's like, I don't think two game projects have ever gone the same.
- 32:15SPEAKER_01: And if they do, it's actually you're not taking enough risk.
- 32:20SPEAKER_01: Going after that general sort of principle,
- 32:23SPEAKER_01: I think allows you to, again, structure those teams.
- 32:27SPEAKER_01: And now that we're finding sort of specialist co-developers
- 32:31SPEAKER_01: and specialist outsourcers who are built for that,
- 32:35SPEAKER_01: to be able to go and support teams for that phase of the project,
- 32:40SPEAKER_01: it can work out quite well.
- 32:41SPEAKER_01: It's quite symbiotic.
- 32:43SPEAKER_02: Let me kind of build on the part that I come in.
- 32:45SPEAKER_02: So it's important To be able to be deeply curious of all the different ways to make things.
- 32:52SPEAKER_02: There's no one way to do it, like Karthik says, but there are some common moments.
- 32:56SPEAKER_02: So for example,
- 32:57SPEAKER_02: having a strong core team with very clear creative direction,
- 33:02SPEAKER_02: trying to find the fun and the architecture of a game early on so you understand
- 33:07SPEAKER_02: where the value to the consumer is going to come from.
- 33:09SPEAKER_02: That's very important.
- 33:11SPEAKER_02: And having a team that it's not just about the individuals that are experienced.
- 33:15SPEAKER_02: But a team that has veterans here around doing that and has done that before tends
- 33:20SPEAKER_02: to be much more dynamic and adaptable and,
- 33:23SPEAKER_02: you know,
- 33:24SPEAKER_02: not only quick,
- 33:26SPEAKER_02: but also quick to find the solutions and then to find the problems as well.
- 33:29SPEAKER_02: So that's a commonality across the board.
- 33:32SPEAKER_02: At the same time, you know, for us, we have to be mindful that we're a North American studio.
- 33:37SPEAKER_02: It is our philosophy to pay as much as we can for the best talent
- 33:41SPEAKER_02: that we can possibly have employed at Valen.
- 33:46SPEAKER_02: And with that mindset, we have to say, well, we've also got a strong dollar.
- 33:50SPEAKER_02: So what are the tools available to us?
- 33:53SPEAKER_02: What are the production methodologies available to us?
- 33:55SPEAKER_02: Sometimes outsourcing can play a role.
- 33:57SPEAKER_02: It has played a role and will continue to play a role.
- 34:01SPEAKER_02: But each type of outsourcing is also a little bit different.
- 34:03SPEAKER_02: Sometimes wholesale for certain types of work can be efficient.
- 34:07SPEAKER_02: Sometimes it's highly inefficient as well.
- 34:10SPEAKER_02: And so it's very important for us to be able to have many options and find
- 34:15SPEAKER_02: the right fit for each project.
- 34:16SPEAKER_02: And that's what we wind up doing.
- 34:19SPEAKER_02: Some of the smaller projects that are indie have a very small role for our outsourcing.
- 34:24SPEAKER_02: And it's just more about moving as quickly as possible with very focused systems and
- 34:29SPEAKER_02: that kind of thing.
- 34:30SPEAKER_02: Other ones,
- 34:31SPEAKER_02: large productions,
- 34:32SPEAKER_02: tend to cry and say, okay, well,
- 34:33SPEAKER_02: how can we figure out the pipelines and the methodologies and who are the right set
- 34:38SPEAKER_02: of partners to work with as well?
- 34:40SPEAKER_02: And we have developed trusted relationships over time that are very valuable to us in that also.
- 34:45SPEAKER_00: I ask a lot about this subject on the show, and we had Maverick making that new racing game.
- 34:51SPEAKER_00: And one of the people who run Maverick used to run Sumo.
- 34:54SPEAKER_00: And her thing was that, you know, outsourcing is really powerful, but it can slow you down.
- 34:58SPEAKER_00: And it's their first game,
- 34:59SPEAKER_00: they want to get it out, you know, at a certain point in time and make a statement.
- 35:04SPEAKER_00: And then we had Bulkhead who made War Dogs, they came on.
- 35:06SPEAKER_00: And they're a little bit less trusting about outsourcing
- 35:09SPEAKER_00: because sometimes you don't get to get the best people.
- 35:11SPEAKER_00: And I think what you answer,
- 35:12SPEAKER_00: you just gave there that you do have to,
- 35:15SPEAKER_00: it's not a one size fits all thing that can just work for everybody.
