288. Why Most Games Deserve to Die — And How Voodoo Finds the Ones That Don’t
In this episode, Deconstructor of Fun’s Mishka Katkoff sits down with Thibault de Vésinne-Larüe, VP of Core Gaming at Voodoo, to unpack one of the industry’s most ruthless yet successful publishing machines. How does Voodoo test 2,000 prototypes a year? What separates great studios from the rest? Why do most games get killed — and how do you know which ones to bet on? If you’re serious about understanding hybrid-casual publishing, this is required listening.
00:40 Characteristics of Top Performing Teams
04:31 Prototyping Process and Metrics
22:03 Soft Launch and Monetization
25:31 Shift from Ads to In-App Purchases
28:17 Scaling Game Development Teams
31:49 Structuring Partnerships with Developers
40:53 Common Mistakes in Game Development
46:39 Breaking into Voodoo's Ecosystem
48:48 Conclusion and Future Goals
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