Tolga Tekin
Los Angeles, California, United States
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About
I love talking about;
* Careers in video games industry
* Engineering career…
Activity
6K followers
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Tolga Tekin reposted thisCome join us! Our project in Riot R&D is looking for a Staff Software Engineer to oversee our core audio technology and pipelines. You’ll be working closely with me and my team, alongside some other awesome developers on a game I’m really proud to work on. Please note that this is not a sound design or technical sound design position, and check the posting for more info! https://lnkd.in/gEg2Hspx Staff Software Engineer, Audio - Unpublished R&D Product | Riot GamesStaff Software Engineer, Audio - Unpublished R&D ProductStaff Software Engineer, Audio - Unpublished R&D Product
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Tolga Tekin reposted thisTolga Tekin reposted thisI'm looking to hire a Software Engineering Manager for our Match Services team. This team is responsible for the matchmaking and skill progression that keeps VALORANT the most competitive game in the world. There is so much more for this team to do - if you have experience building matchmaking or meta systems and managing strong senior engineers, I encourage you to reach out or apply! If you're unsure or have questions, I'll respond to any DMs. Good luck on your games! https://lnkd.in/gTMpQqh5Manager, Software Engineering - VALORANT, Competitive, Match ServicesManager, Software Engineering - VALORANT, Competitive, Match Services
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Tolga Tekin reposted thisTolga Tekin reposted thisHello friends! I have an exciting opportunity to share: Riot's MMO team is looking for a Principal UX Designer! Unreal implementation experience is a big plus for this one. You would have to relocate to either Washington or California for this role. There is no mandatory office attendance. If you have additional questions, feel free to message me. https://lnkd.in/gB3hQh-b
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Tolga Tekin reposted thisTolga Tekin reposted thisYour #Worlds2024 anthem and music video are here. “Heavy is the Crown” ft. Linkin Park is out now: riot.com/4dmcv1nHeavy is the Crown - Linkin Park - Worlds Anthem and Music Video 2024Heavy is the Crown - Linkin Park - Worlds Anthem and Music Video 2024
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Tolga Tekin reposted thisTolga Tekin reposted thisApplications are now open for 2025 software engineering internships at Riot! https://riot.com/3sGKzUi
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Tolga Tekin posted thisRegarding CrowdStrike social media is filled with takes that IMO misses the mark: * “A null pointer was the issue. CS education should be made a priority” - some CS professor (Side note: The null pointer issue was debunked later) * “<Insert some Linux distribution> should be used everywhere” - some Linux fan * “We should build our own OS in our country” - some nationalistic billionaire and their followers * “Memory managed languages should be abondoned, use <some other language> from now on” - some other language lover Etc… Look, I don’t remember working on a software that doesn’t end up with bugs. In real world perfect architecture, language, systems don’t exist. New OS’es, new languages, more CS education, more careful developers, nations building their OS’es etc… will not change that fact. There are 100s of OS’es available out there already. They are not preferred by major IT departments for many reasons, missing capabilities, their staff’s unfamiliarity, trust to the operations and support of the OS developer etc... And a lot of these are massive hurdles OS manufacturers need to deal with. Sure there is some trust wobble now towards Microsoft, but IT departments will not change their OS over night even with this incident. Most IT departments have deep investments to their OS choice. (And I’m writing this as primarily a macOS user) Ok, If all these takes are poor, what’s my take? I’m actually surprised no one is talking about the real root cause - improper testing and release processes, specifically; * Not using representative hardware in testing * Not having an incremental rollout for release * Not having proper rollback process Bugs will always exist, but their risks need to be properly managed by early detection, by making their surface area smaller, and by quick/easy incident response. These are not new or novel ideas. All of these approaches are used in top high tech companies. Not sure why that wasn’t the case at CrowdStrike. But that’s the area they will have to focus on. So what will happen next? My prediction is: * Disasters are great catalysts for culture and management changes. CrowdStrike will start investing in better release processes. * Disasters also cause us to overreact. There might be some downtrend in MS’s OS popularity (but not an overnight massive change) depending on how quickly MS and CrowdStrike can rebuild trust. But I have a feeling 6 months later folks will not remember this incident while continue to utilize Windows machines. What are your thoughts?
