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San Francisco, California, United States
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Andy Tsen shared thisFull circle moment :)Andy Tsen shared thisAura now supports Unity. With Unity support, Aura covers 80% of all game developers — and is the only multi-agent solution that spans the two largest game engines in the world. Since February, Aura has helped thousands of studios — from AAA to solo indies — ship games in Unreal Engine. Our multi-agent architecture, integration with other coding agents like Claude Code, and peerless accuracy have made it the go-to choice for serious devs. Sinn Studio used Aura to help hit the top-20 charts on the Meta Quest store. And we're just getting started — expect many more capabilities to ship on both Unreal and Unity very soon. This is a full-circle moment for us. Aura is the tool we wish we had when we shipped Zenith on Unity, and now it's in your hands. Hugely proud of the team that got us here (under 10 people, if you can believe it). Why both engines? Our goal is to help every game developer transition to AI-assisted development ethically and responsibly — and we can't do that without supporting the largest engines in the world. A platform-agnostic AI agent promotes fairness and competition, and we welcome the improvements our competitors will push us to make in turn. Game on.
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Andy Tsen posted thisThe coverage on DLSS5 is insane. You don’t have to turn it on, it is not enabled by default for studios, and it is an SDK that tech artists have full control using masking and post-processing options. Because the base matters so much more for the interpolation to dlss5 now you could make the argument that 3D artists will actually need *more* artistry than before not less.
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Andy Tsen shared thisSergei is one of the most incredible founders and product minds I’ve ever had the pleasure of working with. Aura would not be where it is today without his advice and coaching— he’s also a compassionate, kind, and empathetic leader. Excited for him and this new journey.Andy Tsen shared thisFinally, I can share what I’ve been up to: I joined Highlight as CEO and we raised a $40M Series A led by Khosla Ventures, along with 359 Capital, General Catalyst, Common Metal, and Collaborative Fund. This journey is extremely personal to me. I spent 8 years scaling Discord and got burnt out because modern work is broken. We’re overwhelmed with too much info, most of it low signal noise, and it gets worse the larger the org. AI sped this up, and existing tools just added more places to prompt. We’re on a mission to fix this by doing the busywork for you. We’re building AI that you don’t have to ask, because it already knows what to do. An AI that watches you work on your screen, in meetings, and between apps, connects the dots across your team, highlights what matters, and drafts actions before you ask. Meet Highlight: A shared intelligence layer that knows your team and handles the noise. I feel lucky to be building this together with an incredible team: My co-founder Joshua Lipson, along with Sam, Julian, Sarah, Sam, Vaun, Michael, Vasudev, and Adrian. Thank you Pim de Witte and Vinod Khosla for believing in us, as well as Nicole Fraenkel, Rico Mallozzi, Max Rimpel, Niko Bonatsos, David K. Cohen, Evan Jaysane-Darr, Sarah Guo, Ryann Lai, Tim Kendall, Stephanie Sher, AJ Tennant, Karim Atiyeh, Jesse Zhang, Josh Nabatian, Topher Conway, Ryan Scott, and Brett Browman for your support.
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Andy Tsen shared thisWe’ve acquired Coplay, the most powerful AI Agent for Unity developers! In April, we’ll release Aura for Unity, powered by Coplay, which means that Aura will cover 80% of all games shipped on Steam, and that we can use Aura’s core technology to push the frontier of gamedev on both Unreal and Unity. As a part of this acquisition, we’ll also be taking over stewardship of Unity-MCP – the most popular free MCP server for Unity with over 7200 github stars. https://lnkd.in/gXgtepy9Ramen acquires Coplay to build multi-agent AI assistants for game enginesRamen acquires Coplay to build multi-agent AI assistants for game engines
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Andy Tsen shared thisKristani Alcantara 🔜 GDC recently published this awesome video that highlights just some of what our latest update can do. We're animating and creating gameplay systems on the fly using natural language. Such an exciting time. https://lnkd.in/gFzwCbDvAura the Unreal AI Agent | Blueprints, GAS, Claude CodeAura the Unreal AI Agent | Blueprints, GAS, Claude Code
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Andy Tsen reposted thisAndy Tsen reposted thisHowdy awesome gaming industry folks - this is an invite for devs coming to #GDC2026 so please give this a read and let me know! - Are you an established Android developer (games and other types of apps)? - Are you an indie developer with a knack for Unreal Engine? - Are you a developer of any type (AAA, AA and indie) that is open to hearing how AI assistance and agent can help with your projects in a beneficial way to improve speed and quality? And we may be able to offer a free trial to see for yourselves. If you answer "yes" to any or all of these questions, please send me a DM as we have some partners that would like to meet you for possible business opportunities. Come to their physical events and/or schedule a 1:1 meeting. I'd love to share more details myself, and/or can have my esteemed ONE PR Studio colleagues get in touch too. Thank you and happy GDC-ing everyone. Hope it's a good one for you, and stay safe!
