Discussion Panel — Making games for global audiences in CIS countries
summary
CIS teams already ship global hits — hundreds of millions across 150 countries — but growth stalls because studios focus on outsourcing roles, not full-product teams, investors avoid risky bets, and marketing costs spike (user acquisition hits $14–17 per new user). Mobile and social titles built with Unity and light infra (examples: Gardenscapes, War Robots) prove low‑budget success, while larger projects invest in tech like motion capture used daily and hire international leads to train locals; scaling needs senior producers, publisher ties and aggressive QA.
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chapters (22)
- 0:00Introduction
- 3:50Survey
- 6:53Lack of talent
- 15:07Mentality
- 18:41Communication
- 21:24Cultural differences
- 26:56Creating global hits
- 29:44Learning to fail
- 34:09Quality and recognition
- 37:14Is the situation changing
- 39:09Is it a safer place to invest
- 41:19Gaming culture
- 42:09Polish talent
- 43:09What is changing
- 43:59Audience questions
- 46:14Can you bring the mic back
- 47:34How do you use international expertise
- 51:24Do international experience share
- 53:29Break your mentality
- 54:34Questions
- 55:39Management
- 57:14Question
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