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Tolga Tekin posted this“AI will replace all software developer jobs” In my career I have heard this so many times for so many technologies. * “No-code / low-code platforms will replace developers” * “Serverless architecture will replace backend developers” * “Simplicity of React and Angular over jQuery will kill frontend jobs” * “Code completion will make software engineers faster, in turn we will need them less” * “WYSIWYG editors will kill jobs…” * “With Unreal engine, we won’t need programmers anymore. Anyone will be able to make games” * “Automated test generation will kill QA jobs” Etc… A lot of folks are forgetting how fast the underlying complexity is also changing. * The amount of frontend code we need for a website exponentially increased from 90s to now * The amount of code a software depends on is growing everyday. * As games hardware getting a lot more capable, we need a lot more content created and increased code complexity * As backend hardware is getting cheaper we can build a lot more complicated and harder to maintain services Without some automation and developer efficiency, it is impossible to keep up with the complexity and the needed developer demand. Imagine writing today’s software with punch cards… We would need a couple of order of magnitude of more developers. “But with the past advances didn’t the developer jobs required skills to change?” Yes! We needed to master new tools, work with higher abstractions, think about different problems and adopt to new practices. Folks that couldn’t adopt did indeed end up irrelevant. And the story will continue. Folks will learn to utilize AI, use it as an abstraction. But given how fast the capabilities and demand are increasing we will still need more developers. One thing I’m expecting, AI will lower the barrier for simple software needs. More non-CS folks will be able to solve some simpler but interesting problems. (Kinda reminds me of introduction of Excel and VB) But I’m not expecting it to lower the demand for complex SE jobs anytime soon. Not until we have major advances in general AI which are IMO decades away. But then all jobs (lawyers, doctors etc…) will be replaced, probably by folks coding and maintaining that said AI… “But companies are laying off folks in droves due to AI? Didn’t AI layoffs already start?” The reasons for layoffs are a lot more complex than this sentence. * With Covid we had one of the biggest tech booms of all time. Many companies doubled/tripled in size. This wasn’t sustainable. * Now things are cooling down, companies start to focus on cost optimizations. High growth times just mean unoptimized growth, you postpone cost optimizations due to opportunity cost. But eventually spiraling costs become hard to ignore. * There is indeed major investing and focus toward AI. But this just means some restructuring towards AI development. IMO this is just a correction. Once the spike corrects itself, things will get back to its normal course.
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Tolga Tekin shared thisCover letters get a bad rep, but I agree with Jordan Mazer. They are a good way to stand out if done well. I would recommend applicants to use them. In general, my rule of thumb for hiring is to use information that doesn't create any bias and showcases some relevant skills for the position. (eg: -quick rant- I don't care if someone uses the "open to work" flair or not on LinkedIn. Using it as information for hiring is bias-inducing, and using/not using it doesn't showcase a skill...) Cover letters do showcase communication skills, research the candidate put towards the company and the position, understand the company's needs and market, motivations & excitement, personal advocacy, reflect their strengths & weaknesses, and how well they think they match the position. I think one problem is, that many hiring managers have seen many poor cover letters and we don't expect much from them. Copy-paste, just talking about themselves, very long, generic points that have nothing to do with the company or position they are applying to, a repeat of their resume etc... And these types of cover letters just get ignored. Great ones that stand out answer these two questions; * Why you are excited about the position and the company * Why do you think you are a match specifically to that position? And that's it, there should be nothing else in there. It should be short, exciting, and sweet.Tolga Tekin shared thisApplying to a job and want to stand out? Don’t be lazy, write a cover letter 😤😤😤 ❌ A cover letter IS NOT ❌ --> Your life epic --> Multi-page --> Multi-paragraph >> No one reads THAT version of a cover letter << ✅ A great cover letter IS ✅ --> 3-4 sentences --> resonant --> specific It should take 5 minutes to write. Will every recruiter read it? Of course not. But some will read it, and those 3-4 sentences could be what sets you apart from 10 other qualified candidates and land you an interview. In a market where hundreds or thousands of candidates are applying for the same job, small advantages can prove invaluable. Don’t leave the low-hanging fruit to rot. Don’t be lazy. Write 4 sentences to give yourself an edge in an increasingly crowded candidate market.