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Andy Tsen shared thisAI struggles on multiplayer games that require scale, security, and performance. That's why we recently announced our collaboration with AccelByte where we were able to build scalable backend for Achievements, Matchmaking, and Auth -- a week of work -- in under one hour with AccelByte + Aura. You can get Aura and integrate directly with the free MCP server we created -- Aura will install the plugin, make debug UI, and handle the whole integration for you https://lnkd.in/gd826pyY cc Junaili Lie, Hisham Bedri, and Matthew SouthFrom One Week to One Hour: Integrating AccelByte with Aura | Aura the Unreal AI AgentFrom One Week to One Hour: Integrating AccelByte with Aura | Aura the Unreal AI Agent
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Andy Tsen shared thisObligatory I'm going to GDC post!! AI has accelerated faster than I thought possible. If you are starting now, it is very late in the game. Game development is radically different from just 3 months ago. Would love to chat with anyone who is on this journey, or making the transition. Our mission is to help Unreal Engine developers transition to Agentic AI responsibly. The Aura team is throwing an epic GDC party at Spin on Monday night with open bar, elevated appetizers, and passionate game devs - get on the guest list here: https://luma.com/4w8voq14 looking forward to all the hot takes :).
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Andy Tsen liked thisAndy Tsen liked thisFast mode opus 4.8 is now 3x cheaper! Great for workloads where moving faster makes a real difference. https://lnkd.in/epvd7G-A
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Andy Tsen liked thisAndy Tsen liked thisI'm not really in the LinkedIn game. If you like hand-written, reflective content, here's my latest thought on how the isolated agent-driven workflow is guiding us poorly. https://lnkd.in/eAeQtB3N
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Andy Tsen liked thisAndy Tsen liked thisA few weeks ago, my daughter sent The Left-Hand Column to her teachers and they forwarded it to the Head of School. At school drop-off after the last issue came out, the Head of School stopped me and gave me the BEST feedback: "I really enjoyed the 'So… thoughts?' issue. I'm finding it super helpful with my team. I'm even making sure they send me two options instead of an open field, and it's already making a difference." That made my whole week! Not because it was a compliment (though I'll take those), but because of the specificity. He could have just said "great newsletter!" But instead, he gave me "here's a thing I'm doing differently now." That's the bar I'm trying to clear every month when I’m drafting. I think it would be a little rude to spend 1,500 words naming a genuine problem that leaders are struggling with and then leave you with a vague "🤷good luck!" at the end. In coaching, I try not to be rigidly prescriptive because the most effective resolutions happen when executive clients can see their situation from a different angle and the path forward reveals itself. I can't do exactly that in a newsletter, but I try to leave my readers with a similar sense of “Ok, I got this!” This month's issue is about the executive-CEO relationship; the kind many of us describe as "fine" without examining what "fine" is costing us. Walking the line between "be specific" and "don't paint all work dynamics with a broad brush" was a real challenge with this issue. But it doesn't skimp on the tactical: → A simple diagnostic for gauging the health of your most consequential work relationship → The specific ingredients of an intentionally designed exec-CEO dynamic (and which one most people are over-indexed on) → How to approach resetting a relationship that's already drifted, without it sounding like a complaint Check it out and let me know what lands for you.