- 35:18SPEAKER_02: I mean, sometimes it's written into a business plan to sound really good.
- 35:22SPEAKER_02: The readers tend to be,
- 35:24SPEAKER_02: It's like buy or buy or buy on those types of business plans, let's say.
- 35:28SPEAKER_01: It's tricky because,
- 35:29SPEAKER_01: you know, I mean, again,
- 35:31SPEAKER_01: North America is the most expensive place to do game development in the world.
- 35:36SPEAKER_01: And so there's a lot of talk about, okay, what's the burn rate?
- 35:39SPEAKER_01: What's the cost per man month for the teams and where we can go cheaper?
- 35:44SPEAKER_01: And that doesn't necessarily mean You get the same productivity, so it's a balance.
- 35:51SPEAKER_01: And if a team is half as expensive as your internal core team but it takes twice
- 36:00SPEAKER_01: as long or it takes more than twice as long because you're not set up effectively
- 36:04SPEAKER_01: for it or the type of work or the relationship isn't going as well as it could,
- 36:10SPEAKER_01: it may end up costing you more.
- 36:12SPEAKER_01: Taking longer.
- 36:14SPEAKER_01: And it is trying to figure that out.
- 36:16SPEAKER_01: And there's no single answer, I think, you know, one size fits all, I guess.
- 36:22SPEAKER_01: So the teams,
- 36:23SPEAKER_01: but like over time,
- 36:24SPEAKER_01: you build these trusted partnerships,
- 36:26SPEAKER_01: trusted relationships,
- 36:28SPEAKER_01: know which teams are really good at doing certain kinds of things.
- 36:31SPEAKER_01: And then you can find some productivity games because ultimately it's like,
- 36:37SPEAKER_01: We're all after factor productivity,
- 36:40SPEAKER_01: not the burn rate, not the cost per person month.
- 36:43SPEAKER_02: When you start with a creative insight,
- 36:45SPEAKER_02: and then you're like, well, how am I going to make this?
- 36:47SPEAKER_02: And then you're after, how much output can I make for the input?
- 36:53SPEAKER_02: And that really comes down to saying, okay, well,
- 36:56SPEAKER_02: let me put a great quality team together and all the components that involves.
- 37:00SPEAKER_02: But if you don't know what you're trying to build,
- 37:03SPEAKER_02: where you don't have those pipelines down,
- 37:06SPEAKER_02: And you're trying to still figure that out,
- 37:08SPEAKER_02: it'll cost you three times as much to do it outside than inside.
- 37:11SPEAKER_02: Because there's wait time,
- 37:12SPEAKER_02: there's iteration speed,
- 37:14SPEAKER_02: there's just communication gaps and interaction costs and that kind of thing.
- 37:18SPEAKER_02: The same kind of truism is with upstream QA versus downstream QA.
- 37:24SPEAKER_02: If you try to have a very large QA team pick up all the errors later on,
- 37:27SPEAKER_02: it's usually three times more,
- 37:28SPEAKER_02: three to five times more expensive than doing A more costly tester that's located
- 37:33SPEAKER_02: on site, but one with your development team and in line with development.
- 37:37SPEAKER_02: Those are properties that have actually existed for the last 15 to 20 years.
- 37:40SPEAKER_00: I think people are looking at them a bit more now.
- 37:46SPEAKER_00: You opened a studio in Toronto, right?
- 37:50SPEAKER_00: So where's that fit into all this?
- 37:51SPEAKER_00: What's the thing in there?
- 37:53SPEAKER_02: So there's been a,
- 37:54SPEAKER_02: you know,
- 37:54SPEAKER_02: post-COVID,
- 37:55SPEAKER_02: you know,
- 37:56SPEAKER_02: during COVID,
- 37:57SPEAKER_02: a lot of growth in general for studios has been with remote employees
- 38:02SPEAKER_02: and remote workers and so forth.
- 38:03SPEAKER_02: We do find with,
- 38:05SPEAKER_02: especially with high RD exposure and rapid prototyping and things like that,
- 38:10SPEAKER_02: a remote system,
- 38:12SPEAKER_02: Is not as effective as,
- 38:13SPEAKER_02: you know,
- 38:14SPEAKER_02: having in-person iteration and development and doesn't give us much opportunity
- 38:18SPEAKER_02: for serendipity for larger teams.
- 38:21SPEAKER_02: And so we've moved to really on a go forward basis hiring in FROI, near our FROI headquarters.
