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Austin, Texas, United States
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6K followers
500+ connections
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Greg Rinaldi shared thisBorderlands 4 is out, and it’s the biggest and best yet! Hats off to our partners at Gearbox Entertainment for delivering the most ambitious Borderlands to date. Incredibly proud of what our teams have built to deliver a landmark year for 2K with Civ VII, Mafia: The Old Country, and finally Borderlands 4—and we've got more cooking…
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Greg Rinaldi shared thisThree years ago, we greenlit Mafia: The Old Country on the belief that players still crave tight, polished, authentic, story-first experiences (that they can finish!). This week, that belief became reality and I’m beyond proud of our incredible team at Hangar 13 and everyone at 2K who brought this thing of ours to life for Mafia fans. This one means a lot, and not just because of my Sicilian roots! ❤️ 🙏🏻
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Greg Rinaldi shared thisMafia: The Old Country is just 3 months away from being in the hands of players and our Hangar 13 crew just delivered an amazing panel at PAX East 👏🏼 Check out this banger of a gameplay trailer to celebrate pre-orders going live!
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Greg Rinaldi shared thisLet’s gooo! Borderlands is Back Sept 12!Greg Rinaldi shared thisGet an extended look at Borderlands 4's looter shooter action in the gameplay showcase that debuted today! In today's special presentation, Creative Director Graeme Timmins and Senior Project Producer Anthony Nicholson showed off the deepest ever look at Borderlands 4's explosive, carnage-filled gameplay. Check out two of our four new Vault Hunters, all kinds of new gear, the deadly regions you'll explore on Kairos, and much more! Watch here: https://lnkd.in/ga6m6DtQ Wishlist here: https://lnkd.in/gWKt-_iS
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Greg Rinaldi shared thisMayhem on the move :)Greg Rinaldi shared thisAt the Nintendo Direct this morning, Randy Pitchford announced that Borderlands 4 will launch later this year on the new Nintendo Switch 2! 💥 Stay tuned for more information in the coming months on all things Borderlands 4. https://lnkd.in/gWKt-_iS
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Greg Rinaldi shared thisOur team at 2K converges in Novato this week to celebrate a double-decade legacy, and chart the course for our label's next 20. Watch this space - 2025 will be a big one, and we're just getting started. :)Greg Rinaldi shared thisCelebrating the big 2-0 this week 🥳🎂 Thank you 2K team, and everyone who has contributed to our iconic franchises over the past 20 years - those who laid our foundation in the past and those who are building our future, today. We've created something extraordinary together 🌟
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisA killer feature and am proud that we brought it to market first. https://lnkd.in/eqfkN59bLive lyrics now available in CarPlay with new app update - 9to5MacLive lyrics now available in CarPlay with new app update - 9to5Mac
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisIt has been 24 hours since our game, 007 First Light, launched and I am honestly speechless at the response we have received. As an Executive Producer, you hope for strong creative as well as strong sales and we have received both! The game has sold over 1.5 million units in 24 hours and we have been called the best Bond game yet by countless outlets. I am extremely proud of what we have accomplished with this one and I am so grateful to the amazing team I was fortunate enough to be a part of. #EarnTheNumber #VideoGames #GameDevelopment #GameIndustry
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisAAPI Heritage Month always makes me reflect on the path that got me here. Both of my parents were born in India. The expectation in our house was doctor, engineer, lawyer, or supporting the family business. I ended up leaving a top five law school to chase a video game job. My parents were not thrilled. But 18 years later, I'm grateful I trusted my gut. To every first-gen Indian kid figuring out their own nontraditional path, this one's for you. We belong in these spaces. https://lnkd.in/gfuAnkfi #AAPIHeritageMonth #AAPI #IndianAmerican #Ronnie2K #NBA2K #Representation #Gaming
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisRetired for a little over 2 months now and have been having a blast. Gotten so much done around the house and the yard is in great shape for spring and summer. I’ve also had a lot more time to work on my 3D print & paint hobbies for both figures and tabletop miniatures for one of the D&D games I’m running. Here are some of my more recent projects -
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Greg Rinaldi liked thisGreg Rinaldi liked this*Warning - Launch Day Post Ahead* For those of us who are fortunate enough to work in the video industry for any extended period of time, we know that some projects come and some projects go, however, some projects change you. Being Executive Producer on 007 First Light, this is one of those projects that has changed me. For the last nearly seven years, a lot has changed in my life. I left Disney to join MGM. I survived a global pandemic. I saved up and bought my first house. Loved ones passed away. I shipped over 30 video game projects. But one thing was consistent: working on 007 First Light. Through this project, I feel I have grown into a better Executive Producer, Creative Director, Manager, and video game professional. This was all possible thanks to the tremendous team I was lucky enough to work with and the challenges we faced together. To my team and the team at IO interactive; I send my heartfelt gratitude for all of your hard work, passion, and creativity you have poured into this game over the past several years. We have grown close together as professionals, but more importantly, as friends. I am fortunate enough have been working in this industry for nearly 22 years at this point and am still growing everyday. 007 First Light has been a formative experience for me and one that I will carry with me for the rest of my life. If childhood Matt Group (who grew up playing Goldeneye on Nintendo 64 and 007 on the original Gameboy) could see me now, he would be pretty stoked! With the game now out in the wild, I encourage you all the grab a controller, play our game, and #EarnTheNumber #VideoGames #GameDevelopment #ExecutiveProducer #LicensedGames #JamesBond #007FirstLight
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Greg Rinaldi liked thisGreg Rinaldi liked thisWords can't quite capture this feeling, so I'll let the screenshot do the talking. Huge congratulations, everyone at IO Interactive.
