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Deconstructor of Fun

Deconstructor of Fun
Deconstructor of Fun
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794 episodes

  • Deconstructor of Fun

    $500M in 2 Years: Here's How Grand Games Did It!

    2026/06/08 | 58 mins.
    Two mobile games with a $500M annual run rate in just two years, with a fivefold revenue increase in the last 12 months alone. If you're building in mobile gaming or just want to understand what a genuine rocket ship looks like from the inside, this one's worth your time.Grand Games' founder Batuhan Çelebi built one of the fastest-growing mobile game studios in history. In this episode, Batuhan breaks down exactly how Grand Games did it: the multi-studio structure that keeps teams small and ownership real, the game greenlight process that filters out imitation before it starts, and why Turkish mobile gaming talent is pound-for-pound best in the world. We also get into the honest stuff. The capability gaps they're still closing, what happens if growth flattens, and brutal seasons of raising his first round.
  • Deconstructor of Fun

    The ESA's Essential Facts: Free Player Data Most Companies Pay For

    2026/06/05 | 55 mins.
    Two thirds of Americans now play video games every week. That is more than 212 million people, the average player is 37, and among Boomers, more women play than men. These numbers come from the ESA's 2026 Essential Facts report, the kind of audience and demographic data most companies pay a lot of money for, free to anyone.
    Jen Donahoe sits down with Stanley Pierre-Louis, President and CEO of the Entertainment Software Association (ESA), the group that has represented the U.S. video game industry since 1994. He is a media and IP lawyer who leads the organization that defends games in Washington, runs the ESRB rating system, and makes the industry's case to lawmakers and parents.
    In this episode:

    Why "gamer" means something different than it used to
    The older and female players reshaping the audience
    What a $20 monthly median spend says about gaming's value
    How the ESA fights online safety and loot box legislation
    Inside iicon, the ESA's new event connecting games to the wider economy
    How to use this free data in your next project, especially for marketers
    Learn more about the ESA and find the report at The ESA website https://www.theesa.com/
  • Deconstructor of Fun

    TWIG #386: CoD MW4 Revealed, Sony's State of Play, Bungie's End and 007 First Light

    2026/06/04 | 1h
    Call of Duty is getting back to basics, Sony is pulling the plug on PC ports, and Bungie is laying off staff after Destiny 2's final update. Meanwhile, Summer Game Fest is here, and everyone has something to announce.

    In this episode, we break down:

    ●  Call of Duty Modern Warfare 4, kill blocks, DMZ is back, no last-gen SKUs
    ●  Why dropping PS4 and Xbox One could hurt units but help revenue
    ●  GTA 6 pricing debate, is $70 leaving money on the table?
    ●  Sony State of Play, Wolverine, God of War's female lead, and first-party sales in freefall
    ●  Why Sony killed PlayStation games on PC and whether that math makes sense
    ●  Xbox's content problem and why Matthew Ball won't fix it
    ●  Summer Game Fest and the new platform are trying to make marketing spend attributable
    ●  Niko Partners Asia and MENA report; 13 markets, $103B by 2030
    ●  Why Western publishers still can't crack Asia
    ●  Female gamers now make up nearly half the market in regions that were 80% male five years ago
    ●  007 First Light, 1.5M units at launch, but does it pencil at $200M dev spend?
    ●  Bungie layoffs, end of Destiny 2, and what happens to the studio next
    ●  Forza 6 at 5M units and why the racing genre is basically spoken for

    CHAPTERS:
    01:52 Banter
    02:55 Roundtables And Updates
    06:01 Modern Warfare 4 Reveal
    09:11 Dropping Old Gen Support
    11:56 GTA Pricing Side Debate
    14:16 Branding And Korea Setting
    16:25 State Of Play Highlights
    18:18 Sony Sales Charts Breakdown
    19:04 PC Ports And Platform Math
    26:43 Xbox Strategy Argument
    30:03 Microsoft Content Crisis
    30:55 Summer Game Fest Schedule
    31:46 Player.gg Marketing Hub
    35:49 Niko Asia MENA Report
    38:02 D2C Mini Games AI
    40:56 China Growth Debate
    43:28 Why West Fails Asia
    47:58 Racing Market Locked
    50:44 Bond Game Economics
    55:11 Bungie Layoffs Fallout
  • Deconstructor of Fun