- 38:30SPEAKER_02: And then we knew that, okay,
- 38:31SPEAKER_02: in the absence of More of a remote forward hiring,
- 38:35SPEAKER_02: we need to have another location with a large potential talent base and a potential
- 38:39SPEAKER_02: to draw talent as well.
- 38:41SPEAKER_02: And so Toronto is actually so geographically far from us.
- 38:45SPEAKER_02: As a pro fly, that should only be an hour to fly, but we don't have a direct flight there.
- 38:50SPEAKER_02: But it's not so far from us in Canada.
- 38:54SPEAKER_02: It's same time zone,
- 38:55SPEAKER_02: awfully very similar,
- 38:57SPEAKER_02: you know,
- 38:57SPEAKER_02: as well between the northeast of the United States and Canada, you know, as well.
- 39:01SPEAKER_02: Great talent base.
- 39:03SPEAKER_02: It allows us to essentially extend our team.
- 39:05SPEAKER_02: And we've been really excited about the new folks that we brought on board in Toronto.
- 39:12SPEAKER_02: We have active plans for that as well.
- 39:14SPEAKER_02: So it's sort of like a hiring and growth motif that has access to talent.
- 39:19SPEAKER_02: In the United States through our headquarters in Troy,
- 39:23SPEAKER_02: but also in Canada and international for our second location in Toronto.
- 39:30SPEAKER_00: I have to be mindful when you say it's not so far from us,
- 39:33SPEAKER_00: is that I think you were at an event we did in PAX and you said,
- 39:36SPEAKER_00: oh, it's not so far from where we're based.
- 39:39SPEAKER_00: And it was still like a four hour drive.
- 39:42SPEAKER_00: Whereas in the UK, that would get you across most of the country.
- 39:45SPEAKER_02: Well, I think we're in Boston and of course we're in the capital region of New York.
- 39:50SPEAKER_02: And it's literally three hours down the road.
- 39:53SPEAKER_02: So we can get on a road about two minutes away from our office
- 39:56SPEAKER_02: and go three hours down the road and be where you are.
- 39:58SPEAKER_00: All right, yeah.
- 40:00SPEAKER_01: How big are you then today?
- 40:02SPEAKER_01: How big is Studio?
- 40:04SPEAKER_01: We have about 120 full-time employees, so it's a decent size.
- 40:09SPEAKER_01: Yeah.
- 40:10SPEAKER_00: So interestingly,
- 40:11SPEAKER_00: I was going to ask this question,
- 40:12SPEAKER_00: but the more I've talked,
- 40:13SPEAKER_00: I don't know if it's a redundant one, you've worked with some big publishers, right?
- 40:17SPEAKER_00: And I wondered if there was a desire to get away from reliance on big partners
- 40:20SPEAKER_00: or big publishers or big platforms or licensing partners.
- 40:23SPEAKER_00: But actually, it seems like you might be, you see that as an opportunity rather than a risk.
- 40:28SPEAKER_01: It is an opportunity and it's balancing it as a multi-project studio.
- 40:35SPEAKER_01: We've always been that.
- 40:36SPEAKER_01: We were a multi-project studio at Vicarious as well.
- 40:41SPEAKER_01: And during the handheld heydays,
- 40:44SPEAKER_01: there were a lot of games that were in development as a function of
- 40:47SPEAKER_01: the smaller teams.
- 40:50SPEAKER_01: And that actually has been an important part of that formula for sustainability.
- 40:56SPEAKER_01: And so we can sort of have offset release schedules and stuff as part of it.
- 41:01SPEAKER_01: So working with great partners,
- 41:03SPEAKER_01: having projects that are funded helps keeps the lights on, but makes the partners.
- 41:12SPEAKER_01: And also like self-funded projects.
- 41:15SPEAKER_01: So like one big step that we're taking is...
- 41:20SPEAKER_01: Directly licensing like world-class IP that we're self-funding
- 41:25SPEAKER_01: and publishing ourselves and mixing that with having projects
- 41:32SPEAKER_01: that are partner funded.
- 41:34SPEAKER_01: So that's a big step for us to be able to do that.
- 41:40SPEAKER_01: But again, it's looking at where the teams have expertise and passion.
- 41:48SPEAKER_01: And where we see opportunities.
- 41:52SPEAKER_01: It's really interesting.