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Andy Tsen liked thisWe launched Atlas, a new experience that lets anyone with an idea for a story world make it a playable narrative RPG in as little as 5-15 minutes. Are you a daydreamer, forever DM, writer, or just full of weird ideas? Atlas is for you! The worlds you create with Atlas can be private, for you and your friends, or public for everyone to enjoy. And yes, you can include mature content, up to and including anything you might see in a steamy romance novel or horror film. Or you can write for an all-ages audience - your choice. If you've been following us at Hidden Door, you know that we believe creators and artists deserve to get paid for their work, and we're delighted to launch a generous revshare for creators who publish with us! While Atlas is a paid feature, you can start creating worlds to try it out for free. It’s pretty fun. :) Use discount code STORYMODE for 25% off your first year (code is good until May 31). (If you’re financially constrained, send me a DM or email at hilary@hiddendoor.co. We want you here.) Also, if you're a creator with a following, please do apply to our Creator Program, which is 100% free: https://lnkd.in/efWYfzYp We are also enthusiastically growing our catalog of licensed well-known content, such as Big Fan and The Crow. If you have IP you'd like us to develop, reach out. I can't wait to see the worlds you'll build!Andy Tsen liked thisToday, we’re launching Atlas. It’s a new way for anyone to build a fully interactive world on Hidden Door and share it with friends, fans, and followers. Even better: we’ll pay you for it. Read more:
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Andy Tsen liked thisAndy Tsen liked thisWe’re excited to welcome Avinash Ananthakrishnan to the team as a Member of our Technical Staff! Avi’s spent his career building the infrastructure behind some of tech’s most demanding systems. → Previously a Staff SWE on Data Platform at Discord. Led data infrastructure at scale for 150M+ users, driving telemetry from batch to real-time. → Built the real-time member matching system at Clover Health that pushed accuracy from 80% to 99.9%, and architected insurance integrations, saving $10M+ annually. → Designed globally-deployed fulfillment systems at Amazon and migrated core operations onto the cloud infrastructure (AWS). Fun fact: Avi is a mango enthusiast. So much that he built a backyard greenhouse just to grow his own mango trees.
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Andy Tsen liked thisAndy Tsen liked thisWe tried building “SIMA2 from Temu” in Roblox. Screenshots in, keyboard/mouse actions out. Gemini Flash handled the fast action loop, Gemini Pro handled slower planning, and local skills/reflexes handled the stuff we did not trust the model to do live. It kind of worked. The agent bunny-hopped, avoided a gate it could not afford and then spent way too much time fighting a tree.
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Andy Tsen liked thisAndy Tsen liked thisAfter four incredible years at OpenAI, I’ve decided to move on and start a new chapter. Last week was my final week at the company, and I’m looking forward to spending some time traveling with family and friends before jumping back into the AI space! When I joined OpenAI in May 2022, I was deeply inspired by OpenAI's mission to “ensure that artificial general intelligence benefits all of humanity.” Five months after I started, we launched ChatGPT and many more people in the world started to see AI’s transformative potential. Over the past four years, I’ve been incredibly fortunate to work alongside some of the most talented and mission-driven people I’ve ever met. I’m glad to have helped start OpenAI’s Human Data team, led OpenAI’s Democratic Inputs to AI program, and partnered with many incredible startups building at the frontier of AI. I’m proud to have contributed in some way to every part of OpenAI’s Charter - long-term safety, technical leadership, cooperative orientation, and broadly distributed benefits. Beyond the work, I’ll also treasure starting and leading OpenAI's AAPI Employee Resource Group to build community with so many thoughtful colleagues across the company. I’m deeply grateful for the friendships, lessons, and opportunities from this chapter, and I’m excited to see how the OpenAI team continues to push the frontier of AI forward for the benefit of humanity. Thank you to everyone who made these years so meaningful!
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Andy Tsen liked thisAura is now in Unity!Andy Tsen liked thisAura now supports Unity. With Unity support, Aura covers 80% of all game developers — and is the only multi-agent solution that spans the two largest game engines in the world. Since February, Aura has helped thousands of studios — from AAA to solo indies — ship games in Unreal Engine. Our multi-agent architecture, integration with other coding agents like Claude Code, and peerless accuracy have made it the go-to choice for serious devs. Sinn Studio used Aura to help hit the top-20 charts on the Meta Quest store. And we're just getting started — expect many more capabilities to ship on both Unreal and Unity very soon. This is a full-circle moment for us. Aura is the tool we wish we had when we shipped Zenith on Unity, and now it's in your hands. Hugely proud of the team that got us here (under 10 people, if you can believe it). Why both engines? Our goal is to help every game developer transition to AI-assisted development ethically and responsibly — and we can't do that without supporting the largest engines in the world. A platform-agnostic AI agent promotes fairness and competition, and we welcome the improvements our competitors will push us to make in turn. Game on.
