

The Gaming Playbook w/ Harry Phokou
Harry Phokou
On The Gaming Playbook, Harry Phokou sits down with experts in the games industry who have never been interviewed before. Through these in-depth conversations, Harry unpacks the "Playbook" that made them so successful. Skip the line on Tuesdays and download the real-life cheat codes every gaming industry pro needs to know.
LinkedIn: @hphokou
Instagram: @hphokou
Newsletter: gamingrally.net
Business and guest inquiries: playbook@phokou.com
LinkedIn: @hphokou
Instagram: @hphokou
Newsletter: gamingrally.net
Business and guest inquiries: playbook@phokou.com
Episodes
Mentioned books

Nov 11, 2025 • 1h 4min
#47 – Henri Lindgren: What It Takes To Survive As a Founder In Games
Today's guest is Henri Lindgren, a veteran games industry leader, CEO of Kokoon Games, and former head of Lightneer.We unpack the real side of building and leading game studios, from scaling startups to shutting down companies, rebuilding from scratch, and mastering resilience as a founder. Henri shares insights about leadership, culture, and mental endurance in the turbulent games industry, along with practical strategies for bootstrapping, raising angel investment, and avoiding the VC trap. Whether you’re a game dev, entrepreneur, or creative leader, this is a masterclass in staying resilient when the grind gets real.Connect with Henri:LinkedIn: https://www.linkedin.com/in/henri-lindgren-9a388b39/Company's LinkedIn: https://www.linkedin.com/company/kokoongames/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights:→ Subscribe to The Gaming Playbook Weekly at thegamingplaybook.comChapters:00:00 Intro02:30 Henri’s 16-year journey in gaming and founding Kokoon Games03:44 Why resilience is the most underrated founder skill07:22 The rise and fall of Lightneer: lessons in leadership and culture11:37 Bootstrapping vs VC: how to survive tough markets14:47 Building company culture and values from scratch19:10 Tactical resilience: how to simplify and refocus under pressure22:41 Time blocking, focus, and managing chaos as a founder26:34 Surviving event season and keeping mental reserves31:22 The myth of the solo founder hero33:47 Hiring smart and avoiding premature scaling36:17 CEO loneliness and coping with leadership isolation41:19 Raising angel investment vs VC in 2025’s market45:47 Cap tables, advisory shares, and avoiding equity mistakes49:20 The state of Finland’s games industry and what’s next55:44 Inside Kokoon’s new party game and design inspiration01:02:06 What Henri’s playing right now & closing thoughts

Oct 29, 2025 • 1h 5min
#46 – Matt Hitchcock: Why Great Games Still Fail Without Great Marketing
In this episode, I sit down with Matt Hitchcock, co-founder of Other Things Agency, to break down what it really takes to market, launch, and revive games in 2025. From creating game trailers that actually sell, to fixing poor launches and standing out on Steam, this is the conversation every indie developer and studio marketer needs to hear.Matt shares insights from working on campaigns for Elder Scrolls Online, Squirrel With a Gun, and Cloudheim, revealing how studios can build hype, craft effective trailers, and make their store pages convert. We also dive into hiring in the games industry, what great portfolios look like, and the mistakes job seekers keep making.If you’re building, marketing, or relaunching a game, this episode will save you time, money, and frustration.Connect with Matt:LinkedIn: https://www.linkedin.com/in/matthitch/E-mail: matt@otherthingsagency.comWebsite: https://otherthingsagency.com/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro03:01 Elder Scrolls Online live-action trailer breakdown05:13 Why trailers matter for conversion on Steam08:25 When to start marketing your game10:30 Working with creators the right way12:10 Squirrel With a Gun – how to go viral with intent17:12 The truth about viral formulas in game marketing19:10 In-engine cinematic capture and authenticity26:58 Why most indies underinvest in marketing33:51 What to do if your game isn’t selling37:12 Key art 101: how visuals sell your game43:02 When and why to refresh your store art45:11 Reviving and re-marketing older games47:15 Continuous marketing done right50:42 Hiring insights: what makes portfolios stand out59:05 Common job applicant mistakes1:02:00 Final advice for devs and creatives#GameMarketing #IndieDev #GameTrailers #SteamLaunch #GamingIndustry