- 41:53SPEAKER_02: I think one of the things that we can do being independent outside of
- 41:57SPEAKER_02: a large publishing structure is really look at the world in a broader scope
- 42:03SPEAKER_02: than just the singular publishing strategy of any individual content company.
- 42:09SPEAKER_02: So Xbox has its own strategy.
- 42:12SPEAKER_02: EA has a tone around its core operating businesses and so forth.
- 42:17SPEAKER_02: Here we can look at the opportunities for consumers, you know, at large, so to speak.
- 42:23SPEAKER_02: In some cases,
- 42:24SPEAKER_02: it makes sense to co-fund,
- 42:25SPEAKER_02: co-finance,
- 42:26SPEAKER_02: or work with larger entities,
- 42:28SPEAKER_02: and other times it makes sense to do things on our own.
- 42:31SPEAKER_02: And that's the flexibility that we wanted because the number one thing
- 42:34SPEAKER_02: for Valen has been to be deeply curious and think about new types
- 42:38SPEAKER_02: of surprising experiences.
- 42:39SPEAKER_02: So if that's your fundamental underwriting thesis,
- 42:44SPEAKER_02: then being independent becomes quite an important part of that.
- 42:49SPEAKER_00: How are you with funding sort of projects like that?
- 42:51SPEAKER_00: I imagine the landscape's quite different and everything's smaller deals
- 42:55SPEAKER_00: and stuff compared to when three years ago when we used to,
- 42:59SPEAKER_00: but are you finding it easier to find funding?
- 43:01SPEAKER_00: I don't really know what my question is,
- 43:03SPEAKER_00: but it's sort of, you seem to be doing quite a lot of projects.
- 43:07SPEAKER_02: There was a period of time where it seems like you can cast a stone
- 43:10SPEAKER_02: and find somebody willing to fund game companies.
- 43:13SPEAKER_02: And that existed between approximately 2019 and 2023.
- 43:19SPEAKER_02: But in the rest of the 35 years that we've been in our industry, that has not been the case.
- 43:24SPEAKER_02: And so funding has always been One of those things where it's like, okay, well,
- 43:31SPEAKER_02: do you have a great plan and do you have evidence that your product will work
- 43:35SPEAKER_02: as well?
- 43:36SPEAKER_02: And so we try to look at that in our own products.
- 43:38SPEAKER_02: We look at that in products that we may invest in as well with third parties,
- 43:43SPEAKER_02: you know, also, so we do a bit of that.
- 43:45SPEAKER_02: I do think that for us,
- 43:48SPEAKER_02: we've been able to create a balance of having projects that were funded
- 43:52SPEAKER_02: by larger entities,
- 43:54SPEAKER_02: being efficient with our capital,
- 43:57SPEAKER_02: Maintaining a strong balance sheet in the process of doing that.
- 44:00SPEAKER_02: So then we can make our own investments also.
- 44:03SPEAKER_02: And so the way we've been able to manage Balanced Studios, it gives us that flexibility.
- 44:08SPEAKER_02: And we've had our mission at the root, but,
- 44:11SPEAKER_02: you know,
- 44:12SPEAKER_02: kind of a financing approach that's been able to help us underwrite that as
- 44:17SPEAKER_02: a result.
- 44:18SPEAKER_00: When you've got a partner like Nintendo that trusts you,
- 44:25SPEAKER_00: do you get a lot of phone calls when something like that happens from people wanting
- 44:28SPEAKER_00: to work with you?
- 44:29SPEAKER_00: I think there's a lot less
- 44:38SPEAKER_01: Publishing deals out there these days, you know, there's a lot less of that.
- 44:42SPEAKER_01: And the Nintendo partnership is a very special and unique one.
- 44:48SPEAKER_01: And the bar is really high, you know, in terms of what we need to make.
- 44:57SPEAKER_01: But that's always been the case, right?
- 44:58SPEAKER_01: Even when we were third party and with the relationship with Nintendo.
- 45:03SPEAKER_01: And it helped us back then.
- 45:06SPEAKER_01: Even as a third party, because we made really good games that Nintendo had liked.
- 45:15SPEAKER_01: And that gave us the opening to have conversations.
- 45:20SPEAKER_01: But the reality is that the funding environment is challenging.
- 45:24SPEAKER_01: There's less publishing deals that are out there.
- 45:29SPEAKER_01: But we also need to be really strategic about what we take on and What we say no to.
- 45:39SPEAKER_00: Obviously, you worked on the... What was the game?