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Chris Hyams
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Jason Scorrano
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Google’s Project Genie demo is impressive. Turning prompts into playable worlds feels like magic. But for brands, the real lesson isn’t about world-building. It’s about distribution and retention. Making content keeps getting easier. Keeping attention does not. Games aren’t just spaces you generate. They’re ecosystems built on progression, identity, social dynamics, and community. Those layers don’t appear from prompts. They come from platforms that already have culture and gravity. Procedural creation has existed for years. UGC tools have existed for years. The bottleneck was never production. The bottleneck is audience. Roblox, Fortnite, and similar ecosystems succeed because they solve discovery, identity, and social connection at scale. They don’t just host experiences. They host communities. AI can lower the barrier to creating worlds. It doesn’t automatically give those worlds meaning, distribution, or trust. For brands, that distinction matters. The opportunity isn’t “we can generate infinite content now.” The opportunity is understanding where communities already live and how to build inside systems people return to every day. Creation is becoming cheap. Culture and retention are still expensive. That’s where the real value sits. Where do you think brands will win in an AI-generated content world: ownership, or participation?
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Christopher Anjos 🔜 Summer Games Fest
PUBLSH • 31K followers
72% of devs believe Steam has a monopoly on PC games. Conducted by Atomik Research, 306 industry executives were surveyed across the UK and USA. 75% of respondents were senior managers or C-suite level, with 77% from studios with more than 50 employees. The study found that for most studios, Steam accounts for over 75% of revenue. In US law, you’d need to either control the production pipeline top to bottom, or hold a dominant share through acquisitions of competitors. Steam does neither. Valve hasn’t bought out rivals and it doesn’t own all the studios that make the games sold through its store. What it does own is competence, and that’s where this whole argument starts to fall apart. Almost every other storefront has had years to compete, and almost all have stumbled. This isn’t a case of Valve killing competition. The competition just keeps shooting itself in the foot. Steam spent years refining features that now define the PC ecosystem: cloud saves, remote play, Workshop mods, forums, reviews, refund policies, and Proton support for Linux users. It built hardware, an OS, and a handheld that all tie back into the same ecosystem. Most importantly, it kept the service stable, predictable, and user-focused. That level of reliability became its moat. What developers call a monopoly is often just a reflection of consumer trust. Steam is where people go because they know their games, progress, and friends will still be there in a decade. It’s not market manipulation it’s consistency. If studios think they “rely too heavily” on Steam, that says more about their alternatives than about Valve itself. No one forced them to abandon their own launchers or build weak ones. Consumers simply migrate to what works best for them. It’s worth remembering that monopolies aren’t defined by popularity or market share alone. A monopoly becomes illegal when it restrains competition. Steam hasn’t done that. It hasn’t blocked other stores, locked content, or acquired rivals. It just runs the best version of what everyone else keeps trying to make. The day someone builds a better, more reliable, more feature-rich service, Steam will finally have a real challenger. Until then, calling it a monopoly is just a way to avoid admitting the obvious: they aren’t trying to kill their competition. Their competition is almost non-existent.
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4 Comments -
Serhii Komar
Independent / Digital… • 4K followers
44% of Roblox's top 1,000 creators are already building with AI. Last month Roblox shipped agentic tools in Studio. Planning Mode reads your code and data model, asks clarifying questions, and writes an editable action plan. Mesh Generation produces fully textured 3D assets from a prompt. Procedural Models let you adjust attributes like the number of shelves on a bookcase or chairs around a table. The Playtesting Agent simulates input, reads logs, and verifies behavior on its own. Then it loops. Surfaces a problem, suggests a fix, feeds the result back into the plan. This is not a chat assistant bolted onto an editor. It is a planner, an asset generator, and a tester running in the same loop a junior dev would. Multi-agent parallel workflows are next. Coding, testing, character creation running side by side. The positioning angle is what stands out. Roblox spent a decade as the UGC platform nobody took seriously. Now it ships creator tooling Unity and Unreal do not have in the box. The 44% says creators already noticed. The bar for a single developer just moved. Again. #GameDev #AIinGames #Roblox #IndieDev #MobileGames
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Erik Londré
Karta • 7K followers
Roblox is investing in AI-driven age estimation to enable more age-appropriate interactions, specifically for users 13 and older. At Karta, we get questions about safeguarding from our clients constantly. So it is great to see Roblox advancing safety with their new age-based communication features, announced yesterday. Read all about it here: https://lnkd.in/dsdxQwcv
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Tom Storr
The Experimentation Group • 8K followers
Origin Lab just raised $8m on the bet that games are a valuable data source for AI. Lightspeed led the round, alongside Google and various angels including Kevin Lin (Twitch) and Kyle Vogt (Cruise). Faraz Fatemi, Partner at Lightspeed Venture Partners, sums up the pitch well: "Frontier AI is moving from understanding language to understanding worlds. "That shift requires a different class of data: licensed, structured, multimodal, and grounded in interactive environments. Origin Lab is building the missing platform between the game industry and the AI labs training the next generation of world models." Anne-Margot Rodde, Co-CEO and CCO of Origin Lab, adds some colour: "AI has outgrown the data it started with. At the same time, game studios spent decades building some of the richest interactive environments in the world, but had no professional way to bring that data to market. "The problem was never supply. It was that the technical and commercial platform to access it did not exist. We built it. The only version of this market that works long-term is one where both sides of the table have a reason to be there: consent, attribution, revenue share, and usage tracking built into the pipeline from day one." They've already secured exclusive partnerships with more than 20 game publishers representing over 50 titles. We know mobile games are gigantic experimentation platforms. It will be interesting to see how this angle develops.