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisLast night was one to remember: the world premiere event for our game, 007 First Light! It was surreal, emotional, and thrilling to have the opportunity to experience this event with colleagues, friends, and colleagues who have become friends over the many years we have been working on this game. It’s an honor to be Executive Producer for this title and the game’s world wide launch, next week, is right around the corner! #EarnTheNumber #GameDevelopment
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Greg Rinaldi liked thisGreg Rinaldi liked thisTake-Two Interactive CEO Strauss Zelnick joined CNBC's "Squawk Box" on Friday to discuss the company’s quarterly earnings results and what to expect from the upcoming release of Grand Theft Auto VI. Watch more: cnb.cx/4wFOBcpTake-Two CEO Strauss Zelnick on Q4 results: All three labels had a great yearTake-Two CEO Strauss Zelnick on Q4 results: All three labels had a great year
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Greg Rinaldi reacted on thisGreg Rinaldi reacted on thisA little late but wanted to give a shout-out to Civ 7 being nominated for an Apple Design Award for Inclusivity. If you are familiar with the franchise you know that the Firaxis team cares deeply about this and is a core pillar of all Civ games. Congrats team and thanks Apple for the recognition. If you are an Apple Arcade subscriber, check it out! https://lnkd.in/gNBzHvRCApple Design Awards - 2026 finalists - Apple DeveloperApple Design Awards - 2026 finalists - Apple Developer
Experience & Education
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Licenses & Certifications
Projects
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Magic Leap World (App Store)
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See projectPartnered with and/or funded over 70 titles for Magic Leap’s app store (Magic Leap World) across games, media/entertainment, productivity and other categories.
Titles/developers include:
- Angry Birds: First-Person Slingshot - Rovio
- DirecTV Now - DirecTV
- Luna: Moondust Garden - Funomena
- Project Porg - ILMxLAB
- Seedling - Insomniac Games
- Strangelets - Insomniac Games
- Wayfair Spaces: Wayfair -
Magic Leap | Independent Creator Program
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See projectDesigned, launched and managed $10MM fund to accelerate developer ecosystem following launch of Magic Leap One: Creator Edition.
- Over 10k applications between Nov 15 - Dec 15, 2018
- Funded 33 projects across gaming, entertainment, education, productivity and other categories
- Provided developers/publishers with funding, hardware, design & development guidance and publishing support
Titles/developer include:
- Glimt - Resolution Games
- PuzzlAR - OnTop Studios
-…Designed, launched and managed $10MM fund to accelerate developer ecosystem following launch of Magic Leap One: Creator Edition.
- Over 10k applications between Nov 15 - Dec 15, 2018
- Funded 33 projects across gaming, entertainment, education, productivity and other categories
- Provided developers/publishers with funding, hardware, design & development guidance and publishing support
Titles/developer include:
- Glimt - Resolution Games
- PuzzlAR - OnTop Studios
- BBC Microkingdoms - Preloaded
- Universe Sandbox - Giant Army -
L.E.A.P. Conference
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See projectDirected developer-focused programming for Magic Leap’s inaugural developers’ conference. Including over 40+ sessions and demos with partners from Insomniac Games, Disney, ILMxLAB, Funomena, Niantic Labs, Weta Workshop, Epic Games, Unity, Framestore & AT&T
Honors & Awards
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App Store Editor's Choice
Apple
Madden NFL (mobile)
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Listed at #35 in Edge Magazine's "The Hot 100 Game Developers of 2009"
Edge Online
https://web.archive.org/web/20090306101543/http://www.edge-online.com/features/the-hot-100-game-developers-2009?page=0,7
http://www.edge-online.com/features/hot-100-game-developers-2009/8/#!