    Match Masters' Influencer Marketing Playbook: 8 Years of Always-On Growth

    2026/06/01 | 46 mins.
    Most studios still treat influencer marketing as an experiment. Match Masters, a top 150 grossing game globally, has run it as a permanent growth pillar for 8 years. Jen Donahoe sits down with Candivore's Aviv Vidro and consultant Marion Balinoff to break down the playbook behind one of mobile gaming's most disciplined influencer programs.
    Studios that treat influencer as a permanent pillar see compounding returns. The ones that test once and cut the channel watch their installs decline 2.7x faster. Aviv walks through Candivore's 8 year always on model, the blitz approach where 20 creators go live on the same day, and the product marketing funnel his three person team built around creators. Dedicated welcome pop ups, skill based leaderboard giveaways with tangible prizes, and retargeting mechanics that drive 6x higher in app purchases from returning players.
    Marion breaks down why the standard 24 hour click window is broken for influencer content, why 7 days is the floor, and why day 365 installs run 75% higher than day 30. The two also tackle vertical testing (true crime crushed it for Match Masters with female audiences aged 30 to 55, tech reviewers flopped), country penetration strategy, why TikTok still doesn't work for performance, and where influencer marketing ends and UGC begins.
    If you've ever been told influencer marketing doesn't work after a single test campaign, send this episode to your CMO.
  • Deconstructor of Fun

    TWIG #385: $100M for Indies, Lilith Goes Casino, Google Play Changes and Toon Blast Breaks Bad

    2026/05/28 | 1h 1 mins.
    Griffin just handed $100M to indie developers, Lilith is back with a pachinko creature collector that's turning heads, and Toon Blast hired Gus Fring for reasons that actually make sense.

    In this episode, we break down:

    ● Griffin Gaming Partners' $100M indie fund and why project financing beats VC math for games
    ● Why the tourists are gon,e and the OG gaming VCs are back
    ● Embracer's endless restructuring and the Fellowship Entertainment spin-off
    ● The full Embracer collapse timeline, 44 studios closed, 80 projects canceled
    ● Google Play's AI-powered game discovery and what it means for your ASO strategy
    ● Why keyword stuffing is dead and how to write for Gemini
    ● Clash of Critters: Lilith's pachinko-core creature collector and the casualization of mid-core
    ● Why Chinese studios didn't invent advanced casual — they just perfected it
    ● Monopoly Go's decline and what levers Scopely has left
    ● Coin Master Board Adventure vs Monopoly Go, is there any real competition?
    ● Toon Blast's Gus Fring campaign and whether celebrity UA still moves the needle
    ● Why re-onboarding lapsed players matters as much as acquiring new ones

    CHAPTERS:
    01:39 Banter Roblox and Xbox Takes
    02:47 Roundtable Events and Consulting Talk
    05:14 Quick Correction It Takes Two
    07:20 Google I O Play Updates
    10:58 ASO SEO for AI Debate
    14:01 Griffin Fund for Indies
    17:57 Why VC Math Broke
    21:10 Embracer Splits Again
    24:13 Embracer Fallout and Asset Timeline
    29:02 Mobile Game Data Setup
    29:30 Lilith Clash of Critters Deep Dive
    30:25 Portfolio Reality Check
    30:49 Grim Metrics Decline
    31:33 Pachinko Creature Collector
    32:35 Gacha And Meta Layers
    35:27 Why It Works Now
    38:01 Advanced Casual Debate
    41:19 Graphics And Monetization
    44:25 Coin Master Vs Monopoly Go
    48:08 Franchising And Growth Levers
    55:38 Toon Blast Celebrity UA
    01:00:21 Wrap Up And Next Week
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About Deconstructor of Fun
Deconstructor of Fun podcast is created by games professionals for games professionals. We explore the business side of the games industry with the goal of bringing listeners content that is relevant, insightful, and entertaining on a weekly basis. Hosts: Michail Katkoff www.linkedin.com/in/michailkatkoff/ Eric Kress www.linkedin.com/in/erickress/ Phillip Black www.linkedin.com/in/phillip-black-economist/ Jen Donahoe www.linkedin.com/in/jenniferdonahoe
Podcast website

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