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2 Comments -
Erickson Talaue
Superbullet Studios • 2K followers
𝐀𝐑𝐄 𝐏𝐑𝐎𝐌𝐏𝐓 𝐄𝐍𝐆𝐈𝐍𝐄𝐄𝐑𝐒 𝐓𝐇𝐄 𝐍𝐄𝐖 𝐑𝐎𝐁𝐋𝐎𝐗 𝐒𝐂𝐑𝐈𝐏𝐓𝐄𝐑𝐒? (pt. 4) Growing users of SuperbulletAI is crazy. We’re 2 days close to hitting $20K in revenue — a small milestone, but one that proves something big: Roblox devs actually WANT AI to build games for them. (even if they try to hide it and boycotts them) Today’s video might be our craziest demo yet. 𝐅𝐫𝐨𝐦 𝐚 𝐛𝐥𝐚𝐧𝐤 𝐛𝐚𝐬𝐞𝐩𝐥𝐚𝐭𝐞 → 𝐚 𝐜𝐡𝐚𝐫𝐠𝐞-𝐮𝐩 𝐅𝐈𝐑𝐄𝐁𝐀𝐋𝐋 𝐬𝐲𝐬𝐭𝐞𝐦 …with a single prompt. All I typed was: “let’s add a fireball skill.” SuperbulletAI instantly searched the Superbullet Marketplace, grabbed a Fireball template, installed the entire Skill System framework behind it, uploaded animations + SFX to Roblox automatically, configured dependencies, fixed missing systems… and after few minutes: 🔥 A fully functional charge-up Fireball skill was LIVE. With debris effects, damage handlers, casting animations — everything. All from an empty project. 𝐓𝐡𝐢𝐬 𝐢𝐬𝐧’𝐭 “𝐀𝐈 𝐡𝐞𝐥𝐩𝐢𝐧𝐠” 𝐝𝐞𝐯𝐬. 𝐓𝐡𝐢𝐬 𝐢𝐬 𝐀𝐈 𝐛𝐞𝐜𝐨𝐦𝐢𝐧𝐠 𝐭𝐡𝐞 𝐝𝐞𝐯. If AI can generate skills, systems, FX, animations, damage frameworks, and full game loops… …what happens when developers stop “scripting” and start directing? That’s the future we’re building. 𝐓𝐡𝐞 𝐄𝐧𝐝𝐠𝐚𝐦𝐞 Sooner or later, the Superbullet Marketplace will hit 10,000+ reusable libraries — battle-tested systems, effects, skills, utilities, full game loops, NPC brains, design templates… At that scale, SuperbulletAI becomes the standard way to create full Roblox games. One prompt → one entire game. We’re getting closer every week. 🎥 Watch the full breakdown here: https://lnkd.in/g3BZdq8N
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2 Comments -
Irena Pereira
Infinite Realms • 8K followers
While investors and studios burn down the world of innovation by refusing any semblance of “risk” because of their fraught prior choices and overinvestment in highly confident people who didn’t deliver … Those of us who are actually still building are doing incredible things. Craig Allen is stepping directly in the fire and is 100% correct. With Infinite Realms, we are making AI accessible story world models so your AI can operate within canon of any IP. We turn franchise IP into software. That should be something… but even our innovation there isn’t interesting unless we hit KPIs. Venture has stopped being venture and instead, as Craig said, is risk management. 🙃🙃🙃
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7 Comments -
Mayank Grover
Outscal • 94K followers
Tencent's gaming dominance isn't about building hit games, but about their smart acquisition strategy. Their "10% wedge strategy" works like a Trojan horse. An initial small investment buys them information rights and relationships, creating an unofficial "first right of refusal" that's incredibly powerful. For example, they took a small 5% stake in Ubisoft in 2018, then significantly increased their position by 2022, all while staying under the regulatory radar that comes with outright control. This approach completely changes the power balance of future funding rounds. Once Tencent can see inside your operations, financials, and roadmap, they have information that no outside investor can match. They've changed the typical investment model into something more strategic, using that initial money as just the first move in a longer plan to gain controlling influence. I was listening to an hour-long Gamecraft Podcast recently, and this came up, and it sent me down a research rabbit hole. What's fascinating is how this creates a snowball effect over time. Each successful use of this strategy gives Tencent deeper market intelligence across multiple studios. The insights from one investment inform their strategy with the next target, creating an expanding knowledge advantage that competitors can't overcome. Industry reports show that Tencent often structures these initial investments to include observer rights or preferred terms that seem harmless at first. But these standard-looking provisions give them special access to internal operations and future investment rounds, allowing them to block competitive bids when the time comes. Here's what this means for indie studios raising money: When a strategic investor wants just a small piece of your company, think about their plans several moves ahead. The terms of that first investment could determine who ultimately controls your creative vision. For other investors looking to acquire studios, the lesson is equally important. By the time Tencent shows interest in a full acquisition, it has already built significant advantages that make competing nearly impossible.