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Tolga Tekin posted thisRecently I am reviewing a lot of resumes to help my unfortunate friends that are laid off. The most common mistakes I see are; 1) Talking about what you did more than your accomplishments and impact Statements like these: “developed an application in Java, implemented features, project managed, was a scrum master” etc…, makes HMs get curious about these questions: “But were you successful? How did you measure success? How did you do according to this measurement? With that work what kind of value your company gained?” etc… HMs care about measurable accomplishments more so than just doing things blindly. Accomplishments make the resume standout more and a lot more impactful. I’m not saying every statement needs to be an accomplishment, but you need some accomplishments mentioned. There are many articles online about this, “X-Y-Z formula” is a common technique to use. 2) Not tailoring your resume to position you are applying The first step in recruitment process is almost always a resume review, which involves someone, potentially not in your craft, to compare the resume to the position requirements. So make sure your resume showcases all the things they are looking for very clearly. Relevant experiences with technologies and skills they care should be mentioned. If this requires you to have multiple resumes, even one per job, so be it. You want to standout among the competition. 3) Using big paragraphs instead of bullet points Bullet points might sound a bit mechanical but they make the resumes very easy to read. Big paragraphs just frustrate the resume reviewers. 4) Not keeping things simple and readable I don’t remember a single case where an applicant was preferred due to a fancy resume. Content and readability are a lot more important. 5) Lots of typos and grammar mistakes Gives an impression of lack of attention to detail and sloppiness. There are many online tools to check typos and grammar. 6) Too long resume No resume reviewer will be happy to go through a 10 page resume. Focus on recent and relevant experience more. HMs don’t care that much the details of your job or school projects from 10+ years ago. For folks that are fairly new in the industry (5- years) I would say a single page resume is enough. For more experienced folks, don’t pass 2 pages. What do you all think? Am I missing anything?
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Tolga Tekin liked thisTolga Tekin liked thisI’m happy to share that I’m now a Senior Software Engineering Manager at Riot Games! 🥰💖 thanks for all the incredible people and great support around me ✨
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Tolga Tekin reacted on thisTolga Tekin reacted on thisI started my dream job last week! I'm happy to announce I'm a UX Director on Diablo IV at Blizzard Entertainment. As a young gamer, Blizzard was my gold standard. When I was a college student, working for Blizzard was the dream. It's been a very long journey through the twists and turns of the game industry to get to this point. I've met so many amazing people and worked on many incredible projects, but now it feels like I'm returning to what made me want to make games in the first place. My family and I will be moving to the Irvine area in July. For those who know me well, yes, I will be getting Disneyland season passes. :D Thank you, everyone. Whether we made games together, helped one another land jobs, learned something from one another, or simply provided words of encouragement, I wouldn't be here if it weren't for you.