"Every year, Edge selects its Hot 100 based on a series of unchanging criteria. The primary factor taken into account is market success—those who saw games release to strong sales in 2008, or who are expected to see a friendly market in 2009. Critical reception and contributions to the art and…https://web.archive.org/web/20090306101543/http://www.edge-online.com/features/the-hot-100-game-developers-2009?page=0,7
http://www.edge-online.com/features/hot-100-game-developers-2009/8/#!
"Every year, Edge selects its Hot 100 based on a series of unchanging criteria. The primary factor taken into account is market success—those who saw games release to strong sales in 2008, or who are expected to see a friendly market in 2009. Critical reception and contributions to the art and craft of development are also weighed heavily in Hot 100 placement."
"Obviously there is a lot of room for debate here. We sought to make even more room by ordering these developers based on influence, which is certainly a controversial notion. But this is part of the goal. We want you to talk about these luminaries and remember their names, and we want you to champion your own industry heroes to anyone who will listen. It’s people who will push this increasingly important business, this medium, forward in 2009. The Hot 100 is about these people." -
IGN Editor’s Favorites of 2008
http://www.ign.com/articles/2009/01/14/ign-nintendo-editors-favorites-of-2008-2
Tiger Woods PGA Tour 09 All-Play (Wii)
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Wii Game of the Month
http://www.ign.com/articles/2008/08/29/wii-game-of-the-month-august-2008
Tiger Woods PGA Tour 09 All-Play (Wii)
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Seann Graddy
Seann Graddy
25+ years of experience leading a broad spectrum of producers, project managers, software engineers, artists, quality testers, and directors in a variety of entertainment-based software development products, focusing on results that matter. My product portfolio includes- <br><br>EA Sports Madden NFL 26 ( XBOX ONE SERIES X / PS5 / PC / Switch 2 / Luna / Steam)- <br>EA Sports College Football 26(XBOX ONE SERIES X / PS5 )- <br>EA Sports Madden NFL 25 (XBOX ONE / XBOX ONE SERIES X / PS4 / PS5 / PC/ Steam)- <br>EA Sports College Football 25 (XBOX ONE SERIES X / PS5 )- <br>EA Sports Madden NFL 24 (XBOX ONE / XBOX ONE SERIES X / PS4 / PS5 / PC)- <br>EA Sports Madden NFL 23 (XBOX ONE / XBOX ONE SERIES X / PS4 / PS5 / PC)- <br>EA Sports Madden NFL 22 (XBOX ONE / XBOX ONE SERIES X / PS4 / PS5 / PC / STADIA)- <br>EA Sports Madden NFL 21 (XBOX ONE / XBOX ONE SERIES X / PS4 / PS5 / PC / STADIA)- <br>EA Sports Madden NFL 20 (XBOX ONE / PS4 / PC)- EA Sports NBA Live 19 (XBOX ONE / PS4)- <br>EA Sports Madden 18 (XBOX ONE / PS4)- EA Sports Madden 17 (XBOX ONE / PS4)- <br>EA Sports Madden 16 (XBOX ONE / PS4)- EA Sports Madden 15 (XBOX ONE / PS4)- <br>EA Sports Madden 25 (PS3 / Xbox 360 / XBOX ONE / PS4)- EA Sports Madden 13 (PS3 / Xbox 360)- EA Sports NCAA Football 12 (PS3 / Xbox 360)- EA Sports NCAA Football 11 (PS3 / Xbox 360) - <br>EA Sports NCAA Football 10 (PS3 / Xbox 360)- EA Sports NCAA Football 09 (PS3 / Xbox 360)- <br>EA Sports NFL Tour (PS3 / Xbox 360)- EA Sports Head Coach (XBox, PS2, PC)- <br>EA Sports Madden 06 (Xbox 360)- <br>EA Sports NASCAR Chase for the Cup 2005 (Xbox, PS2, Gamecube)- <br>AOL 8.0+ Client Release 2003- <br>AOL Billing Systems and Customer Care Tools<br><br>Areas of Focus/Specialties: <br>PnL Accountability, <br>Business Growth<br>Game Vision, <br>Strategies, and Feature Priorities <br>Player Voice <br>Multi-Year Product Roadmaps<br>Pitching/Selling Vision<br>Data-Driven Decision Making<br>Quality Definition and Management <br>Requirements Authoring and Management<br>Business Management and Leadership <br>High Performance Teams; Team Building<br>Project Priorities KPIs Program & Project Management<br>Agile Development<br>Process Definition and Improvement<br><br>Affiliations, Boards, Awards: <br>Orlando Business Journal - Orlando's Most Influential Leader (2024)<br>Leadership Florida Cornerstone Class 39 (2020-2021)<br>Board Member Coalition for the Homeless of Central Florida (Current: Since 2022)<br>Board Member Orlando Philharmonic Orchestra (Current: Since 2025)<br>Boys and Girls Club Youth of the Year, Florida State Judge<br>EA VP Diversity, Equity and Inclusion Training (2022)<br>Two-Time Leadership "Sharkie" Award, Voted on by the EA Orlando Studio
2K followersWinter Garden, FL
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Sergei Vasiuk
Xsolla • 43K followers
Delayed PC releases bring about 13% of players, while day-one launches reach around 44% on PC. According to Omdia, nearly 60% of surveyed projects are already cross-platform, and 18% are triple-platform titles: PC, console, and mobile. The industry signal is clear. The future strategy is less about porting games, and more about cross-platform launches.