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6 Comments -
Wagner James Au
New World Consulting • 5K followers
As hundreds of recently laid-off Reality Lab staff look for new jobs, it's wild to read a recent Road to VR article (link in comments) in which Meta CTO Andrew Bosworth blames "lack of focus" for their failed metaverse efforts -- when you can see a way more pressing problem, pictured in the article itself: Cartoonish humanoid avatars made to resemble the user IRL (Zuckerberg in this case). This one design choice was crucial to Meta's failure! The very most popular metaverse platforms, Minecraft and Roblox, are intentionally low-fi, immersive through their physics and responsiveness. Their blocky, whimsical avatars are similarly abstract and customizable. The same can be said for the furry and anime-themed avatars of metaverse platforms VRChat, and the hand puppet-like avatars of Rec Room -- both of which are so popular on Meta’s own Quest 2 headset, it caused the company at one point to raise the price of its HMD. This preference for non-realistic avatars relates to the core user base for metaverse platforms: People in their teens and pre-teens, who are generally still uncomfortable and unsure about their own real life identity and appearance. That problem is even more acute for teen girls and young women, still negotiating the social expectations and judgements around their real life appearance. Presenting them with a lifelike avatar to customize -- let alone an avatar that resembles who they are in real life -- is effectively asking them to shoulder even more social expectations and judgements, just in the virtual world. Zuckerberg and Bosworth, with no prior experience in game development or virtual worlds, apparently believed the Facebook model of real identities online should apply to the Metaverse. For newcomers like them, this is a common assumption, enforced by mainstream press coverage of Metaverse events involving real real-life celebrities — for instance, Travis Scott in Fortnite, or Lil Nas X in Roblox. In rare instances like that, it does make sense for the avatar to resemble their real life owner. But this is actually the exception. Overwhelmingly, metaverse platform users do not prefer avatars based on their real real-life appearance — even when the internal tools to customize them that way exist. Virtual worlds enable the power to experiment with identity and creativity, relatively *free* from the assumptions and judgements of the offline world. (Including, sad to say, those judgements on social media.) It's why virtual worlds tend to have disproportionately large LGBT populations, and other people choosing different races, ethnicities, and genders different from who they are IRL. (Or choosing a non-human avatar.) I doubt Meta has learned this. But hopefully some of those who've been laid from Meta can apply this in the next generation of virtual worlds.