Oct 22, 2025 • 1h 9min
#45 – Amir Satvat: 2,000 Rejections Before Landing His Dream Job in Games
What does it actually take to build a career in games? In this episode, I sit down with Amir Satvat, Director of Business Development at Tencent and the creator of one of the biggest gaming career communities online. Amir’s helped almost 4,000 people land roles in games, all while juggling a full-time job.We talk about the real odds of getting into the industry, how he handled 2,000+ job rejections, what it takes to build visibility on LinkedIn, and the personal cost of becoming a public figure.Whether you’re just starting out or making a career move within games, this conversation dives into how to stay consistent, build systems that last, and turn your passion for games into a long-term career.Connect with AmirLinkedIn: https://www.linkedin.com/in/amirsatvat/Website: https://amirsatvat.com/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro01:20 Thanksgiving 2022: How Amir’s journey to help began03:40 Breaking into games after 2,000 job rejections05:50 Family, remote work, and finding balance08:05 Persistence, purpose, and building career momentum11:50 Showing your passion vs. just saying it13:40 “I’ve done everything I can” mindset trap15:40 Networking, visibility, and why no one gets hired by accident20:25 Building relationships and using mentorship to get feedback25:05 The hidden job market and how most hiring really happens28:55 Creation of the Games Jobs Workbook and community34:20 Lessons from hosting and scaling gaming events36:20 Productivity, delegation, and avoiding burnout43:10 Who’s getting hired in games right now (data insights)45:20 Nepotism, referrals, and why trust drives hiring decisions49:00 Handling negativity and staying authentic online55:35 Why criticism doesn’t matter unless it’s from the right people59:00 Giving back without burning out01:02:30 Finding non-games work for gamers01:06:50 Final thoughts and where to connect with Amir#GameCareers #GamingIndustry #CareerAdvice #AmirSatvat #LinkedInGrowth

Oct 16, 2025 • 1h 18min
#44 – Andrew Pappas: How Empathy-Driven Marketing Builds Successful Indie Games
Ever wondered why some indie games blow up without “doing any marketing”? And why that idea frustrates real game marketers?In this episode, I sit down with Andrew Pappas, founder of RenGen Marketing and host of Indie Game Movement podcast, to unpack what real marketing looks like for indie studios in 2025. Andrew has worked with countless devs across the world to help them understand how to connect with players, build sustainable studios, and turn creative passion into commercial success.We talk about why marketing should start at the concept stage, how to identify player pain points before you even prototype, and why so many devs are leaving money on the table by ignoring empathy-driven marketing. Andrew also breaks down how to build trust-based content, choose the right marketing channels for your strengths, and craft systems that actually scale without burning out your team.This is a practical, no-fluff deep dive into how indie studios can market smarter, connect deeper with players, and build a real business around creativity, not just luck.Connect with Andrew:LinkedIn: https://www.linkedin.com/in/andrewpappas-rengen/Website: https://www.rengenmarketing.com/Podcast: https://www.rengenmarketing.com/podcast/100-2/Newsletter: https://www.rengenmarketing.com/newsletter/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro02:40 Why marketing should start before development07:20 Demand-based vs solution-based thinking12:00 Using player pain points to design better games18:10 The risks of long dev cycles in a fast-changing market23:00 Marketing strategy vs marketing plan explained28:40 Why copying other studios’ marketing doesn’t work34:30 Leading with empathy to connect with players40:10 How to understand your players without being salesy46:50 Choosing the right channels for your indie game51:20 Building a repeatable marketing process57:00 Measuring resonance instead of raw reach1:03:20 Understanding your player’s buying journey1:08:40 Making marketing entertaining and memorable1:11:30 Andrew’s final advice for indie developers#IndieGameMarketing #GameDevPodcast #PlayerFirstDesign #SteamMarketing #IndieDevGrowth