- 45:41SPEAKER_00: What was the Skylanders game that had the Nintendo characters in it?
- 45:44SPEAKER_01: That was Skylanders Superchargers.
- 45:46SPEAKER_00: Superchargers, that was...
- 45:48SPEAKER_00: I couldn't remember the name.
- 45:49SPEAKER_00: It escaped me.
- 45:51SPEAKER_00: Yes.
- 45:52SPEAKER_00: Going back to that, yes.
- 45:53SPEAKER_00: I remember that one.
- 45:54SPEAKER_01: That was a...
- 45:56SPEAKER_01: That was a big moment for us because we finally were able
- 45:59SPEAKER_01: to integrate Nintendo characters into one of our games,
- 46:04SPEAKER_01: and that was a big learning experience as well.
- 46:06SPEAKER_01: It was quite successful.
- 46:09SPEAKER_01: We were all very happy with how that turned out.
- 46:14SPEAKER_01: A third-party developer for the longest time.
- 46:20SPEAKER_01: But I think we had a close relationship even as the third party are working on Wii
- 46:24SPEAKER_01: and Guitar Hero and then Skylanders and all the DS stuff they did and Game Boy.
- 46:30SPEAKER_01: And so which I think over time that
- 46:35SPEAKER_00: relationship grew.
- 46:37SPEAKER_00: And I guess that's interesting because I've got,
- 46:39SPEAKER_00: I don't know,
- 46:39SPEAKER_00: I've got a few games on the brain, but they've got Star Wars Galactic Racing.
- 46:42SPEAKER_00: And I was like, how did an independent studio get a Star Wars, get to work with that IP?
- 46:46SPEAKER_00: And the answer is they used to work at EA, they worked at Criterion, they worked on Battlefront.
- 46:51SPEAKER_00: And so they got the relationship, they built the trust.
- 46:54SPEAKER_00: And so that led to that.
- 46:57SPEAKER_01: And I'm sure a big part of it is they also Deliver
- 47:03SPEAKER_01: and they do what they say they're going to do.
- 47:06SPEAKER_01: And I think that's really important.
- 47:08SPEAKER_01: I think the trusted relationships and stuff all the time is really important.
- 47:12SPEAKER_02: There was a period of time that, I don't know, that may still be the case.
- 47:17SPEAKER_02: You have an amazing showman and they give a great kind of razzle dazzle presentation.
- 47:24SPEAKER_02: You know,
- 47:25SPEAKER_02: kind of really charm executives and charm IP holders and get financers
- 47:30SPEAKER_02: and get their game funded.
- 47:32SPEAKER_02: And, you know, kind of like the Conan O'Brien monorail episode in The Simpsons.
- 47:38SPEAKER_02: We see less of that now, and we should see less of that.
- 47:41SPEAKER_02: It should be based more on what we relied on is competence,
- 47:45SPEAKER_02: delivery, keeping your promises, and really making excellent products for gamers.
- 47:51SPEAKER_02: So I think hopefully we've shipped it to that.
- 47:55SPEAKER_02: More than anything else,
- 47:55SPEAKER_02: I'm sure, you know, from a Galactic Racer standpoint, that's been the case.
- 48:01SPEAKER_00: Yeah, well,
- 48:02SPEAKER_00: I'll ask one more question because I've taken up way too much time,
- 48:05SPEAKER_00: more than I was expecting.
- 48:06SPEAKER_00: But where would you,
- 48:07SPEAKER_00: I normally ask five years,
- 48:08SPEAKER_00: but seeing as this is the 10 years of LN,
- 48:10SPEAKER_00: I'm going to ask 10 years, where would you like to see yourselves in 10 years' time?
- 48:16SPEAKER_02: I think for me, I would be delighted if we can, one, bring back Knockout City.
- 48:22SPEAKER_02: But two, really, you know, create some special experiences that we can bring.
- 48:30SPEAKER_02: I mean, we have an active slate,
- 48:32SPEAKER_02: you know,
- 48:33SPEAKER_02: right now,
- 48:33SPEAKER_02: bring out some really special experiences that become durable franchises,
- 48:37SPEAKER_02: that we continue to be doing creative experiments that people are really like,
- 48:43SPEAKER_02: wow, where did that come from?
- 48:45SPEAKER_02: That's very interesting.
- 48:45SPEAKER_02: I'm glad somebody took the risk on that.