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Tolga Tekin reacted on thisTolga Tekin reacted on thisFour years ago I joined Riot- and tomorrow I join Riot again! Being a Senior Manager of Game Design on an R&D project at Riot Games was a dream come true. I met so many wonderful folks- from my reports, to my peers, to my leaders. I hope to carry those connections with me no matter where we all go. One of my proudest accomplishments during my previous tenure was mentoring and assisting two engineers on their (successful) quests to transition into the field of game design- little is so meaningful to me as helping someone accomplish a goal of theirs, and if it happens to coincide with exploring the wonderful field of game design then so much the better. Riot has an incredible amount of support and continuing education for managers; I learned so much and have so many more tools for helping people be their best selves at work than I ever had before, as well as learning some fantastic ways of looking at the work of design in a more holistic context. The course I took in last November- Customer Centric Product Strategy- was particularly enlightening, and has given me a vocabulary that will be useful no matter where my path takes me. I’ve been on a short hiatus for the last two months- very stressful for the first few weeks, and then, with a new role signed, much more relaxing for the last three. Tomorrow, on the four year anniversary of joining Riot, I join them again- on a new R&D project and in a new role that calls back to a lot of things I’ve done prior in my career… and outside of it! New challenges, new wonderful peers, and new opportunities to increase my knowledge and mastery of game design, and bend it to the purpose of bringing delight and joy to (fingers crossed) millions of players across the world. To say I’m excited to begin is an understatement! Or, as the objectively best champion in League of Legends (Teemo) would say: “Armed and ready!”
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Tolga Tekin liked thisTolga Tekin liked thisToday I discovered that if you give AI a single piece of bad information in the prompt, it might fight you over that and not do any of the prompt. If you correct your mistake and continue, your result will be poor quality. Instead if you reprompt from scratch with no mistake, things are a lot better. Context management applies to more than just token usage.
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Tolga Tekin liked thisTolga Tekin liked thisIf you are a software engineer with networking experience, our team is hiring. :) https://lnkd.in/gJidXDwK
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Tolga Tekin reacted on thisTolga Tekin reacted on thiscalling all audio programmers! come and work on an extremely cool R&D project at Riot https://lnkd.in/gPdYwJPJSenior Software Engineer, Audio - Unpublished R&D ProductSenior Software Engineer, Audio - Unpublished R&D Product
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Tolga Tekin reacted on thisTolga Tekin reacted on thisAfter 14 years, my time at Riot Games has come to an end with the recent wave of layoffs in the past weeks.. Riot was my first and only job, I joined as one of the first people through the doors of the Turkish office, with nothing but a lot of passion for games and the communities that form around them. My career took me through many parts of publishing: standing up local esports and amateur scenes, all things community, international operations and R&D publishing operations. All roles that were very different on paper but always came back to the same thing for me: being close to players and making sure their voices were heard and acted upon. Seeing the impact I made on at least two generation of gamers in the region was quite emotional for me. The outpouring of love and support to the news on socials was crazy.. I'm proud to be the person players think of when they think Riot and that they feel like they can come to me with any random thing even if it's not game related because they know they would be heard and have someone who would simply try for them. That trust was never given but it was built over years of honest, transparent, consistent communication and genuinely caring about the community I served. Losing the role doesn't seem to have changed that, as I'm still getting spammed by requests lol, and I don't take it lightly. It's now time to chase after the next opportunity. I'm looking for a company that puts real weight behind player trust and community, where that philosophy shapes decisions from the inside out. Passion is what drives me, and I need to be somewhere it's shared. If that sounds like your team, or you know someone building something like that, please hit me up!