Oct 10, 2025 • 1h 8min
#43 – Marcus Holmström: How Roblox Is Rewriting the Rules of Game Development
Ever wondered how to scale a gaming studio to over 200+ staff without raising a single dollar of VC funding?In this episode, I sit down with Marcus Holmstrom, Co-Founder and CEO of The Gang, who shares how he built one of the world’s leading Roblox studios, and working with brands like FIFA, Netflix, Amazon, and Wimbledon, while pioneering the rise of UGC gaming.We talk about how Roblox developers are actually making huge money from their games, what’s driving the UGC boom, and why more traditional studios are starting to take notice. Marcus also breaks down how to build a remote-first team, hire the right people, and create games that find product-market fit fast.This is a practical, no-fluff deep dive into the business of modern gaming, from bootstrapping to global scale.Connect with Marcus:LinkedIn: https://www.linkedin.com/in/marcusholmstrom/Website: https://www.thegang.io/Press Kit: https://readymag.website/TheGang/Presskit-2025/Strongman Simulator: https://www.roblox.com/games/6766156863/Strongman-SimulatorConnect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.net01:10 Intro03:03 How The Gang was founded05:44 What Roblox really is (and why it matters)07:47 Why Grow a Garden became the biggest game ever09:25 How Roblox games make millions13:03 Building 40+ games in 5 years13:44 Working with brands like Netflix, FIFA & Amazon17:40 From hobby project to 300+ employees20:37 Why full-time staff beat contractors22:50 Running remote-first studios pre-COVID26:34 Using Discord as a digital office29:43 Culture, communication & daily structure32:04 Why the age demographics of Roblox matters35:43 Why major studios are now building on Roblox37:54 How monetization really works on Roblox42:40 Welcome to Bloxburg: a case study46:05 Why simplicity wins on Roblox48:05 The Strongman Simulator story (1.5B plays!)53:20 Parents, kids & spending on digital goods58:06 Health-based gaming & motion integration59:07 Hiring tips for scaling studios01:05:29 Final takeaways & how to contact The Gang#RobloxDevelopment #GamingBusiness #UGCgaming #GameDevPodcast #StartupGrowth

Oct 3, 2025 • 1h 27min
#42 – John Wright: From Accountant to CEO, Breaking Into the Gaming Industry & Scaling Mobile Games
Dreaming of breaking into the games industry or scaling your studio?In this episode, John Wright (CEO of Turborilla) shares his journey from leaving accountancy to leading a studio with 200M+ downloads, plus hard-earned lessons on leadership, mobile publishing, and scaling games in today’s competitive market.We cover everything from transferable skills and breaking into gaming, to user acquisition strategies, playable ads, retention metrics, and building a motivated team.This is a raw, practical guide for anyone serious about games, leadership, and publishing.- Learn how to transition careers into gaming with no direct experience- Discover how CEOs manage change, culture, and accountability- Understand why retention and CPI make or break mobile games- Hear real-world lessons from $2B in user acquisition spend- Insider tips on networking, scaling, and sustaining success in gamingConnect with John:LinkedIn: https://www.linkedin.com/in/johnwright1987/Website: https://www.turborilla.com/Mad Skills Motocross 3: https://apps.apple.com/ua/app/mad-skills-motocross-3/id1508275130?l=en, https://play.google.com/store/apps/details?id=com.turborilla.bike.racing.madskillsmotocross3&hl=ukConnect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro01:40 Episode roadmap: leadership, publishing, and game economics02:53 John’s background: identity crisis at 25 & leaving accountancy08:50 Advice for newcomers to the games industry17:40 What being CEO at Turborilla looks like23:16 How to manage change as a CEO26:43 Aligning people with business goals & accountability31:14 Structuring company goals and roadmaps35:15 The “happiness index” and motivating teams40:31 The rise of playable ads and lessons learned45:13 CPI, IPM, and industry metrics explained49:53 Zynga, Rollic, acquisitions & scaling user bases52:52 Profitability vs exits in gaming businesses58:46 What separates a “good” game from a scalable hit01:02:10 Retention, MVPs, and testing strategies01:06:01 Ads vs retention: which comes first?01:09:41 Strategies for new studios in a competitive market01:11:43 Understanding VC theses and their impact on funding01:17:23 Giving back to the gaming community01:21:53 The future of AI in game development01:25:31 Closing thoughts and ways to connect