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Adam Warrington
Underdog • 3K followers
Thank you to Steve Ruddock for having me on the Straight to the Point podcast. Steve's daily newsletter is a must-read and his podcast goes deeper on issues that matter. This one was worth the time. Responsible gaming is a business advantage and operators who treat it that way are building something more durable. At Underdog, that belief shapes how we approach player protection and what we back through GuardDog, our responsible gaming innovation fund. A big part of our conversation focused on national self-exclusion. The current system is fragmented by state. That's a design flaw. Underdog is working with idPair and other operators to build a shared, cross-operator self-exclusion network that follows the player everywhere. This collaboration doesn't come naturally in a competitive industry. It requires operators to agree that some things matter more than short-term gains and I'm proud other RG leaders like Phil Sherwood are at the table too. The episode covers a lot of ground. Link in comments.
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Alexandra Takei
Medal • 5K followers
A new breed of micro-indie publisher focused on sub $200K budget games is emerging. Low dev cost regions, shipping products fast, and building a repeatable machine for discovery in the attention war. When I asked Kirill Akimkin how PC games get discovered, he said, "It's half short-form content and the other half is from friends. But from friends means someone shared the video with them. So short form is the cheat code." Their strategy is working so far. Totally Secure Airport sits at 260K wishlists and counting, and got 75K wishlists in one day due to a single viral video. Final Sentence is sitting at 290K, and Deadhikers is at 130K as of this past weekend. Polden Publishing's portfolio to date includes: Fish Hunters, Football Story, Bus Flipper Simulator, Train Valley Origins, and the hotly anticipated titles of Meowgik and the titles mentioned above. In 2025, they shipped 7 games, and in 2026, they have aspirations to ship 20. 🔊We Discuss: - Where do Polden's developers come from, and are there challenges in speed and quality when trying to push so many games out the gate? - What does the relationship between the publisher and developer look like, and from the pipeline perspective, what is Polden looking for when it comes to game pitches? - The uncanny emphasis on user testing. If the game doesn't hit the scores across median play time on Steam or surveys, it gets cut. - Recipes for discovery, both outside of Steam and playing to their strengths on the Steam algorithm. - Why they'd made choices on delaying games and lessons learned on games that did not meet their expectations. ‼️And then we chat about all the existential stuff. - What happens if Steam changes the algorithm? - Do Steam Next Fests even matter? - In low-budget titles like this, do players still care about AI usage? - What is changing about the tastes of the modern gamer? - Where do we think discovery truly occurs right now? 🖥️ If you are shipping a game on Steam, this is a definite must-listen. Listen to Naavik's channels on Apple, Spotify, and YouTube below in the comments. #gaming #indie #discovery
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Steve Sargent
3K followers
For those of you who might be interested, I am giving 3/4 of a talk at GDC this year along with Brad Hendricks, the CEO of Blind Squirrel. Our talk is about "building a global development team" and my part of the exercise details some of the production practices we use to manage our different teams in different locales around the world in a consistent manner. In particular, I'll be deep diving into how we capture and utilize KPI's from our teams to try and avoid issues in advance of them occurring. The date and time of this extravaganza is: Thursday, March 12 | 11:50am - 12:50pm. Location: Room 3002, West Hall. I hope to see you there!