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Tolga Tekin reacted on thisTolga Tekin reacted on thisEarlier at GDC, a few of you mentioned that my appearance had changed. That change was intentional. Over the last six months, I’ve been running a personal experiment and applied the same continuous improvement (kaizen) principle we use in product development to my own transformation. I wrote about how that worked in practice so far here: https://lnkd.in/gZRUdKCF A lot of this thinking goes back to my time at Riot Games, where we practiced kaizen in depth on LoL's personalization team. I also want to call out Theron James as one of the people who shaped how I think about continuous improvement well beyond software product. Some lessons clearly stick, Theron:)
Experience
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Los Angeles, California, United States
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Los Angeles, California, United States
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Los Angeles, California, United States
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Los Angeles, California, United States
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Los Angeles, California, United States
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Irvine, California, United States
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Los Angeles, California, United States
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Los Angeles, California, United States
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Los Angeles, California, United States
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Education
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University of Southern California
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Specialized in Computer graphics, Physics simulations, 3D Animation programming, Computer Vision and Game Development technologies
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Projects
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Fantasia Music Evolved
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Dr. Yves Jacquier
5K followers
We've been implementing Neural Texture compression in #Assassinscreedmirage. The overall benefit results in better quality textures for less GPU memory usage (links in the first comment). If you followed the topic since our GDC2024 presentation ,this a very practical application of La Forge's mission to bridge the academic world with Ubisoft. #ubisoft #ubisoftlaforge #innovation 👇 "If you've been thinking, like I have, that we're still some way off seeing AI being used in games for more than just upscaling or frame generation, then it's time to think again" (...) "Enter stage left, neural texture compression to cut down on that memory demand. Given the state of the DRAM and SSD market right now, you can bet your last dollar that a whole heap of game developers will be looking closely at what Ubisoft has done to see if it can help out in their games, too"
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9 Comments -
Amir Satvat
Tencent Games • 148K followers
We Need To Be Careful With Layoff Numbers Right Now A widely shared GDC survey stat today, echoed by major press as a larger scale finding, suggested that one third of those surveyed, working in games in the United States, were laid off over the past two years. You all know I, of all people on planet earth, would never downplay the human cost behind games layoffs. Every job lost is a person, a family, and a life disrupted. But there is a very large gap between that figure and what I am seeing in the most comprehensive tracked datasets available, and I think that deserves a closer look. Based on the layoff tracking I maintain by region, North America saw 11,723 games layoffs two years ago and 5,638 last year. That is 17,361 total layoffs across two years. Now we have to pair that with workforce size. The most rigorous attempt I have seen to measure the games workforce comes from Game Industry Coffee Chat, which estimates a median North America games workforce of about 230,000 people: https://lnkd.in/eb_kK9BV Even if we assume every one of those 17,361 layoffs impacted a completely different person, which is unlikely since some individuals were laid off more than once, that equals roughly 8 percent of the workforce over two years. That is still deeply serious. But it is very different from one third. For one third of the workforce to have been laid off in the United States over the past two years, we would be talking about roughly 66,000 people, not 17,361. That is a difference of nearly 49,000 roles. And even if we narrow from North America to the United States only, where GICC estimates about 200,000 games workers, the percentage still lands in the same range, about 8 percent, nowhere near a third. So how do numbers get that far apart? Survey data around layoffs can skew high for many reasons. People who were directly impacted are far more likely to respond. Surveys often circulate most heavily in communities already affected. Definitions of “games industry” vary widely between respondents. Some surveys are global but get interpreted as U.S. only. Others may include contract endings, short term roles, or adjacent tech roles differently. Without tight sampling controls, surveys can end up reflecting who feels the pain most strongly rather than the full workforce picture. None of this makes the last two years any less painful. They have been among the hardest periods our industry has faced. But if we want to advocate effectively for workers, studios, and long term stability, our numbers have to be as rigorous as our empathy. Clear data helps us understand the true scale of the challenge and push for solutions that actually match reality. This is why I have always relied on direct measurement of all figures rather than anything polling or survey related, although those can also be used to calibrate if and when they align with hard data.
