The Business of Art
summary
Argues that studios must be as good at running a business as at making art, and lays out concrete tactics: use Sensor Tower and PlaytestCloud to validate audiences, model KPIs (CPI, D1–D30 retention, revenue scenarios) before you start, budget paid marketing during soft launch, and prioritize minimizing time-to-failure with frequent, early releases. Offers a case: a licensed Shopkins bubble shooter that paid back by seeding an original game (Wild Life), showing licensing can reduce marketing risk while reusing tech and assets.
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chapters (6)
- 0:00Business of art intro
- 3:55Risk management for studios
- 15:00Product risks in dev
- 34:25Licensed vs original IP
- 44:23Risk as studio scales
- 46:31Q&A
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