- 48:48SPEAKER_02: And be able to do that sustainably,
- 48:50SPEAKER_02: it's also really important to me that The people that come here to work every day
- 48:55SPEAKER_02: at Bellin have that spark and curiosity and the ability to say,
- 48:59SPEAKER_01: yeah, here's a place I want to take creative risks.
- 49:02SPEAKER_02: So if they say that in 10 years and we have a commercial success to keep supporting
- 49:06SPEAKER_02: that, I would be absolutely delighted.
- 49:09SPEAKER_01: I think looking back at 35 years, it's been a journey and it's not about the destination.
- 49:18SPEAKER_01: We want to keep creating great.
- 49:21SPEAKER_01: Experiences both original and world-class IP and keep pushing ourselves in terms
- 49:28SPEAKER_01: of what we can do.
- 49:29SPEAKER_01: And there's just going to be new challenges, new constraints.
- 49:33SPEAKER_01: Early on,
- 49:34SPEAKER_01: I think,
- 49:36SPEAKER_01: it was actually after we made our first game called Synergist and we were in college
- 49:44SPEAKER_01: and the game was not successful.
- 49:48SPEAKER_01: You know,
- 49:49SPEAKER_01: Guha and I,
- 49:49SPEAKER_01: when we started in high school,
- 49:50SPEAKER_01: we thought we were going to be rich and famous after making this first game.
- 49:54SPEAKER_01: And neither one of those things happened.
- 49:56SPEAKER_01: And it was, we were just left in a lot of debt.
- 50:00SPEAKER_01: And it was like, it was a real town beat, you know?
- 50:03SPEAKER_01: And after five years, but we shipped our first game.
- 50:09SPEAKER_01: And it was really a moment of introspection in terms of like what we...
- 50:15SPEAKER_01: Enjoyed about it.
- 50:16SPEAKER_01: And it was the game, but it was not the game.
- 50:19SPEAKER_01: It was, at first it started out, it was just this vision for making this game.
- 50:24SPEAKER_01: But what we realized,
- 50:25SPEAKER_01: it was actually like the team and the people that we were working with day to day,
- 50:31SPEAKER_01: that's actually what made it special and really fun.
- 50:35SPEAKER_01: And it's like, oh, that's why we do what we do, you know?
- 50:39SPEAKER_01: And we get to also bring joy to like, There are actually millions of people around the world.
- 50:45SPEAKER_01: And if we can keep doing that, well, that's just awesome.
- 50:50SPEAKER_01: So it continues to be that journey,
- 50:53SPEAKER_01: you know,
- 50:53SPEAKER_01: and as the industry keeps sort of changing and evolving and redefining itself
- 50:59SPEAKER_01: in terms of what is a video game.
- 51:01SPEAKER_01: And I think that's what's so cool.
- 51:04SPEAKER_00: Interesting,
- 51:05SPEAKER_00: we had Arcane on,
- 51:07SPEAKER_00: not Arcane, we had Harvey Smith on, and we talked about Redfall, right?
- 51:12SPEAKER_00: And he said, look,
- 51:13SPEAKER_00: we're disappointed how it ended up and what happened, how disappointing it was.
- 51:16SPEAKER_00: But actually, the journey was great.
- 51:18SPEAKER_00: And it was kind of a, it was a very refreshing view on it.
- 51:24SPEAKER_00: It's not really about the destination.
- 51:26SPEAKER_00: You know, do we regret it?
- 51:27SPEAKER_00: No, we learned a lot and developed a lot and we had fun.
- 51:30SPEAKER_01: Exactly.
- 51:31SPEAKER_00: Yeah.
- 51:32SPEAKER_00: Thank you so much for your time.
- 51:34SPEAKER_00: I've taken up way too much of it, but good luck for the next project.
- 51:37SPEAKER_00: Again, congratulations on Star Fox.
- 51:39SPEAKER_00: I think it's brilliant.
- 51:40SPEAKER_00: And yeah, your insight is, as always, impeccable.
- 51:43SPEAKER_00: So thank you so much.
- 51:44SPEAKER_00: Thank you, Chris.
- 51:45SPEAKER_00: Really enjoyed it.
- 51:46SPEAKER_00: Lots of fun.
- 51:46SPEAKER_00: Thank you.
- 51:47SPEAKER_00: Thank you to Guha and Karfit there for diving so deep on so many of those subjects.
- 51:52SPEAKER_00: That's it for today's episode of The Game Business Show.
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