Sep 25, 2025 • 1h 1min
#41 – Jon Hanson: Why Indie Game Marketing Fails (and How to Succeed on a Small Budget)
In this episode of The Gaming Playbook, I sit down with Jon Hanson, founder of Skill Tree Marketing and former EA & Warner Bros. publishing exec, who left the AAA grind to help indie and AA studios thrive. Jon shares the unfiltered truth about indie game marketing: why most devs misunderstand it, how to validate your game without wasting years, and what it really takes to cut through the noise with limited budgets.Expect deep dives into:- The biggest misconceptions about indie game marketing- Why 30–50% of your budget should go to marketing (and how to use it wisely)- How to validate your game early with market research & paid UA- Case study: saving a VR game with better store optimization & ads- Steam wishlists: what they really mean and how to grow them effectively- Using Reddit, Discord & Facebook groups to reach players authentically- Why storytelling and community trust beat polished “corporate” marketing- Building a lean, sustainable business in a tough games marketWhether you’re an indie dev, a marketing lead, or a founder aiming to launch your first game, this episode is a brutally honest masterclass on how to market smarter, avoid costly mistakes, and turn your game into a business that lasts.Connect with Jon:LinkedIn: https://www.linkedin.com/in/jonhanson1/Website: https://skilltree-marketing.com/Reddit: https://www.reddit.com/user/SkillTreeMarketing/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro01:23 Why Jon left AAA publishing to help indies03:09 Viral LinkedIn posts about Expedition 33 & Balatro05:30 Building a small but powerful indie-focused team09:02 Biggest misconceptions about game marketing10:39 Why marketing needs 30–50% of your budget11:34 When and how to start marketing your game13:50 Market research tools: AI, Reddit, Discord, LinkedIn16:12 Validating ideas without wasting years19:04 Case study: VR game turnaround with UA & optimization22:24 Paid UA done right vs. going “all in”24:32 Realistic ad spend returns for indie games26:13 Why indies overlook paid UA vs organic marketing28:16 Using UA to test game concepts before building31:55 Steam wishlists: myths, metrics & algorithms35:15 Discovery channels indies overlook (Reddit, Facebook groups, Discord)36:34 Building authentic community trust & engagement42:22 Discord support, authenticity, and winning trust45:16 Repeat customers & building a sustainable studio51:46 Running a business with 8 Chihuahuas & 3 horses54:40 Lessons learned starting a business: don’t go alone57:41 Final advice for indie devs on marketing59:54 How to connect with Jon and Skill Tree Marketing#IndieGameMarketing #GameDevTips #SteamWishlists #IndieDevJourney #GameMarketingStrategy

Sep 18, 2025 • 1h 6min
#40 – Charlie Czerkawski: Inside Game Economy Design, Monetization & Progression
In this episode of The Gaming Playbook, I sit down with Charlie Czerkawski, veteran game designer behind Shadowgun Legends and Payday 3, and now part of Sharkmob’s design leadership team on Exoborn. Charlie is also the author of Game Economy Design, and he pulls back the curtain on what it really takes to build player-friendly yet profitable game economies.Expect deep dives into:- What game economy design actually is (and how it differs from monetization)- The biggest misconceptions developers have about economy design- Vertical vs. horizontal progression, and why many games get it wrong- Lessons from case studies like Clash Royale, Marvel Snap, and The Finals- How to balance free vs. premium currency without alienating players- Why testing “feels good” is harder than it sounds- Career lessons from building his own studio and working across Europe- Writing the go-to book on game economy designWhether you’re an aspiring game designer, a live-ops manager, or a player curious about how games keep you hooked, this episode is a rare inside look into one of the most complex and misunderstood roles in game development.Connect with Charlie:LinkedIn: https://www.linkedin.com/in/charles-lees-czerkawski-46293524/His book: https://www.routledge.com/Game-Economy-Design-Metagame-Monetization-and-Live-Operations/Czerkawski/p/book/9781032479903Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro01:40 What is game economy design?05:07 Common misconceptions about game economies07:45 Player experiences & roguelite preferences11:14 Target audiences & mobile vs. hardcore players14:57 Single-player vs multiplayer economy design17:09 Biggest challenges in economy systems22:40 Vertical vs. horizontal progression explained24:23 Marvel Snap’s clean economy breakdown29:04 Cosmetics, battle passes, and player psychology33:35 Balancing free vs. premium currency37:02 Testing whether an economy “feels good”39:31 Charlie’s career journey across Europe43:59 Lessons from different studio cultures45:47 Defending economy design decisions with stakeholders47:46 Leadership, alignment, and team dynamics51:41 Structuring your work week as a creative lead57:31 Why economy design is one of the hardest jobs in game dev59:28 Breaking into game economy design01:01:53 Writing the book: Game Economy Design01:03:40 Closing thoughts and how to connect with Charlie#GameDesign #GameEconomy #MonetizationDesign #VideoGameDevelopment #IndieDev