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Ty Taylor 🔜 SLICE
The Quantum Astrophysicists… • 1K followers
BlueberryAI is doubling down on their lies and theft. They've re-hosted their stolen GDC events list, claiming, "The list is compiled from multiple sources, such as Eventbrite, Luma, and other public listings...". Which is exactly how I created the original GDCparties.com list in the first place! BlueberryAI's list still matches the GDCparties.com list 1-to-1. This time, they've reformatted it so it no longer looks just like my site, and they've severed the datasource, so I can no longer update their site from my personal Google Sheet...but they've left all of the calendar links pointing to my fellowshipofgamedevparties@gmail.com calendar (I added all 220 of these manually by the way). They continue to claim that the 'Add To Calendar' feature is theirs, just as they're lying about the list being theirs. BlueberryAI is also claiming that I was previously able to modify their site contents using the "Add an event" button. BlueberryAI doesn't seem to understand that this button links directly to my own Google Form (where I then manually edit and add to my main spreadsheet). If you make a copy of my spreadsheet, and expand the hidden rows, you can see where I added the content from my previous post. If BlueberryAI hadn't stolen my code, editing my own personal spreadsheet would have had no effect, and this content would not have appeared on their site. Doubling-down on this theft strongly implies that BlueberryAI leadership intentionally made this decision, not some rogue engineer. Many more details in this GamesBeat article: https://lnkd.in/gqJvQYhK
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28 Comments -
Jonathan Lander
ProbablyMonsters • 3K followers
I'm late to the party but if you missed this podcast with Adam Boyes you should take some time today and listen/watch. The video game industry is at an inflexion point and things need to be done!! Gaming Decoded, Vivrato's new podcast hosted by Andrea Rene, just dropped its first episode featuring Adam Boyes. ThinkMasterclass meets Diary of a CEO, but built for the games business. Real conversations with the operators and leaders shaping the industry. Come take a listen! vivrato.com/podcast
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Bob Holtzman
ArenaNet • 10K followers
Interesting thoughts but I do have to ask: Why it F2P not sustainable? F2P has existed for decades now. There are only so many business models to consider. And in terms of strategy, you can really only choose value or brand. So what’s interesting about that past is that the “value” strategy is not f2p, it’s a premium priced game. Gamers are smart and when considering value, they’re more concerned about the long-term cost over the upfront costs. These are also some of our industry’s “core” players over two decades. I think Owen Mahoney did a great piece splitting our industry into four quadrants. Generically these audiences care about different things. F2P customers are much more socially-driven. They often spend as part of their lifestyle and to show off to friends. Premium players are often about skill and escapism. If anything I think we’ve seen more sustainability from f2p games in the last 5-10 years than premium games.
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Serhii Komar
Independent / Digital… • 4K followers
Color Block Jam pulled $10M last year from a single popup. The one that says you failed. That offer alone is 21% of the game's total IAP revenue. It also drives 27% of first purchases. A $4.99 popup converts at a rate the IAP shop never will. The pattern holds across the category. Pixel Flow: 33% of total IAP comes from the fail offer. Color Block Jam: 21%. Screwdom: 14.5%. Fail offers convert 17 to 34% of first-time spenders in hybrid casual puzzles. The fail popup is the strongest first-conversion surface in the loop. Stronger than the store. Stronger than the daily reward. Stronger than any banner. Why it works is not the popup. It is the difficulty curve underneath it. The level has to be hard enough to lose, easy enough to feel earned, and timed so the player believes one more try gets there. The offer reads as a rescue. Not a tax. That is a design problem, not a UX problem. Teams copy the popup and skip the curve. They get a banner nobody buys. The mechanic is the moat. The math underneath it is the moat. #mobilegames #hybridcasual #productmanagement #monetization #gamedev
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William Rhys Dekle
Strategic Alternatives LLC • 8K followers