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Amir Satvat
Tencent Games • 148K followers
I want to demystify how ASGC tracks games industry job cuts so you understand what goes into the numbers The way we track industry reductions is far more rigorous than most people realize. I occasionally see comments wondering if we only use public announcements, WARN notices, or that we miss contractors, co dev teams, and non traditional roles. I understand why people might assume that, but that is not how our system works. Collecting jobs data is the most resource intensive process in our community because it shapes our support too. Step one is public information. We monitor news reports, company statements, WARN filings, and government notices. That is just the starting point. Step two is direct community reporting at scale. Every year I receive 5-10K+ messages, just related to job cuts, across LinkedIn, Discord, and email from people sharing what happened to them, their teammates, or their organizations. Much of this never appears in the press. It includes contractors, co dev partners, support studios, and indirect roles, not just FTEs at major publishers. Step three is individual signal tracking. I regularly review posts from professionals who are suddenly open to work or referencing team changes. These signals confirm patterns or reveal cuts that were not announced. All of this flows into a large internal tracking system that helps me understand not just how many roles were affected, but who was impacted, where, and when. That context allows our community to reach out and design support that matches reality rather than headlines. Is it perfect? No. I am still working to improve visibility in regions where transparency is lower. But I can say sincerely this process goes far beyond public records and is more comprehensive than any single external source. You may notice that, for a few years, I no longer publicly name organizations when cuts happen unless they request a Games Org support post. That is intentional. My goal is to avoid errors and avoid shaming, because I recognize that not every reduction comes from bad intent. Sometimes funding ends, contracts fall through, or projects conclude despite leaders trying to do right by their teams. Also, my approach is to build bridges and encourage quiet, meaningful accountability. I regularly hear that organizations know ASGC tracks layoff decisions and understand their actions will reach me, even with smaller or less visible cuts. That awareness, even without public callouts, can influence how situations are handled. Most importantly, workers know their experience is not invisible. Individual data is never shared publicly. People trust me with personal information, and I take that seriously. What I share are patterns, totals, and insights that help us mobilize support. So when we talk about industry cuts, please know this is not casual scorekeeping. It is the result of thousands of conversations and careful tracking to make sure every affected games person counts.
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Chris Klimecky
Midwest Games • 6K followers
I'm happy to welcome Adam Orth, Charlotte Cook, and Cisco Maldonado to our Midwest Games team. As we grow the business and global opportunities to help game publishing and dev teams succeed, adding even more experienced leadership expands our capabilities in many exciting ways. Ben explains the details well in his post below, but as a final point I'll just say it is great to have this momentum and extra horsepower heading into GDC. Can't wait to talk with folks there about the opportunities that may come from partnership!
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Christopher Anjos
PUBLSH • 31K followers
User Generated Content, Platforms, and Community From my conversations with publishers and developers in 2025, at DICE, GDC, and even with those who attended Gamescom, it is apparent that the industry is aligning around a cautious but clear set of priorities. Publishers are under pressure to validate demand earlier, lower risk, and build toward models that sustain communities long after launch. A major theme is user generated content. UGC is no longer niche, it is mainstream. Publishers and developers see value in games that naturally generate its own content, clips, streams, and viral moments because they cut down marketing spend and keep communities active. Bain’s 2025 global gaming report reinforces this, noting that younger audiences now prioritize customization, creativity, and social connection over visual fidelity. Yet in my own discussions, publishers repeatedly stressed that while UGC is important, the OWNERSHIP of the platform is the real goal. The titles that become platforms for creativity and social interaction capture double-digit annual user growth and become the center of gravity for both players and creators. Publishers want to be in control of that ecosystem, not just supply content for someone else’s. Market testing through trailers was another recurring point. Instead of building a full vertical slice, teams are creating strong trailers to measure early traction. If wishlists follow, development continues. If not, the project is cut. This aligns with Bain’s finding that traction matters more than originality. Without proof of demand, even the most creative concepts rarely move forward. Sequels remain strong bets, but publishers expect them to evolve. Nostalgic IPs are also being revived in new forms, which is part of a broader trend of franchises expanding across media. Cross-media IP has measurable impact, with acclaimed film or television adaptations lifting game engagement by nearly 70 percent. New IPs are still possible, but the bar is higher. They need a fresh mechanic or a theme that resonates immediately. Publishers are blunt that traction must be visible through wishlists, demo data, or community activity. Discovery has also shifted. 24% of players find games through influencers compared to just 12 percent through storefronts, pushing developers toward direct-to-consumer distribution. The broader context matters. The global market reached $219 billion and is to grow 4 percent annually through 2028, but growth is concentrated among titles that act as platforms. Independent studios, moving faster and with fewer legacy costs, are thriving, while traditional AAA teams are weighed down by budgets and tighter margins. Taken together, the message is consistent. UGC is mainstream, but publishers are prioritizing platform ownership. For new IPs, innovation, clarity, and tangible traction are no longer optional, they are requirements.