Sep 10, 2025 • 1h
#39 – Matej Lancaric: The UA Consultant on Building a €1.6M Solo Gaming Business
In this episode of The Gaming Playbook, I sit down with Matej Lancaric, one of the most successful solopreneurs in the gaming industry, who scaled his one-person consultancy past €1.6M in revenue. Matej shares the unfiltered reality of solopreneurship: why you can’t treat it as a backup plan, how to survive the risk of losing big clients, and what it really takes to build and keep a thriving solo business.Expect deep dives into:- Why having a backup plan sets you up for failure- The dangers of relying on one big client (and how to diversify)- How to set boundaries and avoid scope creep- The role of Substack, LinkedIn, and conferences in building trust- Why consistency beats shortcuts every time- Growing without turning into a traditional agency- Building products and revenue streams on the sideWhether you’re a consultant, a service provider, or a founder considering going solo, this episode is a brutally honest masterclass on what it really takes to succeed as a 7-figure solopreneur.Connect with Matej:LinkedIn: https://www.linkedin.com/in/matejlancaric/Substack: https://lancaric.substack.com/Matej's podcast: https://www.youtube.com/channel/UCpu7cyygnCCCkUEMG2-JiHQConnect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netChapters:00:00 Intro01:50 From side hustle to €1.6M solo business05:03 Contractors vs. employees: staying lean10:55 Why Matej refuses to build an agency14:34 Getting first clients from articles & conferences19:53 Conference strategy: no selling, just conversations24:44 Public speaking & how to land talks30:04 The risk of big clients & need to diversify33:21 Setting boundaries & avoiding scope creep36:02 Content creation workflow & newsletter strategy47:32 Treating UA budgets like your own money49:15 Building tools & new SaaS experiments51:53 Why now is the best (and hardest) time to go solo55:51 The reality of consulting: pipeline, rejection & persistence59:48 Closing thoughts & where to find Matej#solopreneurship #gamingbusiness #useracquisition #businessreality #businessgrowth

Sep 4, 2025 • 1h 16min
#38 – Kate Edwards: The #1 Mistake Studios Make Going Global in Games
In this episode, I sit down with Kate Edwards, CEO of Geogrify, culturalisation strategist, and former Executive Director of the IGDA, to unpack the hidden mistakes developers make when building games for a global audience.From Age of Empires getting banned in South Korea, to the backlash around Indiana Jones, to why inclusivity and allegorical distance matter more than ever, Kate breaks down the cultural pitfalls that can derail even the biggest titles, and what studios can do to avoid them.We cover:- Why culturalisation is critical for global game success- The real cost of ignoring stereotypes in game worlds- How allegorical distance helps avoid offensive tropes- What inclusivity in games looks like beyond tokenism- The rise of social media backlash and how to handle it- Lessons from 30+ years across Microsoft, IGDA, and GeogrifyWhether you’re an indie dev, AAA veteran, or just curious about how culture shapes games, this episode is a masterclass in building worlds that truly resonate with players everywhere.Connect with Kate:LinkedIn: https://www.linkedin.com/in/geogrify/Check out SetJetters: https://setjetters.com/Connect with Harry:LinkedIn: https://www.linkedin.com/in/hphokou/YouTube: https://www.youtube.com/@hphokouInstagram: https://www.instagram.com/hphokouGet exclusive podcast recaps & industry insights: → Subscribe to the Gaming Rally Newsletter www.gamingrally.netThis September, I’m excited to be attending the @Live Service Gaming Summit, a must-attend event for anyone building, scaling, or evolving live service games.From content cadence and monetisation to backend resilience and community building, the summit dives deep into what it really takes to create games that last.Check out the latest event agenda here: https://www.iqpc.com/events-live-service-gaming-summit/agenda-mc/?utm_source=Harry%20Phokou&utm_medium=External%20Email&utm_campaign=49350.002_LSGSummit_Harry_Phokou_NL_Agenda&utm_term=&utm_content=&disc=&extTreatId=7621796Register here: https://www.iqpc.com/events-live-service-gaming-summit/srspricing/?utm_source=Harry%20Phokou&utm_medium=External%20Email&utm_campaign=49350.002_LSGSummit_Harry_Phokou_NL_Register&utm_term=&utm_content=&disc=PHOKOU20&extTreatId=7621797Use code PHOKOU20 for 20% off your passLet me know if you’re attending too, would love to connect!#LSGSummit #LiveServiceGames #GameDev #GamingIndustry #LiveOps #GameDesign #Monetisation #GamingEventsChapters:00:00 Intro01:46 Who is Kate Edwards? 30+ years in games03:50 From geographer to Microsoft and the games industry07:36 Why culturalisation is critical for global games09:37 Age of Empires banned in South Korea & lessons learned14:10 Should indie developers worry about culturalisation?18:18 The rise of social media backlash in games27:22 Allegorical distance: designing worlds without stereotypes32:06 Inclusivity in games: avoiding generic representation42:28 SetJetters: Kate’s film tourism startup46:48 Leading the IGDA: building a global developer community51:44 What makes a game compelling to players?59:25 Advice for aspiring devs breaking into the industry1:05:57 Networking, hidden job markets & overcoming introversion#gamedev #gamedesign #indiegamedev #gamingcommunity #videogames #inclusivitymatters #culturalisation