As I read more and more reports about the recent Xbox layoffs one thing becomes clearer about MSFT’s intent in this round: This wave was not driven by a desire to replace workers with AI as some have speculated. Instead I believe the intent was to “improve” a Span of Control KPI. What I notice is that a great number of the layoffs occurred among quite senior employees level 64-66 at the Director and Senior Director level. That is middle management. If this had been an AI replacement exercise MSFT would have kept more experienced people and fired mostly junior people as AI replacement tends to produce better results with more experienced humans in the loop. The driving out of experienced middle management, and I’m talking about some absolute legends in the industry, points to a different organizational goal: Span of Control. MSFT and many other tech firms have in recent years looked at the ratio of management to direct reports and sought to increase the number of reports each manager has as some measure of organizational efficiency. Misguided or not this is a trend that has been widely reported on before. It also doesn’t hurt that middle management is paid better and makes a juicer target for cost cutting when a business unit’s targets are not met. If you don’t make the margin goals Corporate needs you to make, you have to offer a tribute or face their wrath. And that is what I believe this is all about. Just my opinion. #xbox #gameindustry #gamedev
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Dahmane Dahmani, PMP
2K followers
A: 🌟 Exciting Announcement! 🌟 We are thrilled to share that 345 Games USA, LLC has officially signed a Memorandum of Understanding (MOU) with Afri-Tek Innovations! This collaboration empowers Afri-Tek to develop and commercialize digital versions of the physical games created by 345 Games USA, further bridging the gap between physical and digital gaming experiences. Both companies are proud to be based in Del Mar, CA, and are led by our visionary founder, Dahmane Dahmani, a retired technical executive from Intel. 🌍 Under this partnership, the exclusive management of digital games and apps will be in the capable hands of Afri-Tek Innovations. We are excited to announce that the first set of games will be launched by October 31 on the Apple Store, with availability on Google Play by November 30, 2025! Dahmane Dahmani shared his enthusiasm: "This is an exciting time for both companies as we deliver both physical and digital games to our audience." 🎮 **About 345 Games USA:** We specialize in developing and commercializing games inspired by ancient traditions, infused with a modern twist in both look and gameplay. 🌍 **About Afri-Tek Innovations:** This innovative company draws from Africa’s rich and diverse heritage to create captivating digital apps and games. For more information, feel free to reach out to Dahmane Dahmani at: 📧 Info@345-games.com 📧 Dahmane@Afri-tek.com Stay tuned for more updates as we embark on this exciting journey together! 🚀 #Gaming #Innovation #DigitalTransformation #Partnership #AfriTek #345GamesUSA
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Ilya Mezerovsky
monday.com • 920 followers
Everyone's arguing about whether DLSS 5 will "YASAFFAY" game characters and ruin artistic vision. Late take, but: this is the wrong conversation. Remember when ray tracing first showed up? Games that shipped without it got RTX patches later. People panicked about "unintended lighting" breaking the developer's vision. Turned out fine. Devs who cared about lighting already knew what pipeline they were targeting. Everyone else got a nice optional upgrade. DLSS 5 is the same pattern. It's an optional feature in a mature upscaler stack. Game developers aren't accidentally going to lose control of their art direction because Nvidia ships a better reconstruction model. They know what tech their game supports. They build around it. But here's what's actually wild about DLSS 5 that nobody seems to be talking about. The img2img consistency. Frame to frame coherence at that level of reconstruction is genuinely hard. Anyone who's tried to get stable diffusion to produce two consistent frames in a row knows the pain. Nvidia apparently just... solved a huge chunk of that? At real time performance? That's the story. Not "will my characters look weird." The fact that we now have inference based image reconstruction that holds together across motion, camera cuts, and varying scene complexity. At playable framerates. The character smoothing discourse feels like complaining about JPEG artifacts on the Hubble telescope.
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Julien Proux
Room 8 Group • 3K followers
IP as an infrastructure: what it means for how games get made. The games industry just closed a year that should feel like a victory lap. Revenue up. Engagement up. Record spending. And yet.... 45,000 people lost their jobs in three years. The middle market is hollowing out. Revenue is concentrating around franchises that figured out something the rest of the industry is catching up to: IP isn’t a product. It’s a platform. IP became multi-vector delivery: The biggest moves of the last 18 months aren’t game deals — they’re IP infrastructure deals. Netflix spent $82.7 billion on Warner Bros. Entertainment . not for game studios, but for IP it can exploit across streaming, interactive, and merchandise simultaneously. Sony proved the model with The Last of Us: a game franchise that became a cultural event through television, feeding back into game sales. Games Workshop turned #Warhammer