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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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Shane Barnfield
Etihad • 22K followers
When studios close, sourcers should be the first responders. News broke this week that The Outsiders, the studio behind Metal: Hellsinger, is shutting down after parent company changes. For the developers, designers, and artists impacted, it’s a tough moment. For TA leaders, it’s also a moment of truth. Whenever there’s a sudden shock - whether in gaming, tech, finance, aviation, or energy - hundreds of highly skilled people hit the market at once. And here’s the reality: only companies with modern, proactive sourcing pipelines will be positioned to catch them. I learned this the hard way when I built a global sourcing function at Keywords Studios. The sourcers who thrived weren’t the ones chasing reqs after the fact. They were the ones who kept “warm nets” in place; tracking talent communities, nurturing conversations, and knowing where the skill clusters lived before the layoffs. This applies far beyond game dev: 🧑💻 Tech startups: when funding dries up, engineers and PMs scatter. Are you already connected to them? 🛬 Aviation: route closures or MRO downsizing create rare windows to hire certified specialists. Do you have them mapped? 💲 Finance: regulation shifts often trigger sudden exits of risk & compliance staff. Is your sourcing team on top of it? In the GCC, the opportunity is even bigger. As global firms set up in the UAE and the broader region, the TA teams who already have sourcing networks in niche domains will massively outperform those who try to start from scratch. So here’s the question I’d love to throw out: 👉 If your company went under today, how would you want other orgs to “rescue” you, and where would you expect them to source you from? #TalentAcquisition #StrategicSourcing #GamingIndustry #GCC #FutureOfWork #TalentSourcing #Recruitment
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Marc Mencher
GameRecruiter.com • 21K followers
Why do the world’s top gaming studios trust Game Recruiter for their most critical hires? It’s simple: We’ve actually shipped games. Most recruiters speak "HR." We speak "Dev." When we talk about optimizing a pipeline, managing technical debt, or the nuances of Unreal Engine 5, we’re not reciting a buzzword list: we’re drawing on real-world experience. In a market where every hire is a high-stakes "Surgical Recruitment" mission, you need a partner who understands the difference between a good resume and a great developer. Stop filtering through thousands of unqualified candidates. Let’s find the veterans who can actually move the needle. #GameRecruiter #GamingIndustry #TalentAcquisition #GameDev #SurgicalRecruitment
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Jon Llaguno
Esports Business Live • 20K followers
Today, because it’s Friday, I want to share a little video game with you 😊 It’s a classic 90s-style side-scrolling space shooter. Old school, including pixel art, phasers, torpedoes, enemy fleets, boss fights… and even some very cool retro MIDI music inspired by Star Trek. You pilot different starships inspired by the USS Enterprise and fight your way through waves of enemies across 3 different stages. Pretty fun little arcade experience, but honestly nothing really crazy... So, what’s different about this game? Well… I made it! Yep! And the best part is that I didn’t spend months building it in a game engine. I created it using Moonlake AI, a tool that can generate interactive worlds and game prototypes from prompts, that I got access to. As an experiment and part of some tests, I asked Moonlake to create a retro 2D space shooter inspired by classic arcade games, themed around a sci-fi universe similar to Star Trek. In a few minutes it generated a playable prototype with: • Horizontal scrolling shooter gameplay • Different player ships • Enemy fleets and bosses • Retro pixel-art style • The whole game logic • And yes… even the soundtrack To be clear: this is obviously not a licensed Star Trek game, and it’s not something that could ever be commercialized. It’s just a small creative experiment to test what these new AI tools can do and that’s precisely what makes it interesting. Tools like Moonlake dramatically reduce the friction between having an idea for a game and actually playing a prototype of it. Instead of spending days or weeks setting up a project, you can jump straight into experimenting with mechanics, themes and gameplay loops. That’s incredibly powerful for: • Early game design • Fast prototyping • Testing mechanics • Creative exploration I’ve attached a short video showing the gameplay so you can see how it looks like, but you can also test it just by clicking on the link in the first comment. For anyone working in gaming, AI or interactive media, this is incredibly powerful. We’re entering a very interesting moment where the distance between imagining a game and playing it is getting smaller and smaller. Curious to see how far these tools can go and, in the meantime, I'll continue bilding small prototypes just to have some fun 😁
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Rian Luke 🔜 Nordic Game
GRUNTT. • 18K followers
The recent news about Wildlight Entertainment confirming layoffs following a "troubled launch" is a sombre reminder of the risks involved in headcount planning. When a studio ramps up for launch, there is immense pressure to hire permanent staff to get the game out the door. But if the launch window softens, or if the game enters a maintenance phase faster than expected, that high headcount becomes a liability. This creates a cycle of "hire-and-fire" that damages employer branding and morale. For the next four quarters, we are advising clients to look closely at "Contingent Search" for production spikes. By utilising contract roles for the final push, you protect your core full-time team. It allows you to scale up capacity without overextending your long-term operational costs. It is not just about saving money; it is about protecting the people you have already committed to.