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29 Comments -
Josh Chandley
WildCard Games • 9K followers
AppLovin has owned D28 optimization for two years. 𝗧𝗵𝗮𝘁 𝗲𝘅𝗰𝗹𝘂𝘀𝗶𝘃𝗶𝘁𝘆 𝗶𝘀 𝗰𝗿𝗮𝗰𝗸𝗶𝗻𝗴. D7 was table stakes. While every other network bid on a 7-day snapshot, AXON was pricing in week four. 𝗜𝘁 𝘄𝗮𝘀 𝗹𝗶𝗸𝗲 𝘁𝗵𝗲𝘆 𝘄𝗲𝗿𝗲 𝗼𝗺𝗻𝗶𝗽𝗼𝘁𝗲𝗻𝘁. Unity is attempting to close that gap. Vector D28 IAP ROAS campaigns are live. They claim 3x spent in the case study. No mention of yield yet. Just one title. But even half that result changes the auction. The real test is whether it holds in the wild. 𝗕𝗲𝗰𝗮𝘂𝘀𝗲 𝘁𝗵𝗲 𝗯𝗶𝗴𝗴𝗲𝗿 𝘀𝘁𝗼𝗿𝘆 𝗶𝘀 𝗰𝗼𝗺𝗽𝗲𝘁𝗶𝘁𝗶𝗼𝗻. Most networks optimize for D7. Your business lives on D365+. The further a network sees, the less they have to guess. 𝗔𝗻𝗱 𝗔𝘅𝗼𝗻 𝗰𝗼𝘂𝗹𝗱 𝘀𝗲𝗲 𝟰𝘅 𝗳𝘂𝗿𝘁𝗵𝗲𝗿. But now Vector can see further too. It still keeps the D7 users who actually mature. Now it lets other networks buy churning users. It bids against AppLovin for valuable "late bloomers". For two years, AppLovin has every advantage. 𝗡𝗼𝘄 𝘁𝗵𝗲𝘆 𝗵𝗮𝘃𝗲 𝗼𝗻𝗲 𝗳𝗲𝘄𝗲𝗿 𝘁𝗼 𝘁𝗮𝗸𝗲 𝗳𝗼𝗿 𝗴𝗿𝗮𝗻𝘁𝗲𝗱.
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Aditya Kasibhatla
Multiple Startups • 2K followers
“44% of the top 1,000 creators on the platform are already using Roblox Assistant or third party AI tools through MCP to plan, build, and test their games. That's a pretty staggering number for a feature set that until now, has mostly lived on the margins of the development of workflow.”
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Ignacio Castaño
Ludicon LLC • 664 followers
The recordings from the Khronos 3D on the Web event at GDC are now up, including my talk on real-time GPU texture compression for the Web with spark.js. The talk covers why texture compression matters for the Web, how spark.js brings real-time, high-quality texture encoding directly in the browser, and includes two live demos. https://lnkd.in/gKfbMqhA Note, recording at the event failed, so I re-recorded it at home. #WebGPU #WebGL #glTF
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Jason Schklar
UX is Fine • 9K followers
Thanks, Leah Hoyer for reinforcing what is "table stakes" and what tips the scales in terms of landing and building a successful long term engagement with co-dev partners. Table stakes: Case studies that prove quality, velocity, and delivering positive ROI. Building long term relationships: These are not transactional. Yes, money changes hands when deals are closed. But the ongoing discussion involves sharing vision, finding alignment, and being open and honest about why specific projects may or may not be the right fit. I think a lot of my friends and colleagues in the co-dev / x-dev / outsourcing / whatever you want to call it world approach partner relationships this way. How do I know? Because we also talk amongst ourselves and share our experiences openly. We refer our friends we trust to partners who may need their services. Even if that service might compete with ours, but the fit isn't right or (the best problem to have) we don't have a team ready to take on an engagement. The long and short of it is: Life's too short for us to focus only on the deal of the minute. It's a long haul - made easier and much more enjoyable - by building relationships based on trust with people who are equally passionate about making great games with great partners.
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James Purell
BuildingBlox • 5K followers
Roblox shipped two changes this week and they're more connected than they look 🤔 Cross-Server Chat and Chat Summaries are now live globally. Cross-Server Chat lets players chat with 400 people across different servers of the same experience - instead of being stuck with the few dozen in your instance. Chat Summaries fixes the other problem age-gating created - the "🔒…" wall whenever players of different age groups tried to talk. Separately, the under-16 publishing requirements is easing. The original rule demanded a Plus/Premium subscription for 2 consecutive months to publish to under-16s. After a LOT of community pushback, Roblox added a third path - a one-time, refundable 1,000 Robux fee per game. Making it far more accessible for smaller and international creators. You may be thinking 'why do I care' - well, players who chat spend more. That's true across every social platform - engagement drives retention drives monetisation, so this isn't just a UX tweaks. Every brand integration, every experience, every creator on the platform just got a lift on the floor of what's possible. What we are seeing more of from Roblox is - ship strict in service of safety announcement/change, the community reacts, Roblox softens with a thoughtful adjustment, the community celebrates the softer version. The platform lands balanced between safety and growth.