into a licensing empire across tabletop, video games, TV, and film. In every case, the game is one vector of a multi-surface strategy. This reshapes what gets greenlit and what “success” means. Sport is the ultimate multi-vector IP. In December 2025, sports titles held half the top 10 console revenue positions. But the real story is the capital structure behind them. The Saudi PIF consortium didn’t just take Electronic Arts (EA) private for $55 billion. They’re simultaneously investing in football clubs, #F1, #boxing, #golf, and #esports. They’re treating sport itself as an IP — the game is one monetization surface alongside broadcast rights, live events, and merchandise. Netflix is running the same playbook on cultural IP. DC, #HarryPotter, #GameofThrones — each franchise now feeds streaming, interactive, and live experiences under one roof. Games become a permanent surface, not a licensing afterthought. The production volume this generates is enormous. And structurally recurring. Production evolved — harshly Game production moved from centralized-in-studio to managed-with-multiple-partners. Not because studios wanted it — because 45,000 jobs didn’t come back, games got bigger, and content cadence accelerated. Every major production now coordinates across internal teams, co-dev partners, and specialist studios. That’s growing external production at 7.5–10% annually. But it’s not overflow anymore. It’s structural. #AI landed — but not where you think. 36% of professionals use generative AI. Most common application? Research and brainstorming — not production pipelines, not shipped assets. And 52% of creatives view the technology negatively. Not fear of change — they’ve seen what happens when tools outpace governance. So: IP is becoming infrastructure. Production is becoming distributed. The industry is spending more while demanding more from every partner in the chain. What does a production partner built for this world look like? ->That’s my next post... Heading to GDC next week. If any of this resonates, let’s talk. #GDC2026 #GameDev #CoDecv #IP
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Vincent Douvier
Stealth Startup • 2K followers
RPG, ARPG, Lite-ARPG. When does the label stop helping? Three letters. Potentially the most abused three letters in game marketing. Walk any Steam storefront and you'll notice that half the catalogue claims RPG somewhere in its description. The term has been stretched so far that it now covers everything from Baldur's Gate 3 (174 hours of branching D&D narrative) to a mobile tap-fest with a level-up animation. Same label. Completely different contract. 𝗦𝗼, 𝗹𝗲𝘁'𝘀 𝗯𝗿𝗲𝗮𝗸 𝗶𝘁 𝗱𝗼𝘄𝗻. 𝗥𝗣𝗚: 𝘪𝘯𝘷𝘦𝘴𝘵 𝘪𝘯 𝘢 𝘤𝘩𝘢𝘳𝘢𝘤𝘵𝘦𝘳, 𝘸𝘢𝘵𝘤𝘩 𝘥𝘦𝘤𝘪𝘴𝘪𝘰𝘯𝘴 𝘤𝘰𝘮𝘱𝘰𝘶𝘯𝘥. Menus, dialogue trees, stat sheets. 𝗔𝗥𝗣𝗚: 𝘩𝘪𝘵 𝘵𝘩𝘪𝘯𝘨𝘴 𝘪𝘯 𝘳𝘦𝘢𝘭 𝘵𝘪𝘮𝘦, 𝘨𝘦𝘵 𝘣𝘦𝘵𝘵𝘦𝘳 𝘨𝘦𝘢𝘳, 𝘩𝘪𝘵 𝘩𝘢𝘳𝘥𝘦𝘳 𝘵𝘩𝘪𝘯𝘨𝘴. Diablo defined this in 1997 and it has only been iterated since then. 𝗟𝗶𝘁𝗲-𝗔𝗥𝗣𝗚: the loot loop, streamlined. Hades makes it work brilliantly. Most mobile titles just borrow the credibility. 𝗧𝗵𝗮𝘁'𝘀 𝘁𝗵𝗲 𝗽𝗿𝗼𝗯𝗹𝗲𝗺. 74% of players rely on genre labels when choosing a game. Which means when you stamp "RPG" on something, you're activating years of player imprinting, the memories of their first RPG, their expectations of depth, progression, meaningful choice. If your game doesn't deliver on even one of those axes, you haven't just disappointed them, you have broken a contract. Last week I argued that audience clarity is a design decision. Genre labels are where that decision goes public. Cozy, strategy, bad game, they are all contracts with your audience. RPG is no different, except that the expectations are deeper, and harder to manage because the label covers so much ground. 𝗧𝗵𝗲 𝗵𝗼𝗻𝗲𝘀𝘁 𝗾𝘂𝗲𝘀𝘁𝗶𝗼𝗻 𝗳𝗼𝗿 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿𝘀: What is the actual mechanic you're asking the player to repeat? Is it 𝘮𝘢𝘬𝘦 𝘤𝘩𝘰𝘪𝘤𝘦𝘴 𝘵𝘩𝘢𝘵 𝘴𝘩𝘢𝘱𝘦 𝘢 𝘤𝘩𝘢𝘳𝘢𝘤𝘵𝘦𝘳? Then RPG earns its place. Is it 𝘬𝘪𝘭𝘭, 𝘭𝘰𝘰𝘵, 𝘶𝘱𝘨𝘳𝘢𝘥𝘦, 𝘳𝘦𝘱𝘦𝘢𝘵? ARPG it is then. Is it 𝘲𝘶𝘪𝘤𝘬 𝘳𝘶𝘯, 𝘭𝘪𝘨𝘩𝘵 𝘱𝘳𝘰𝘨𝘳𝘦𝘴𝘴𝘪𝘰𝘯, 𝘳𝘦𝘴𝘦𝘵? Say roguelite. Pretty please, just don't say RPG and hope nobody notices. The Souls-like label is instructive here. FromSoftware never claimed it. The community built it and this is precisely because it describes something specific enough to set accurate expectations. "RPG" has lost that specificity, it has become what "cozy" was before anyone interrogated it: a comfort word, applied broadly hence meaning almost nothing anymore. Bummer! The studios getting this right lead with the 𝘧𝘢𝘯𝘵𝘢𝘴𝘺, not the genre. They sell the feeling first, then let the label confirm it, it doesn't have to carry the whole weight. #GameDesign #GameDev #GamingIndustry #ProductStrategy #IndieGames
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Arron Goolsbey
5K followers
I could not agree more regarding AI in gaming specifically (and for life, more generally)!! Excel’s impact on Accounting, sure, but how about… Internet impact on Commerce Smart Phones impact on Gaming Social Networks impact on Media (or Elections 😉) Humans rarely utilize innovation in the most effective way at first, but we do get there eventually.