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Vasil T.
International Game Developers… • 2K followers
This isn't the matrix, it's Steam. Every single AppID since the beginning of time. In total, 25 years worth of PC games coming in at 253,105 unique entries to date. What's even more fascinating is being able to see which were the first ever games available, at the inception point of one of gaming's biggest platforms.
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4 Comments -
Sheriff Azmey
Wētā FX • 4K followers
I think the most asked question that keep coming to me is: “How do I become a Technical Artist?” and while its a very simple one and super direct but its not easy to answer because the truth there’s no single door into Tech Art. Most of us arrived here by curiosity, frustration, and problem-solving. But I think if you pay attention for some points you could find yourself there Here’s what actually matters. 🧠 1. Start as an Artist (Seriously) Before tools and code, understand the craft: Modeling, environments, FX, lighting, or animation Be very carious about Why the artists struggle and Where is the time is wasted always notice What been breaks under pressure The main point Great Technical Artists are artists who got tired of repeating the same problems. 🔧 2. Learn One DCC Deeply Pick one tool and go deep: Houdini, Unreal Engine, Maya / Blender Know it beyond the UI: Data flow Attributes Evaluation order Performance costs Depth > breadth at the beginning. that is how you will see the task from the software POV not just as an artist 🧩 3. Think in Systems, Not Assets Stop asking: “How do I place this object?” Start asking: “What rules place any object?” I believe its fare to say Procedural thinking is the core of Tech Art. 🧮 4. Learn the Math That Matters You don’t need advanced calculus — but you do need good understanding for: Vectors & dot product Sine / cosine Noise Interpolation Distance & falloff Math is what makes art predictable and controllable. 🧠 5. Learn to Script (That will come slowly and you will find yourself talking to the software) You don’t need to be a software engineer. Start with: Python (pipelines, tools, automation) VEX (Houdini logic) Blueprint / nodes Write bad scripts. Break things. Fix them. dont worry that’s the path and we all came throw. 🛠 6. Build Tools for Others The moment you build something another artist actually uses, you’re already a Technical Artist. Small scripts Simple HDAs Batch tools Debug helpers Impact > complexity. 📦 7. Understand Pipelines Learn how things move: Assets → shots DCC → engine SOPs → USD → render Keep in your mind Tech Artists connect departments, not just nodes. 🎯 8. Communicate Like a Human This skill is very underrated: Listen before solving Explain simply Document clearly Don’t show off The best Tech Artists are bridges, not bottlenecks. 🔥 Final Torch of Truth Tech Art is not about code, It’s about enabling creativity at scale. If you: Love solving problems Enjoy mixing art and logic Care about other artists’ workflows …you’re already on the path. now this is question for the TechArtist who crossed the gates: What was the moment you realized you were moving toward Tech Art? #TechnicalArtist #TechArt #Houdini #UnrealEngine #Proceduralism #PipelineTD #VFX #GameDev #3DArt #CareerAdvice #CreativeTech #OpenToWork
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