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Mike Vasiliev
Corbax Games • 4K followers
Scaling art production sounds simple on paper. In reality, growth introduces friction long before it introduces speed: - Standards drift. - Decisions slow down. - What once felt clear becomes fragmented across teams and tools. The studios that scale successfully don’t rely on momentum alone. They invest early in shared understanding. Visual language. Review principles. Clear definitions of quality. This work isn’t exciting. It doesn’t show up in screenshots. But it determines whether growth strengthens or weakens a project. Consistency is what allows speed to exist without chaos. And consistency is built long before production ramps up. When scaling feels calm, you know the foundation is doing its job. At Corbax Games, we have the operational capacity to scale dedicated art teams from 2 to 20 artists within a one-month timeframe, ensuring continuity and quality throughout production.
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Michal Korek
Rage Quit Games • 5K followers
5 companies did $3.4B. Whole industry (269,762 games) did $14.1B That's mobile gaming in Q1 2026 👇 $14.1B in IAP revenue. One quarter. Here's who captured it: ➡️ Top Publishers (IAP Revenue) - Tencent: $1.6B - Century Games: $650M - Dream Games: $425M - Playrix: $388M - FUNFLY: $382M Top 5 publishers = $3.44B, that's 24% of the entire market. Tencent alone captures more than 1 in 10 dollars spent on mobile gaming globally. ➡️ Top Games (IAP Revenue) - Honor of Kings: $471M - Last War: Survival: $381M - PUBG Mobile: $353M - Whiteout Survival: $326M - Royal Match: $312M Top 5 games = $1.84B, that's 13% of the entire market. ➡️ Top Games (Downloads) - Block Blast!: 77M - Free Fire: 66M - Roblox: 58M - Pizza Ready!: 43M - Subway Surfers: 42M 💡 The download chart and the revenue chart almost overlap. Breaking into downloads is hard, but breaking into revenue is a different game entirely. Data by AppMagic 🪄
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Marc Mencher
GameRecruiter.com • 21K followers
The landscape of game development is shifting faster than ever. We're seeing a massive rise in a new kind of critical hire: the UGC Ecosystem Architect. With platforms like Roblox and UEFN leading the charge, studios are no longer just looking for level designers. They need experts who can blend technical systems with community growth. These architects build the frameworks that allow players to become creators, turning a single game into an infinite platform. At Game Recruiter, we’ve been in the trenches of game dev since the beginning. We understand that finding someone who can balance technical design with the nuances of player-driven economies isn't just a challenge: it’s a surgical operation. If your studio is pivoting toward the UGC space and you need the talent that actually understands how to scale these ecosystems, let’s talk. We don't just find resumes; we find the people who build the future of play. #GameDev #UGC #Roblox #UEFN
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Evan Zirschky
Turning Tables Games • 1K followers
What a phenomenal RDC 2025!🔥 This year’s Roblox Developers Conference (held Sept 5–6 in San Jose) was packed with major announcements, and I couldn’t be more excited by the direction the platform is heading: • Roblox Moments: A built-in short-form video feed for capturing highlights and instantly sharing them across the platform, think a TikTok-style discovery tool tailor-made for Roblox. • Creator earnings boost: DevEx rates increased by 8.5%, putting more cash back into creators’ pockets. • Huge growth metrics: Over $1 billion paid out to creators in the past year, with daily active users climbing toward 112 million. • Emerging tech & safety upgrades: From acoustic simulation and hydrodynamic enhancements to emissive mapping, CSG on meshes, and server authority for anti-cheat measures • Infrastructure & community support: A new data center in São Paulo is now live, improving latency for Brazilian users, and the platform is reinforcing its commitment to safety with over 100 updates and better age-based moderation. This year, Lootbloc turned up with some unforgettable moments: • Partner Dinner: We hosted a special dinner for our 60+ partners, an opportunity to connect, eat great food, and relax after a long RDC weekend. • Claw Machine: We partnered with the Roblox Commerce team to have our Lootbloc-branded claw machine featured at their booth, where attendees could win merch • Luau Plushie Launch: We unveiled an exclusive Luau whale plushie with Roblox, themed after the Luau logo that attendees could earn by completing a scavenger hunt at the Luau booth • Co-hosting Quataun party Friday night at RDC where we gave away thousands of plushies, shirts, hats and more to fellow developers. Lootbloc is only continuing to grow by bringing on new partners this year like Piggy, Pls Donate, Murderers vs. Sheriff Duels, Twin Atlas and more! Bottom line: RDC 2025 wasn’t just about big tech announcements, it was a celebration of community and all of the successes this past year. I’m so excited by the possibilities ahead, and inspired by how platforms like Roblox and partners like Lootbloc continue to grow together. Here’s to next year, bigger, bolder, and even more connected.
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