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Harvey Newman
REKiNDLED Studios • 10K followers
Some of the numbers in this year's GDC State of the Industry report really hit me hard. 28% of all respondents have been laid off in the last two years. 33% in the US. Two thirds of them came from AAA studios. And half of those happened in just the last 12 months. When I see numbers like that, I don't just see numbers. I see mortgages. I see families. I see people who moved across the country for a dream job and now have to move back. A few things I think we need to talk about after sitting with this for a few hours: AAA is still amazing and it will always be amazing. But I don't think it should be the only goal anymore. Funny enough, quite a few of the younger animators I'm meeting through REKiNDLED Studios , our codev studio, actually don't want to work at AAA. They want flexibility. Multiple projects. A safety net if one project blows up. The AI fear is much much bigger than the reality. 81% of devs use AI for research and brainstorming. Only 19% for asset generation. Students are the ones I worry about most. 74% feel their future in this industry is at risk. Senior level animators are taking mid level jobs just to pay the rent, which means juniors are competing against people with 10x their experience for the same seats. The path is harder but It is not closed. The opportunities are still out there for anybody willing to specialise, ship something, and put their work in front of the world. I broke the whole report down on YouTube with my honest take after 20 plus years in this industry. Link in the comments. If you got laid off recently or can relate with this drop a line below.
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Marc Mencher
GameRecruiter.com • 21K followers
85% of game studios have ditched degree requirements, yet the struggle to find "the right" talent is more intense than ever. Removing the barrier was the easy part; the hard part is vetting for the deep, hands-on expertise that a resume can’t capture. This is where Game Recruiter’s "Surgical Recruitment" comes in. Because our team made games before we recruited for them, we know how to spot the brilliance that doesn't always come with a diploma. #SkillsFirst #HiringTrends #GameDev #TalentAcquisition
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Chen Stopiky
SciPlay • 1K followers
Last week, I joined a panel at Gamesforum SF, where attendees and speakers showcased the innovation, passion, and energy that continue to define our industry. Here are three of my key takeaways — I’d love to hear yours: 1️⃣ Direct-to-Consumer (D2C) is redefining trust. In my panel, “Revenue, Retention & Trust with Out-of-Game Experiences: Unlocking D2C,” I shared how SciPlay’s D2C strategy is reshaping how we connect with players—focusing on value, trust, and lasting engagement beyond gameplay. 2️⃣ AI is reshaping every part of gaming. AI is expanding the boundaries of creativity and innovation. From player acquisition to design and production, it’s transforming how we imagine, build, and deliver experiences. We’re only beginning to uncover its potential—and it’s an incredible time to explore what’s next. 3️⃣ The industry never stands still. Change is the only constant in gaming. Insightful sessions from leaders like Corey Rosemond and Dobrinka Kostadinova highlighted how rapidly mobile and player behaviors are evolving—and why curiosity, adaptability, and forward thinking remain our greatest strengths.
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Marc Mencher
GameRecruiter.com • 21K followers
In 2026, 'Culture Fit' is evolving into 'Culture Add.' 🌈 Neurodiverse talent is becoming the industry's secret weapon for pattern recognition, complex QA, and high-level logic. The most successful studios aren't just hiring for skills; they are surgically recruiting for the unique cognitive perspectives that solve the impossible bugs. Is your talent strategy built for neuro-inclusion? Let's talk about the talent that sees the world differently. #Neurodiversity #GameDevelopment #Hiring #GameRecruiter
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Mark Ross
Proud to be a part of the… • 3K followers
Slot Player Life Official Press Release 3/3/2026 After many months of operating in stealth mode, we are officially pleased to announce our presence to the world. We have the world's FIRST digital lifestyle platform for slot machine players. Duane R. Chapman Andy Shaw Mike Leuchtenberg Saul Ramirez Islas Slot Player Life #slotplayerlife #casino #slotmachine #gambling
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